User prompt
Ensure obstacles maintain their speed after hitting john, j1, j2
User prompt
after hitting the john, j1, j2 assets the very next assets is coming slow make them normal
User prompt
dont slow down the obstacles after the hitting john, j1,j2
User prompt
Remove speed reduction of obstacles after boom effect
User prompt
dont slow down the obstacles after the boom effect
User prompt
dont slow down the obstacles after boom effect
User prompt
Ensure a minimum distance between obstacles when spawning ✅ Ensure a minimum distance between collectibles when spawning
User prompt
remove that effect
User prompt
make sure after the jet pack landing there is no obstacle under
User prompt
move Position jetpack higher for player to jump and collect
User prompt
move the position of the jetpack high the player needs to jump and collect the jetpack
User prompt
Maintain distance between each asset
User prompt
Ensure enemies like John and his assistants appear spaced apart move little down
User prompt
Please fix the bug: 'ReferenceError: obstacleGraphics is not defined' in or related to this line: 'obstacle.y = groundLevel - obstacleGraphics.height / 2; // Align on the floor' Line Number: 325
User prompt
Fix my 2D endless runner game asset spawns. Ensure each asset type (like enemies, power-ups, buildings, jetpacks) has proper spacing and does not overlap. Only spawn one power-up (like jetpack or samosa) at a time. Enemies like John and his assistants should appear spaced apart, not stacked together. Align ground-based assets (like obstacles and enemies) neatly on the floor. Floating items like jetpacks and samosas should appear above the ground at a consistent Y-position. Prevent duplicate spawns of the same type too close together. Use clean asset layering so nothing appears behind or inside other sprites. Maintain smooth and readable game visuals.
User prompt
Make the player jump higher when tap
User prompt
If the player hits barallel and cow game over
User prompt
Only the punch mechanic works with john, j1, j2 only
User prompt
Move the john and j1,j2, assets like barell cow
User prompt
Increase jump height little moreby modifying jumpForce
User prompt
Increase the jump height after tapping
User prompt
Please fix the bug: 'ReferenceError: slideEffect is not defined' in or related to this line: 'slideEffect.x = player.x;' Line Number: 425
User prompt
2 second moving is very fast with some effects
User prompt
Slide right just move 2 sec very fast and stop get back normal position ✅ Adjust slide duration
User prompt
Slide right just move 2 sec very fast and stop get back normal
/**** * 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.slide = function () { if (!self.isSliding) { self.isSliding = true; // Add visual effects during slide self.slideEffect = new PunchEffect(); self.slideEffect.x = self.x; self.slideEffect.y = self.y; game.addChild(self.slideEffect); 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; }); var PunchEffect = Container.expand(function () { var self = Container.call(this); // Create the punch text var punchText = new Text2('BAM!', { size: 200, fill: 0xFF0000, font: "'Comic Sans MS', cursive, sans-serif" }); punchText.anchor.set(0.5); self.addChild(punchText); // Create the shockwave ripple var shockwave = LK.getAsset('clouds', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.5, scaleY: 1.5 }); self.addChild(shockwave); // Create flying stars var stars = []; for (var i = 0; i < 5; i++) { var star = LK.getAsset('samosa', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.3, scaleY: 0.3 }); stars.push(star); self.addChild(star); } // Create dust cloud var dustCloud = LK.getAsset('clouds', { anchorX: 0.5, anchorY: 0.5, scaleX: 2, scaleY: 0.5 }); self.addChild(dustCloud); // Animation logic self.update = function () { // Animate punch text punchText.alpha -= 0.02; punchText.y -= 2; // Animate shockwave shockwave.alpha -= 0.02; shockwave.scaleX += 0.02; shockwave.scaleY += 0.02; // Animate stars for (var i = 0; i < stars.length; i++) { var star = stars[i]; star.alpha -= 0.02; star.x += Math.cos(i) * 2; star.y += Math.sin(i) * 2; } // Animate dust cloud dustCloud.alpha -= 0.02; dustCloud.scaleX += 0.01; }; 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 > 1900) { obstacle.x = lastObstacle.x + 300; } else { obstacle.x = 2200; // Spawn just off-screen to the right } } 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 > 1900) { collectible.x = lastCollectible.x + 300; } else { collectible.x = 2200; // Spawn just off-screen to the right } } 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 - 200 - Math.random() * 200; // Random height 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)) { // Trigger game over for all obstacle types LK.showGameOver(); isGameActive = false; } // 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
@@ -342,28 +342,11 @@
// Check obstacle collisions
for (var i = obstacles.length - 1; i >= 0; i--) {
var obstacle = obstacles[i];
if (player.intersects(obstacle)) {
- if (obstacle.type === 'john' || obstacle.type === 'j1' || obstacle.type === 'j2') {
- // Trigger punch effect
- var punchEffect = new PunchEffect();
- punchEffect.x = player.x;
- punchEffect.y = player.y;
- game.addChild(punchEffect);
- // Make obstacle fall down or disappear
- obstacle.remove = true;
- obstacle.destroy();
- obstacles.splice(i, 1);
- // Update high score
- if (score > storage.highScore) {
- storage.highScore = score;
- highScoreTxt.setText('HIGH SCORE: ' + storage.highScore);
- }
- } else if (obstacle.type === 'barrel' || obstacle.type === 'cow') {
- // Trigger game over
- LK.showGameOver();
- isGameActive = false;
- }
+ // Trigger game over for all obstacle types
+ LK.showGameOver();
+ isGameActive = false;
}
// Remove obstacles marked for removal
if (obstacle.remove) {
obstacle.destroy();
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