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Please fix the bug: 'TypeError: undefined is not an object (evaluating 'player.update')' in or related to this line: 'player.update();' Line Number: 193
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Display start button at game load. Game begins when player touches start button. Afterwards destroy start button
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When player gets a point by hitting the moon, fade in sparkle asset over moon, fade out within 1 second
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Fix score not being visible
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Change game play, player gets points for hitting moon asset.
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Raise moon by 50px
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Raise moon asset by 50px
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Raise moon asset by 100
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Add moon asset to top center of screen.
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Assign the same physics from the ear ro ear2
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Move ear2 left of the ear asset
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Add ear2 asset to player character to the right of ear asset
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Give the ear asset physics so that it flaps up and down as the player character jumps. Anchor point at bottom of asset
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Do that please
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Please try these suggestions
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Move ear asset to the right by 10 px
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Move ear asset to the right by 10 px
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Add an anchor point to bottom of ear asset. Move ear asset to top of player asset
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Add EAR asset to top left of player character asset
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Add war asset to top left side of player asset
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Score count is 100% visible
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Make score number visible
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Bold text for score numbers
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Jump limit -= 13
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Jump limit -= 15
/**** * Classes ****/ //<Assets used in the game will automatically appear here> // Platform class var Platform = Container.expand(function () { var self = Container.call(this); var platformGraphics = self.attachAsset('platform', { anchorX: 0.5, anchorY: 0.5 }); self.direction = Math.random() < 0.5 ? -1 : 1; // Randomly assign a direction to each platform self.update = function () { // Platforms move horizontally self.x += 5 * self.direction; // If platform goes off the edge of the screen, it reappears on the opposite side if (self.x > 2048) { self.x = -100; } else if (self.x < -100) { self.x = 2048; } }; }); // Player class var Player = Container.expand(function () { var self = Container.call(this); var playerGraphics = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5 }); self.vy = 0; // Vertical velocity self.jump = function () { self.vy = -20; // Jump velocity }; self.update = function () { self.y += self.vy; self.vy += 1; // Gravity if (self.y > 2732) { // Player fell off the screen LK.showGameOver(); } }; }); /**** * Initialize Game ****/ var game = new LK.Game(); /**** * Game Code ****/ var bg = game.attachAsset('BG', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 }); // Initialize arrays and variables var platforms = []; var player; var score = 0; var scoreTxt; var jumpLimit = 100; // Player starts with 100 jumps // Create initial platforms function createInitialPlatforms() { for (var i = 0; i < 10; i++) { var platform = new Platform(); platform.x = Math.random() * 2048; platform.y = 2732 - i * 300; platforms.push(platform); game.addChild(platform); } } // Create player function createPlayer() { player = new Player(); player.x = 1024; // Center horizontally player.y = 2000; // Start near the bottom game.addChild(player); } // Create score text function createScoreText() { scoreTxt = new Text2('0', { size: 150, fill: "#ffffff" }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); } // Create jump limit bar function createJumpLimitBar() { jumpLimitBar = LK.getAsset('jumpLimitBar', { width: 50, height: jumpLimit * 10, color: 0x00ff00, shape: 'box', anchorX: 0, anchorY: 0 }); jumpLimitBar.x = 0; jumpLimitBar.y = 0; LK.gui.left.addChild(jumpLimitBar); game.addChild(jumpLimitBar); } // Initialize game elements createInitialPlatforms(); createPlayer(); createScoreText(); createJumpLimitBar(); // Handle player jump on touch game.down = function (x, y, obj) { if (jumpLimit > 0) { player.jump(); jumpLimit -= 15; // Increase the rate at which the jump limit bar depletes jumpLimitBar.height = jumpLimit * 20; // Reflect the jump limit increase in the jump limit bar jumpLimitBar.y = 2732 - jumpLimitBar.height; } else { jumpLimit += 0.5; // Restore the jump limit bar jumpLimitBar.height = jumpLimit * 20; jumpLimitBar.y = 2732 - jumpLimitBar.height; } }; // Update game every tick game.update = function () { player.update(); for (var i = 0; i < platforms.length; i++) { if (player.intersects(platforms[i])) { if (player.vy > 0) { // Player is moving downwards player.vy = -10; // Knockback effect } else { player.jump(); score++; scoreTxt.setText(score); } } } // Check if player hits the top of the screen if (player.y <= 0) { score++; scoreTxt.setText(score); } for (var i = platforms.length - 1; i >= 0; i--) { if (platforms[i].y > 2732) { platforms[i].destroy(); platforms.splice(i, 1); var newPlatform = new Platform(); newPlatform.x = Math.random() * 2048; newPlatform.y = 0; platforms.push(newPlatform); game.addChild(newPlatform); } } // Restore the jump limit bar gradually over time if (jumpLimit < 100) { jumpLimit += 0.5; jumpLimitBar.height = jumpLimit * 20; jumpLimitBar.y = 2732 - jumpLimitBar.height; } };
/****
* Classes
****/
//<Assets used in the game will automatically appear here>
// Platform class
var Platform = Container.expand(function () {
var self = Container.call(this);
var platformGraphics = self.attachAsset('platform', {
anchorX: 0.5,
anchorY: 0.5
});
self.direction = Math.random() < 0.5 ? -1 : 1; // Randomly assign a direction to each platform
self.update = function () {
// Platforms move horizontally
self.x += 5 * self.direction;
// If platform goes off the edge of the screen, it reappears on the opposite side
if (self.x > 2048) {
self.x = -100;
} else if (self.x < -100) {
self.x = 2048;
}
};
});
// Player class
var Player = Container.expand(function () {
var self = Container.call(this);
var playerGraphics = self.attachAsset('player', {
anchorX: 0.5,
anchorY: 0.5
});
self.vy = 0; // Vertical velocity
self.jump = function () {
self.vy = -20; // Jump velocity
};
self.update = function () {
self.y += self.vy;
self.vy += 1; // Gravity
if (self.y > 2732) {
// Player fell off the screen
LK.showGameOver();
}
};
});
/****
* Initialize Game
****/
var game = new LK.Game();
/****
* Game Code
****/
var bg = game.attachAsset('BG', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2
});
// Initialize arrays and variables
var platforms = [];
var player;
var score = 0;
var scoreTxt;
var jumpLimit = 100; // Player starts with 100 jumps
// Create initial platforms
function createInitialPlatforms() {
for (var i = 0; i < 10; i++) {
var platform = new Platform();
platform.x = Math.random() * 2048;
platform.y = 2732 - i * 300;
platforms.push(platform);
game.addChild(platform);
}
}
// Create player
function createPlayer() {
player = new Player();
player.x = 1024; // Center horizontally
player.y = 2000; // Start near the bottom
game.addChild(player);
}
// Create score text
function createScoreText() {
scoreTxt = new Text2('0', {
size: 150,
fill: "#ffffff"
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
}
// Create jump limit bar
function createJumpLimitBar() {
jumpLimitBar = LK.getAsset('jumpLimitBar', {
width: 50,
height: jumpLimit * 10,
color: 0x00ff00,
shape: 'box',
anchorX: 0,
anchorY: 0
});
jumpLimitBar.x = 0;
jumpLimitBar.y = 0;
LK.gui.left.addChild(jumpLimitBar);
game.addChild(jumpLimitBar);
}
// Initialize game elements
createInitialPlatforms();
createPlayer();
createScoreText();
createJumpLimitBar();
// Handle player jump on touch
game.down = function (x, y, obj) {
if (jumpLimit > 0) {
player.jump();
jumpLimit -= 15; // Increase the rate at which the jump limit bar depletes
jumpLimitBar.height = jumpLimit * 20; // Reflect the jump limit increase in the jump limit bar
jumpLimitBar.y = 2732 - jumpLimitBar.height;
} else {
jumpLimit += 0.5; // Restore the jump limit bar
jumpLimitBar.height = jumpLimit * 20;
jumpLimitBar.y = 2732 - jumpLimitBar.height;
}
};
// Update game every tick
game.update = function () {
player.update();
for (var i = 0; i < platforms.length; i++) {
if (player.intersects(platforms[i])) {
if (player.vy > 0) {
// Player is moving downwards
player.vy = -10; // Knockback effect
} else {
player.jump();
score++;
scoreTxt.setText(score);
}
}
}
// Check if player hits the top of the screen
if (player.y <= 0) {
score++;
scoreTxt.setText(score);
}
for (var i = platforms.length - 1; i >= 0; i--) {
if (platforms[i].y > 2732) {
platforms[i].destroy();
platforms.splice(i, 1);
var newPlatform = new Platform();
newPlatform.x = Math.random() * 2048;
newPlatform.y = 0;
platforms.push(newPlatform);
game.addChild(newPlatform);
}
}
// Restore the jump limit bar gradually over time
if (jumpLimit < 100) {
jumpLimit += 0.5;
jumpLimitBar.height = jumpLimit * 20;
jumpLimitBar.y = 2732 - jumpLimitBar.height;
}
};
A pixel art moon, crescent, pale yellow. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Rabbit and moon themed start button. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
In game comic sparkles, a circle ring of stars and sparkles ✨ pixel art, pale yellow, action lines. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.