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Code edit (1 edits merged)
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add tween effect after dashing ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Please fix the bug: 'ReferenceError: EagleWarningIcon is not defined' in or related to this line: 'var warningIconClassMap = {' Line Number: 2454
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delete eagle obstacle
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'isJumping')' in or related to this line: 'if (coot.isJumping || coot.isFalling || coot.isDiving || coot.isReturning || coot.returnDelay > 0) {' Line Number: 2696
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'x')' in or related to this line: 'if (powerups[i].x < -powerups[i].width / 2) {' Line Number: 182
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Please fix the bug: 'TypeError is not a constructor' in or related to this line: 'throw new TypeError("Super expression must either be null or a function");' Line Number: 95
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prompt for the boat asset
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make sure the river flowing or not
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ensuring that the flow appears uninterrupted to the player.
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creating a loop effect that maintains the visual continuity of the flowing river. This effect is achieved by checking the river's Y position and resetting it when it reaches a certain point
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the river's movement should loop indefinitely, giving the impression of an endless flow. The river's position should reset once it reaches the bottom of the screen,
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The river should flow continuously throughout the game to create a seamless and immersive experience. This means that the river's movement should loop indefinitely,
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The river should flow continuously throughout the game to create a seamless and immersive experience. This means that the river's movement should loop indefinitely, giving the impression of an endless flow. The river's position should reset once it reaches the bottom of the screen, creating a loop effect that maintains the visual continuity of the flowing river. This effect is achieved by checking the river's Y position and resetting it when it reaches a certain point, ensuring that the flow appears uninterrupted to the player.
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make the river flow
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Make sure boat wil stop moving forward
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Stop the boat from moving forward
/**** * Classes ****/ // Create a Player class var Player = Container.expand(function () { var self = Container.call(this); var playerGraphics = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5 }); // Set initial player speed self.speed = 5; // This is automatically called every game tick self.update = function () { self.y += self.speed; }; }); // Create a WaterSlide class var WaterSlide = Container.expand(function () { var self = Container.call(this); self.speed = -5; self.update = function () { self.y += self.speed; // Reset the position to create a looping effect if (self.y <= -2732) { self.y = 0; } }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x87CEEB // Light blue background for sky effect }); /**** * Game Code ****/ var background = game.addChild(new WaterSlide()); background.y = 0; var player = game.addChild(new Player()); player.x = 1024; // Center the player horizontally player.y = 400; // Initial position // Add swipe controls to move the player left and right var dragNode = null; game.down = function (x, y, obj) { dragNode = player; }; game.up = function (x, y, obj) { dragNode = null; }; game.move = function (x, y, obj) { if (dragNode) { dragNode.x = x; } };
===================================================================
--- original.js
+++ change.js
@@ -1,78 +1,58 @@
/****
* Classes
****/
-// Create a Boat class
-var Boat = Container.expand(function () {
+// Create a Player class
+var Player = Container.expand(function () {
var self = Container.call(this);
- var boatGraphics = self.attachAsset('boat', {
+ var playerGraphics = self.attachAsset('player', {
anchorX: 0.5,
anchorY: 0.5
});
- // Set boat speed
+ // Set initial player speed
self.speed = 5;
- // This is automatically called every game tick, if the boat is attached!
+ // This is automatically called every game tick
self.update = function () {
- self.y -= self.speed;
- // Reset the position of the boat to create a loop effect
- if (self.y <= -self.height) {
- self.y = 2732;
- }
+ self.y += self.speed;
};
});
-// Create a River class
-var River = Container.expand(function () {
+// Create a WaterSlide class
+var WaterSlide = Container.expand(function () {
var self = Container.call(this);
- // Set river speed
- self.speed = 5;
- // This is automatically called every game tick, if the river is attached!
+ self.speed = -5;
self.update = function () {
self.y += self.speed;
- // Reset the position of the river to create a loop effect
- if (self.y >= 2732) {
+ // Reset the position to create a looping effect
+ if (self.y <= -2732) {
self.y = 0;
}
- // Check if the river is flowing
- if (self.speed != 0) {
- console.log("The river is flowing");
- } else {
- console.log("The river is not flowing");
- }
};
});
/****
* Initialize Game
****/
-// Initialize a boat and add it to the game
var game = new LK.Game({
- backgroundColor: 0x0000ff // Change the color to a blue tone to represent a river
+ backgroundColor: 0x87CEEB // Light blue background for sky effect
});
/****
* Game Code
****/
-// Initialize a river and add it to the game
-var river = game.addChild(new River());
-// Position the river at the top of the screen
-river.y = 0;
-// Initialize a boat and add it to the game
-var boat = game.addChild(new Boat());
-// Position the boat at the bottom center of the screen
-boat.x = 2048 / 2;
-boat.y = 2732 - boat.height / 2;
-// Add swipe controls to move the boat left and right
+var background = game.addChild(new WaterSlide());
+background.y = 0;
+var player = game.addChild(new Player());
+player.x = 1024; // Center the player horizontally
+player.y = 400; // Initial position
+// Add swipe controls to move the player left and right
var dragNode = null;
game.down = function (x, y, obj) {
- dragNode = boat;
+ dragNode = player;
};
game.up = function (x, y, obj) {
dragNode = null;
};
game.move = function (x, y, obj) {
if (dragNode) {
dragNode.x = x;
}
-};
-boat.update = function () {
- // boat.y += river.speed; // Commented out to stop the boat from moving forward
};
\ No newline at end of file
shining moon. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
a single shining yellowish golden coin with the boat on it. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
a colorful, cartoon style boat with an orange and blue color scheme. the boat has a small flag on top, round windows and a curved hull , with the BOAT text on it with bold letters. the design is vibrant, playful and optimized for a mobile game. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
white water bubble. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
single rock. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
gold sparkle. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
single gold sparkle. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
red shining heart symbol. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
whale head in octogonal box with green background asset. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
orange life rings asset that revive from water. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
single rounded white bubble firefly trail. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
shining sun cartoon style. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
flying owl with blue gold color mix asset. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
coin magnet white blue red in color. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
warning asset. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows