User prompt
So the three clouds are further apart and none are in contact with another cloud or the whale.
User prompt
Make sure there are only 3 clouds
User prompt
Put the clouds over the whale creating a tower but with distance between the clouds not so great
User prompt
Create clouds that will be above the whale and that the dolphin can jump over.
User prompt
So the dolphin jumps much higher when it jumps on the whale
User prompt
As a bigger sea
User prompt
So there is about 10 of them all over the ground, covering the whole ground to hide the dolphin and make it hard to see that it spins when it hits the ground and that they are bigger.
User prompt
So there is mar all over the ground
User prompt
So the dolphin spins around as it jumps
User prompt
Okay then just so back when I jump
User prompt
Play background music
User prompt
Undo that and it better make a toy sound
User prompt
So the whale flattens out and then returns to its original state every time the dolphin jumps on it.
User prompt
So the dolphin jumps higher only if it jumps on the whale
User prompt
So the whale follows the dolphin but without leaving the ground
User prompt
Please fix the bug: 'whale is not defined' in or related to this line: 'dolphin.x = whale.x;' Line Number: 54
User prompt
So the dolphin can only jump if it touches a platform (the ground also counts as a platform)
User prompt
That's what I was wrong about. I wanted the whale to be the one that acts as a platform.
User prompt
Please fix the bug: 'Uncaught TypeError: platform.throwDolphin is not a function' in or related to this line: 'platform.throwDolphin(dolphin);' Line Number: 69
User prompt
Please fix the bug: 'whale is not defined' in or related to this line: 'dolphin.x = whale.x;' Line Number: 65
User prompt
And if the whale acts as a platform
Initial prompt
Jumping dolphin
/**** * Classes ****/ // Dolphin class to be thrown var Dolphin = Container.expand(function () { var self = Container.call(this); var dolphinGraphics = self.attachAsset('dolphin', { anchorX: 0.5, anchorY: 0.5 }); self.vy = 0; // Vertical velocity self.update = function () { self.y += self.vy; self.vy += 1; // Gravity effect if (self.y > 2732) { // Reset position if it falls below the screen self.y = 2732; self.vy = 0; } }; }); //<Assets used in the game will automatically appear here> //<Write imports for supported plugins here> // Whale class to support the dolphin var Whale = Container.expand(function () { var self = Container.call(this); var whaleGraphics = self.attachAsset('whale', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { // Make the whale follow the dolphin horizontally self.x = dolphin.x; }; self.flatten = function () { // Flatten the whale self.scale.y = 0.5; // After 500ms, return the whale to its original state LK.setTimeout(function () { self.scale.y = 1; }, 500); }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x87CEEB // Sky blue background }); /**** * Game Code ****/ // Initialize whale and dolphin var whale = game.addChild(new Whale()); whale.x = 1024; // Center horizontally whale.y = 2500; // Near the bottom var dolphin = game.addChild(new Dolphin()); dolphin.x = whale.x; dolphin.y = whale.y - 100; // Position above the whale // Event listener for throwing the dolphin game.down = function (x, y, obj) { if (dolphin.y >= whale.y - 100 && Math.abs(dolphin.x - whale.x) < whale.width / 2) { dolphin.vy = -30; // Increase upward velocity if jumping on the whale whale.flatten(); // Flatten the whale } else if (dolphin.y >= whale.y - 100) { dolphin.vy = -20; // Initial upward velocity } }; // Update game state game.update = function () { dolphin.update(); whale.update(); if (dolphin.y <= 0) { // Dolphin reached the top LK.showYouWin(); } };
===================================================================
--- original.js
+++ change.js
@@ -31,8 +31,16 @@
self.update = function () {
// Make the whale follow the dolphin horizontally
self.x = dolphin.x;
};
+ self.flatten = function () {
+ // Flatten the whale
+ self.scale.y = 0.5;
+ // After 500ms, return the whale to its original state
+ LK.setTimeout(function () {
+ self.scale.y = 1;
+ }, 500);
+ };
});
/****
* Initialize Game
@@ -54,8 +62,9 @@
// Event listener for throwing the dolphin
game.down = function (x, y, obj) {
if (dolphin.y >= whale.y - 100 && Math.abs(dolphin.x - whale.x) < whale.width / 2) {
dolphin.vy = -30; // Increase upward velocity if jumping on the whale
+ whale.flatten(); // Flatten the whale
} else if (dolphin.y >= whale.y - 100) {
dolphin.vy = -20; // Initial upward velocity
}
};