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%
User prompt
increaste the jump height for the player
User prompt
decrease the player landing time after jump
User prompt
Ensure game over after hitting 'john', 'j1', or 'j2'
User prompt
Ensure new obstacles do not pass the previous obstacles ✅ Ensure new collectibles do not pass the previous collectibles
User prompt
make the assets not to pass the before assssets
User prompt
next asset is coming slow after hitting 'john', 'j1', or 'j2'
User prompt
Ensure next asset maintains speed after hitting 'john',j1,j2 asset\
User prompt
Please fix the bug: 'TypeError: player.slideEffect.update is not a function' in or related to this line: 'player.slideEffect.update();' Line Number: 400
User prompt
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
User prompt
Ensure next asset maintains speed after hitting 'john'
User prompt
make change
User prompt
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
User prompt
Please fix the bug: 'Uncaught ReferenceError: PunchEffect is not defined' in or related to this line: 'self.slideEffect = new PunchEffect();' Line Number: 131
User prompt
remove the boom effect'
User prompt
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.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 + 300 > 2200) { 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 + 300 > 2200) { 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)) { 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; } } // 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');
/****
* 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 + 300 > 2200) {
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 + 300 > 2200) {
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)) {
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;
}
}
// 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');
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