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 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 > 1900) {
collectible.x = lastCollectible.x + 300;
} else 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'); ===================================================================
--- original.js
+++ change.js
@@ -347,12 +347,8 @@
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') {
- // Ensure the next obstacle maintains normal speed
- if (i < obstacles.length - 1) {
- obstacles[i + 1].speed = 8 * gameSpeed;
- }
// Trigger punch effect
var punchEffect = new PunchEffect();
punchEffect.x = player.x;
punchEffect.y = player.y;
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