User prompt
Make obstacles disappear after hitting pothole
User prompt
Add twenn effect for disappearing assets for john, j1, j2 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Move the samosa position moving up
User prompt
dissapear after hitting 'john', 'j1', or 'j2'
User prompt
remove Trigger game over when hitting 'john', 'j1', or 'j2'
User prompt
move the position of the samosa asset upside
User prompt
decrease the jump height for the player by adjusting the jumpForce by 2%
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increaste the jump height for the player
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decrease the player landing time after jump
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Ensure game over after hitting 'john', 'j1', or 'j2'
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Ensure new obstacles do not pass the previous obstacles ✅ Ensure new collectibles do not pass the previous collectibles
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make the assets not to pass the before assssets
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next asset is coming slow after hitting 'john', 'j1', or 'j2'
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Ensure next asset maintains speed after hitting 'john',j1,j2 asset\
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Please fix the bug: 'TypeError: player.slideEffect.update is not a function' in or related to this line: 'player.slideEffect.update();' Line Number: 400
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Please fix the bug: 'TypeError: Cannot set properties of undefined (setting 'x')' in or related to this line: 'player.slideEffect.x = player.x;' Line Number: 397
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Ensure next asset maintains speed after hitting 'john'
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make change
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Please fix the bug: 'TypeError: Cannot set properties of undefined (setting 'x')' in or related to this line: 'player.slideEffect.x = player.x;' Line Number: 397
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Please fix the bug: 'Uncaught ReferenceError: PunchEffect is not defined' in or related to this line: 'self.slideEffect = new PunchEffect();' Line Number: 131
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remove the boom effect'
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Ensure a minimum distance of 300 pixels between obstacles Ensure a minimum distance of 300 pixels between collectible do not come closer at any situation and condition
User prompt
after boom effect disappear the very next assets only
User prompt
after boom effect the very next asset is slowing down
User prompt
maintain 300 distance between assets at any condition
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1", { highScore: 0 }); /**** * Classes ****/ var Background = Container.expand(function (type, yPos, speed) { var self = Container.call(this); self.type = type; self.speed = speed || 1; var bgGraphics = self.attachAsset(self.type, { anchorX: 0, anchorY: 0, y: yPos || 0 }); // Create duplicate for infinite scrolling var bgGraphics2 = self.attachAsset(self.type, { anchorX: 0, anchorY: 0, x: bgGraphics.width, y: yPos || 0 }); self.elements = [bgGraphics, bgGraphics2]; self.update = function () { for (var i = 0; i < self.elements.length; i++) { var element = self.elements[i]; element.x -= self.speed; // Reset position when element is completely off-screen if (element.x <= -element.width) { element.x = self.elements[(i + 1) % 2].x + element.width - 10; // -10 to avoid gaps } } }; return self; }); var Collectible = Container.expand(function (type) { var self = Container.call(this); self.type = type || 'samosa'; self.speed = 8; self.value = 1; if (self.type === 'jetpack' || self.type === 'shield') { self.value = 0; // Power-ups don't give score directly } var collectibleGraphics = self.attachAsset(self.type, { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { self.x -= self.speed; // Floating animation self.y += Math.sin(LK.ticks / 10) * 0.5; // Remove if off screen if (self.x < -collectibleGraphics.width) { self.remove = true; } }; return self; }); var Obstacle = Container.expand(function (type) { var self = Container.call(this); self.type = type || 'cow'; self.speed = 8; var obstacleGraphics = self.attachAsset(self.type, { anchorX: 0.5, anchorY: 1 }); self.update = function () { self.x -= self.speed; // Remove if off screen if (self.x < -obstacleGraphics.width) { self.remove = true; } }; return self; }); var Player = Container.expand(function () { var self = Container.call(this); var playerGraphics = self.attachAsset('player', { anchorX: 0.5, anchorY: 1 }); self.velocityY = 0; self.gravity = 1; self.jumpForce = -45; self.isJumping = false; self.isSliding = false; self.slideTimer = 0; self.hasShield = false; self.hasJetpack = false; self.jetpackTimer = 0; self.shieldTimer = 0; self.jump = function () { if (!self.isJumping) { self.velocityY = self.jumpForce; self.isJumping = true; LK.getSound('jump').play(); } }; self.slideEffect = new Container(); // Initialize slideEffect as a new Container self.slideEffect.update = function () { // Add any update logic for slideEffect here }; self.slide = function () { if (!self.isSliding) { self.isSliding = true; // Add visual effects during slide // Removed PunchEffect as it is not defined self.slideTimer = 120; // 2 seconds at 60 FPS self.speedBoost = 2; // Double the speed LK.getSound('powerup').play(); } }; self.update = function () { // Handle sliding if (self.isSliding) { self.slideTimer--; if (self.slideTimer <= 0) { self.isSliding = false; self.speedBoost = 1; // Reset speed self.x = 400; // Reset to original position } else { self.x += self.speedBoost; // Apply speed boost during slide } } // Apply gravity self.velocityY += self.gravity; self.y += self.velocityY; // Ground collision if (self.y >= self.groundY) { self.y = self.groundY; self.velocityY = 0; self.isJumping = false; } // Jetpack power-up if (self.hasJetpack) { self.jetpackTimer--; if (self.jetpackTimer <= 0) { self.hasJetpack = false; } else { // Float higher with jetpack self.velocityY = -5; } } // Shield timer if (self.hasShield) { self.shieldTimer--; if (self.shieldTimer <= 0) { self.hasShield = false; playerGraphics.tint = 0xFFFFFF; // Reset tint } } }; self.activateJetpack = function () { self.hasJetpack = true; self.jetpackTimer = 180; // 3 seconds at 60 FPS LK.getSound('powerup').play(); }; self.activateShield = function () { self.hasShield = true; self.shieldTimer = 300; // 5 seconds at 60 FPS playerGraphics.tint = 0x4169E1; // Blue tint to indicate shield LK.getSound('powerup').play(); }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x87CEEB }); /**** * Game Code ****/ // Game config var gameSpeed = 1; var score = 0; var obstacles = []; var collectibles = []; var backgrounds = []; var isGameActive = true; var obstacleSpawnRate = 90; // Frames between spawns var collectibleSpawnRate = 60; // Frames between spawns var lastObstacleSpawn = 0; var lastCollectibleSpawn = 0; var groundLevel = 2500; // Set up UI var scoreTxt = new Text2('SCORE: 0', { size: 60, fill: 0xFFFFFF }); scoreTxt.anchor.set(0, 0); LK.gui.topRight.addChild(scoreTxt); var highScoreTxt = new Text2('HIGH SCORE: ' + storage.highScore, { size: 40, fill: 0xFFFFFF }); highScoreTxt.anchor.set(1, 0); highScoreTxt.y = 70; LK.gui.topRight.addChild(highScoreTxt); // Create Backgrounds var skyBg = game.addChild(new Background('background', 0, 0)); var cloudsBg = game.addChild(new Background('clouds', 300, 1)); backgrounds.push(skyBg, cloudsBg); // Create Ground var ground = LK.getAsset('ground', { anchorX: 0, anchorY: 0, y: groundLevel }); game.addChild(ground); // Create Player var player = game.addChild(new Player()); player.x = 400; player.y = groundLevel; player.groundY = groundLevel; // Game functions function spawnObstacle() { var types = ['cow', 'barrel', 'pothole', 'john', 'j1', 'j2']; var obstacleType = types[Math.floor(Math.random() * types.length)]; var obstacle = new Obstacle(obstacleType); // Ensure a minimum distance of 300 pixels between obstacles if (obstacles.length > 0) { var lastObstacle = obstacles[obstacles.length - 1]; if (lastObstacle.x + 300 > 2200) { obstacle.x = lastObstacle.x + 300; } else { obstacle.x = Math.max(2200, lastObstacle.x + 300); // Ensure minimum distance } } else { obstacle.x = 2200; // Spawn just off-screen to the right } // Set y position based on obstacle type if (obstacleType === 'pothole') { obstacle.y = groundLevel + 10; // Potholes sit on the ground } else { obstacle.y = groundLevel; } obstacle.speed = 8 * gameSpeed; obstacles.push(obstacle); game.addChild(obstacle); } function spawnCollectible() { var types = ['samosa', 'samosa', 'samosa', 'jetpack', 'shield']; // 60% samosa, 20% jetpack, 20% shield var collectibleType = types[Math.floor(Math.random() * types.length)]; var collectible = new Collectible(collectibleType); // Ensure a minimum distance of 300 pixels between collectibles if (collectibles.length > 0) { var lastCollectible = collectibles[collectibles.length - 1]; if (lastCollectible.x + 300 > 2200) { collectible.x = lastCollectible.x + 300; } else { collectible.x = Math.max(2200, lastCollectible.x + 300); // Ensure minimum distance } // Ensure new collectible does not pass the previous one collectible.x = Math.max(collectible.x, lastCollectible.x + 300); } else { collectible.x = 2200; // Spawn just off-screen to the right } // Position samosas and power-ups at different heights if (collectibleType === 'samosa') { collectible.y = groundLevel - 600 - Math.random() * 200; // Move samosa even higher above ground } else { collectible.y = groundLevel - 700 - Math.random() * 100; // Position jetpack higher for player to jump and collect // Ensure no obstacles are directly under the jetpack for (var i = 0; i < obstacles.length; i++) { var obstacle = obstacles[i]; if (Math.abs(obstacle.x - collectible.x) < 200 && Math.abs(obstacle.y - groundLevel) < 50) { obstacle.x += 300; // Move obstacle to the right } } } collectible.speed = 8 * gameSpeed; collectibles.push(collectible); game.addChild(collectible); } function checkCollisions() { // Check obstacle collisions for (var i = obstacles.length - 1; i >= 0; i--) { var obstacle = obstacles[i]; if (player.intersects(obstacle)) { if (obstacle.type === 'barrel' || obstacle.type === 'cow') { // Trigger game over LK.showGameOver(); isGameActive = false; } else if (obstacle.type === 'john' || obstacle.type === 'j1' || obstacle.type === 'j2' || obstacle.type === 'pothole') { obstacle.destroy(); obstacles.splice(i, 1); } } // Remove obstacles marked for removal if (obstacle.remove) { obstacle.destroy(); obstacles.splice(i, 1); } } // Check collectible collisions for (var j = collectibles.length - 1; j >= 0; j--) { var collectible = collectibles[j]; if (player.intersects(collectible)) { // Handle collectible based on type if (collectible.type === 'samosa') { score += collectible.value; scoreTxt.setText('SCORE: ' + score); LK.getSound('collect').play(); } else if (collectible.type === 'jetpack') { player.activateJetpack(); } else if (collectible.type === 'shield') { player.activateShield(); } // Remove collected item collectible.destroy(); collectibles.splice(j, 1); } // Remove collectibles marked for removal if (collectible.remove) { collectible.destroy(); collectibles.splice(j, 1); } } } function increaseGameDifficulty() { // Increase game speed as score increases gameSpeed = 1 + score / 100; // Max speed increase is capped by design // Update speed of all active objects for (var i = 0; i < obstacles.length; i++) { obstacles[i].speed = 8 * gameSpeed; } for (var j = 0; j < collectibles.length; j++) { collectibles[j].speed = 8 * gameSpeed; } // Increase background parallax speeds if (backgrounds[1]) { backgrounds[1].speed = 1 * gameSpeed; } // clouds if (backgrounds[2]) { backgrounds[2].speed = 2 * gameSpeed; } // buildings // Adjust spawn rates obstacleSpawnRate = Math.max(30, 90 - Math.floor(score / 20)); } // Handle touch/click input game.down = function (x, y) { if (isGameActive) { if (x < 1024) { // Assuming left half of the screen for jump player.jump(); } else { // Right half of the screen for slide player.slide(); } } }; // Main game update loop game.update = function () { if (!isGameActive) { return; } // Update player player.update(); if (player.isSliding) { player.x += player.speedBoost; // Apply speed boost // Update slide effect position player.slideEffect.x = player.x; player.slideEffect.y = player.y; player.slideEffect.update(); } // Update backgrounds for (var i = 0; i < backgrounds.length; i++) { backgrounds[i].update(); } // Spawn obstacles with timing based on game speed lastObstacleSpawn++; if (lastObstacleSpawn >= obstacleSpawnRate / gameSpeed) { spawnObstacle(); lastObstacleSpawn = 0; } // Spawn collectibles lastCollectibleSpawn++; if (lastCollectibleSpawn >= collectibleSpawnRate / gameSpeed) { spawnCollectible(); lastCollectibleSpawn = 0; } // Update obstacles for (var j = 0; j < obstacles.length; j++) { obstacles[j].update(); } // Update collectibles for (var k = 0; k < collectibles.length; k++) { collectibles[k].update(); } // Check for collisions checkCollisions(); // Adjust game difficulty increaseGameDifficulty(); // Automatically increment score over time if (LK.ticks % 60 === 0) { score += 1; scoreTxt.setText('SCORE: ' + score); } }; // Play background music LK.playMusic('bgmusic');
===================================================================
--- original.js
+++ change.js
@@ -289,18 +289,11 @@
if (obstacle.type === 'barrel' || obstacle.type === 'cow') {
// Trigger game over
LK.showGameOver();
isGameActive = false;
- } else if (obstacle.type === 'john' || obstacle.type === 'j1' || obstacle.type === 'j2') {
- tween(obstacle, {
- alpha: 0
- }, {
- duration: 500,
- onFinish: function onFinish() {
- obstacle.destroy();
- obstacles.splice(i, 1);
- }
- });
+ } else if (obstacle.type === 'john' || obstacle.type === 'j1' || obstacle.type === 'j2' || obstacle.type === 'pothole') {
+ obstacle.destroy();
+ obstacles.splice(i, 1);
}
}
// Remove obstacles marked for removal
if (obstacle.remove) {
Create a cute and shiny 2D samosa with a golden-brown crispy texture. It should have a smiley face and a slight glow, making it look collectible and delicious. The art style should be cartoonish and exaggerated for a fun game.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Create a spicy red samosa with flames, symbolizing a speed boost. The samosa should have a glowing effect and fire particles around it.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Create 2D cartoon-style Indian street buildings for a side-scrolling background. Include colorful shops with Hindi signboards, tea stalls, fruit carts, clotheslines with hanging clothes, and balconies with flower pots. Add hanging wires, fans, and posters on the walls for detail. Style should be vibrant, humorous, and full of character, matching a fun endless runner game..fore ground sky with sun Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Inspector chingam on police bike with police dress. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows