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Fix obstacles not scaling
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Fix obstacles not scaling up as they fall
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Use these ideas to troubleshoot the problem
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Try the suggestions above
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As the obstacles fall, increase the size of the obstacle by 300% until they are destoyed
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Try this suggestion
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Change the initial position of the obstacles to start from the horizontal middle of the screen. Meaning, they are falling from the bottom of the horizon asset
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Start obstacles falling from middle of screen. Add fade in
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Change scoring. Player starts with 3 points. Collision with an obstacle removes 1 point. When points are 0, it's game over.
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Please fix the bug: 'ReferenceError: Can't find variable: scoreTxt' in or related to this line: 'scoreTxt.setText(score);' Line Number: 170
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Begin obstacles after start button is clicked
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Fix the sheep and rock assets not displaying on screen
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Fix the obstacle not working
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Ensure The line `game.addChildAt(newObstacle, 2);` should ensure that the obstacles are rendered in front of the track,
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Ensure the obstacles are positioned on screen and are visible while on screen
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Do not hide ibstacles
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Ensure that the event listeners and handlers do not inadvertently affect the obstacles.
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Do not destroy obstacle assets until they have passed off the bottom of the screen
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Assign sheep asset to sheep obstacle
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Assign rock asset to rock obstacle
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Change code for obstacles. Sheep and rocks descend from the top of the track and drop to the bottom of the screen. Once off screen, destroy assets for sheep and tock
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Remove countdown display from screen
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Please try these suggestions above
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Display sheep and rock assets in front of track
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Move track to bottom half of screen
/**** * 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 % 20 == 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.scaleX = 0.1; self.scaleY = 0.1; self.speed = 5; self.update = function () { self.y += self.speed; self.scaleX += 0.02; self.scaleY += 0.02; 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 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; 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 score += 1; scoreTxt.setText(score); // 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 || hobbit.intersects(obstacles[i])) { obstacles[i].destroy(); obstacles.splice(i, 1); } } } // Check if hobbit is off track if (!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])) { score -= 1; scoreTxt.setText(score); if (score <= 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
@@ -63,10 +63,10 @@
self.scaleY = 0.1;
self.speed = 5;
self.update = function () {
self.y += self.speed;
- self.scaleX += 0.01;
- self.scaleY += 0.01;
+ self.scaleX += 0.02;
+ self.scaleY += 0.02;
if (self.y > 2732 + self.height / 2) {
self.destroy();
} else {
self.asset.visible = true;
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 š„ 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.