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In triggerEvent(), after attachAsset and before adding fx to the container, capture the base scale: var baseSX = fx.scale.x; var baseSY = fx.scale.y; Compute a random increase between 1% and 25%: var inc = 0.01 + Math.random() * 0.24; // anywhere from 0.01 to 0.25 var scaleFactor = 1 + inc; // final multiplier Use that scaleFactor in the pulse tween: tween(fx.scale, { x: baseSX * scaleFactor, y: baseSY * scaleFactor }, { duration: 1000, yoyo: true, repeat: 1 });
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Remove the hard-coded center coordinates: // delete these lines fx.x = 1024; fx.y = 1366; Compute random positions within the game’s bounds (e.g. 0–2048 wide, 0–2732 tall): var maxX = 2048; var maxY = 2732; fx.x = Math.random() * maxX; fx.y = Math.random() * maxY; Add margins so it never spawns half-offscreen: var margin = 100; // half of your effect’s max dimension fx.x = margin + Math.random() * (maxX - margin*2); fx.y = margin + Math.random() * (maxY - margin*2);
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Create a scheduler function: function scheduleRandomEvent() { // pick a delay between 5 000 and 8 000 ms var delay = 5000 + Math.random() * 3000; LK.setTimeout(() => { triggerEvent(); scheduleRandomEvent(); // loop }, delay); } Define the event spawner: function triggerEvent() { // create a temporary sprite (use any shape or asset you like) var fx = new Container(); var gfx = fx.attachAsset('selectionButton', { anchorX: 0.5, anchorY: 0.5, width:200, height:200 }); fx.x = 1024; // center X fx.y = 1366; // center Y flipRunnerContainer.addChild(fx); // pick spin or pulse at random if (Math.random() < 0.5) { // spin for 2s tween(fx, { rotation: Math.PI*2 }, { duration:2000 }); } else { // grow & shrink for 2s tween(fx.scale, { x:1.5, y:1.5 }, { duration:1000, yoyo: true, repeat: 1 }); } // remove after 2s LK.setTimeout(() => { flipRunnerContainer.removeChild(fx); }, 2000); } Kick off the loop in the setup: function setupFlipRunner() { // ... existing setup ... scheduleRandomEvent(); } ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Delete the HomeButton lines: var homeBtn = new HomeButton(); homeBtn.x = 150; homeBtn.y = 100; ... flipRunnerContainer.addChild(homeBtn);
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Delete the HomeButton lines: var homeBtn = new HomeButton(); homeBtn.x = 150; homeBtn.y = 100; ... flipRunnerContainer.addChild(homeBtn);
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In FlipRunnerTunnel.update(), after recalculating wall heights, expose the gap edges: this.topY = this.topWall.height; this.bottomY = this.bottomWall.y - this.bottomWall.height; In setupFlipRunner(), remove the hard-coded player.y = 600; (let the update loop place it). In updateFlipRunner(), immediately after flipTunnel.update();, add: // reposition player to follow the shrinking tunnel var halfPlayer = 60; // half of your catPlayer height (120/2) player.y = player.polarity > 0 ? flipTunnel.topY + halfPlayer : flipTunnel.bottomY - halfPlayer; In spawnObstacle(), replace the fixed y-position with a dynamic one: // decide top or bottom path var isTop = Math.random() > 0.5; var halfObs = 20; // half of obstacle height (40/2) var yPos = isTop ? flipTunnel.topY + halfObs : flipTunnel.bottomY - halfObs; var obstacle = new FlipRunnerObstacle(yPos, tunnelSpeed);
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Please fix the bug: 'TypeError: highScoreText.setText is not a function' in or related to this line: 'highScoreText.setText("Best: " + storage.highScoreFlipRunner);' Line Number: 844
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Declare a global flipTunnel variable at the top of the file. In setupFlipRunner(), replace: var tunnel = new FlipRunnerTunnel(); flipRunnerContainer.addChild(tunnel); with: flipTunnel = new FlipRunnerTunnel(); flipRunnerContainer.addChild(flipTunnel); In FlipRunnerTunnel class, after attaching the two wall sprites, add: this.topWall = topWall; this.bottomWall = bottomWall; this.initialGap = bottomWall.y - bottomWall.height - topWall.height; this.gap = this.initialGap; this.shrinkRate = 0.1; // pixels per frame (tweak as desired) this.update = function() { // shrink the gap, but don’t go below 400px this.gap = Math.max(400, this.gap - this.shrinkRate); // recalc each wall’s height so the total gap is correct var newWallHeight = (2732 - this.gap) / 2; this.topWall.height = newWallHeight; this.bottomWall.height = newWallHeight; this.bottomWall.y = 2732; // anchorY=1 keeps it flush to bottom } In updateFlipRunner(), at the very top, call: flipTunnel.update(); before updating the player or loop over obstacles.
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Create A new global flipScoreText variable to hold the score display. In setupFlipRunner(), add the tunnel and player before the UI. Save scoreText into flipScoreText. In updateFlipRunner(), call flipScoreText.setText(...) directly each frame.
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Please fix the bug: 'TypeError: scoreText.setText is not a function' in or related to this line: 'scoreText.setText("Score: " + score);' Line Number: 806
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in fliprunner, the score is not visible on screen, fix it
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Please fix the bug: 'TypeError: scoreText.setText is not a function' in or related to this line: 'scoreText.setText("Score: " + score);' Line Number: 806
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var scoreText = flipRunnerContainer.children[1]; should be visible
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polarity shift game needs a score visible on the screen
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Please fix the bug: 'TypeError: scoreText.setText is not a function' in or related to this line: 'scoreText.setText("Score: " + score);' Line Number: 805
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game #1 should be not doodle jump but it should be an endless sidescroller runner in a tunnel where the goal is to tap the screen to flip polarity ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Please fix the bug: 'TypeError: catNinjaContainer.children[1].setText is not a function' in or related to this line: 'catNinjaContainer.children[1].setText("Score: " + player.score);' Line Number: 594
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Please fix the bug: 'Timeout.tick error: Cannot set properties of undefined (setting 'fill')' in or related to this line: 'resultText.style.fill = "#E74C3C";' Line Number: 492
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'call')' in or related to this line: 'Button.prototype.up.call(this);' Line Number: 249
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Meme Arcade Mashup
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we are making a 3 in 1 game, all three available games are meme based, there will be a splash screen, follow by a game selection screen where there will be 3 game options available on screen each will boot to their own respective meme game
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i don't like the stonks meme game idea
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the three games will be meme cultured base
/**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 });
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000
});
a ’90s-retro living room: bean-bag, Super Nintendo wired to the tube TV, “3-in-1 Meme Games” written on-screen, while a mix of meme characters crash the couch mashing SNES controllers wired to the super nintendo. In-Game asset. 2d. High contrast. No shadows
retro tube tv with crt scan lines. add a living room background behind the tv, front facing so i can use it as a menu selection screen In-Game asset. 2d. High contrast. No shadows
pointing soyjak meme. In-Game asset. 2d. High contrast. No shadows
hedgehog running fast meme. In-Game asset. 2d. High contrast. No shadows
trollface. In-Game asset. 2d. High contrast. No shadows
doge. In-Game asset. 2d. High contrast. No shadows
fluffy tail. In-Game asset. 2d. High contrast. No shadows
pepe frog. In-Game asset. 2d. High contrast. No shadows
running pepe frog. In-Game asset. 2d. High contrast. No shadows
3d button empty. In-Game asset. 2d. High contrast. No shadows
keyboard cat meme. In-Game asset. 2d. High contrast. No shadows
shiba inu coin. In-Game asset. 2d. High contrast. No shadows