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Ensure that the game does not load and begin with a game overstate
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Alter the horizontal drift of obstacles. If obstacles generate on the left half of the screen have them drift more to the left if they generate on the right half of the screen have them generate more to the right
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Increase speed of hobbit animation by 50%
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Reduce the scaling of obstacles by ten percebt
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Create a slow drift so that obstacles drift left or right while descending
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Reduce the amount the obstacles scale by 10%
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Fix obstacle scaling
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1. **Update Method Logic**: - Modify the `update` method in the `Obstacle` class to increment the `scaleX` and `scaleY` properties by a smaller, consistent amount each frame. For example, you can increment the scale by 0.01 each frame: ```javascript self.scaleX += 0.01; self.scaleY += 0.01; ``` 2. **Initial Scale Values**: - Ensure that the initial scale values for the obstacles are set to a reasonable starting point. For example, set the initial scale values to 1: ```javascript self.scaleX = 1; self.scaleY = 1; ``` 3. **Conditional Checks**: - Ensure that the scaling logic is applied regardless of the alpha value. For example, you can apply the scaling logic before or after the alpha increment logic: ```javascript self.scaleX += 0.01; self.scaleY += 0.01; if (self.asset.alpha < 1) { self.asset.alpha += 0.05; } ``` 4. **Asset Properties**: - Verify that the obstacle assets are designed to be scalable and that there are no constraints preventing them from being scaled. Ensure that the assets are correctly initialized and that their properties allow for scaling.
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Ensure game is detecting obstacle clisions
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Try fixing the sound
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When hobbit collides with obstacles play collide sound
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1. **Initialize Alpha**: ```javascript self.asset.alpha = 0; // Set initial alpha to 0 ``` 2. **Increment Alpha in Update Method**: ```javascript self.update = function () { // Other update logic... // Increment alpha for fade-in effect if (self.asset.alpha < 1) { self.asset.alpha += 0.05; // Adjust the increment value as needed } }; ```
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Decrease hot points by 1 when hobbit collides with obstacles sheep or rocks
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Hobbit loses one hit point for every obstacle hobbit collides with
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Change the score number to the hobbits hit points. Hobbit has 3 hit points
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Fix objects not scaling
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Change the size increase to a percentage. The obstacles must triple in size between generation and destoy
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Increase self scale x and y to .50
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Increase self scale in obstacles to 0.1
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Increase the self scale x and y by 30%
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Fix the obstacles not increasing in size
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Change the jump trigger so that they player can slide the hobbit side to side to move. And tap to jump.
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Please try this suggestion
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Add fade in to obstacles when they generate
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Fix fade-in on obstacles
/**** * Classes ****/ //<Assets used in the game will automatically appear here> // Define the Hobbit class var Hobbit = Container.expand(function () { var self = Container.call(this); self.assetContainer = new Container(); self.addChild(self.assetContainer); self.animationState = 0; self.hobbitGraphics = self.assetContainer.attachAsset('hobbit', { anchorX: 0.5, anchorY: 0.5 }); self.switchAsset = function () { if (self.animationState == 0) { self.assetContainer.removeChild(self.hobbitGraphics); self.hobbitGraphics = self.assetContainer.attachAsset('hobbitMirrored', { anchorX: 0.5, anchorY: 0.5 }); self.animationState = 1; } else { self.assetContainer.removeChild(self.hobbitGraphics); self.hobbitGraphics = self.assetContainer.attachAsset('hobbit', { anchorX: 0.5, anchorY: 0.5 }); self.animationState = 0; } }; self.speed = 5; self.update = function () { // Update logic for the hobbit if (this.jumping) { this.jumpSpeed -= this.gravity; this.y -= this.jumpSpeed; if (this.y > this.ground) { this.y = this.ground; this.jumping = false; } } if (gameStarted && LK.ticks % 10 == 0) { this.switchAsset(); } }; self.jump = function () { if (!this.jumping && this.y >= this.ground && this.intersects(track)) { this.jumping = true; this.jumpSpeed = this.jumpPower; } }; }); var Obstacle = Container.expand(function () { var self = Container.call(this); self.assetType = Math.random() < 0.5 ? 'Rock' : 'Sheep'; console.log("Creating obstacle of type:", self.assetType); self.asset = self.attachAsset(self.assetType, { anchorX: 0.5, anchorY: 0.5 }); self.asset.alpha = 0; // Set initial alpha to 0 self.scale.set(1, 1); // Set initial scale to 1 for both x and y self.speed = 5; self.update = function () { self.y += self.speed; if (self.x < 2048 / 2) { self.x -= Math.sin(LK.ticks / driftFrequency) * driftSpeed; // Add horizontal drift to the left } else { self.x += Math.sin(LK.ticks / driftFrequency) * driftSpeed; // Add horizontal drift to the right } // Increment alpha for fade-in effect if (self.asset.alpha < 1) { self.asset.alpha += 0.05; // Adjust the increment value as needed } self.scale.x += 0.0081; self.scale.y += 0.0081; if (self.y > 2732 + self.height / 2) { self.destroy(); } else { self.asset.visible = true; } }; }); // Define the StartButton class var StartButton = Container.expand(function () { var self = Container.call(this); var buttonGraphics = self.attachAsset('button', { anchorX: 0.5, anchorY: 0.5 }); self.down = function () { startButton.destroy(); gameStarted = true; // Set gameStarted to true when the start button is clicked }; }); // Define the Track class var Track = Container.expand(function () { var self = Container.call(this); var trackGraphics = self.attachAsset('track', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { // Update logic for the track }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 //Init game with black background }); /**** * Game Code ****/ var driftSpeed = 2; // Speed of horizontal drift var driftFrequency = 100; // Frequency of horizontal drift var horizon = LK.getAsset('Horizon', { anchorX: 0.5, anchorY: 0.0, x: 2048 / 2, y: 0 }); game.addChild(horizon); // Initialize game variables var hobbit = game.addChild(new Hobbit()); hobbit.x = 2048 / 2; hobbit.y = 2732 - hobbit.height / 2; // Position hobbit at the bottom center of the screen hobbit.visible = true; // Ensure hobbit is visible var gameStarted = false; // Track if the game has started or not var score = 3; hobbit.hitPoints = score; var scoreTxt = new Text2('0', { size: 150, fill: "#ffffff" }); LK.gui.top.addChild(scoreTxt); var dragNode = null; var obstacles = []; var track = game.addChildAt(new Track(), 1); track.x = 2048 / 2; track.y = 2732 * 3 / 4; // Handle move events function handleMove(x, y, obj) { if (dragNode) { // Ensure the hobbit stays within the track boundaries if (x > track.x - track.width / 2 && x < track.x + track.width / 2) { dragNode.x = x; } } } // Mouse or touch move on game object game.move = handleMove; // Allow dragging of the hobbit to start from anywhere game.down = function (x, y, obj) { if (obj.target === startButton && startButton.visible) { startButton.destroy(); gameStarted = true; // Set gameStarted to true when the start button is clicked } else if (gameStarted) { dragNode = hobbit; handleMove(x, y, obj); hobbit.jump(); } }; // Mouse or touch up on game object game.up = function (x, y, obj) { dragNode = null; }; // Update game logic game.update = function () { if (gameStarted) { // Update score scoreTxt.setText(hobbit.hitPoints); // Generate obstacles if (LK.ticks % 60 == 0) { var newObstacle = new Obstacle(); newObstacle.x = Math.random() * 2048; newObstacle.y = horizon.height; obstacles.push(newObstacle); game.addChildAt(newObstacle, 3); } // Update obstacles for (var i = obstacles.length - 1; i >= 0; i--) { obstacles[i].update(); if (obstacles[i].y > 2732 + obstacles[i].height / 2) { obstacles[i].destroy(); obstacles.splice(i, 1); } else if (hobbit.intersects(obstacles[i])) { hobbit.hitPoints -= 1; scoreTxt.setText(hobbit.hitPoints); obstacles[i].destroy(); obstacles.splice(i, 1); // Play collide sound var collideSound = LK.getSound('Collide'); if (collideSound) { collideSound.play(); } if (hobbit.hitPoints <= 0) { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } } } } // Check if hobbit is off track if (gameStarted && !hobbit.intersects(track)) { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } // Check if hobbit collides with an obstacle for (var i = 0; i < obstacles.length; i++) { if (hobbit.intersects(obstacles[i]) && (obstacles[i].assetType == 'Rock' || obstacles[i].assetType == 'Sheep')) { hobbit.hitPoints -= 1; scoreTxt.setText(hobbit.hitPoints); obstacles[i].destroy(); obstacles.splice(i, 1); // Play collide sound var collideSound = LK.getSound('Collide'); if (collideSound) { collideSound.play(); } if (hobbit.hitPoints <= 0) { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } } } }; // Initialize the start button var startButton = game.addChild(new StartButton()); startButton.x = 2048 / 2; startButton.y = 2732 / 2; startButton.visible = true; // Ensure start button is visible startButton.interactive = true; // Ensure start button is interactive startButton.alpha = 1; // Ensure start button is not transparent
===================================================================
--- original.js
+++ change.js
@@ -205,9 +205,9 @@
}
}
}
// Check if hobbit is off track
- if (!hobbit.intersects(track)) {
+ if (gameStarted && !hobbit.intersects(track)) {
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
}
// Check if hobbit collides with an obstacle
A retro pixel art start button. Forest theme, 16 bit, hobbit themed game. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A 16 bit pixel art horizon line of a pastural hobbit village. A beautiful verdant village in the distance with rolling hills and blue skies. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A pixel art gradient from black to grassy green. Mostly green rectangle.
A 16 bit potato. Delicious, hearty potato π₯ no border, no UI. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A pixel art sprite of a hobbit. Top down view from behind so the player only sees the hobbits top of head. Full body Top down aerial view, from behind, he is running, Nintendo art style 16 bit, retro. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Pixel art boulder with dirt and blades of grass around the bottom. No ground or background. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.