User prompt
// ... (previous code) var floorWidth = 2048; // Assuming each floor asset covers 2048px in width var numberOfFloors = Math.ceil(2048 / floorWidth); // Calculate the number of floor instances needed to cover the playspace for (var i = 0; i < numberOfFloors; i++) { var floor = game.addChild(new Floor()); floor.x = i * floorWidth; // Position each floor instance next to each other floor.y = 2732; // Assuming the floor should be at the bottom of the screen floor.visible = true; game.setChildIndex(floor, game.children.length - 1); } // ... (remaining code)
User prompt
duplicate floor as many time necessary to fill the entire X of the playspace
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'width')' in or related to this line: 'if (self.x + self.asset.width <= 0) {' Line Number: 118
User prompt
Try calling the move method directly from the game loop
User prompt
var Floor = Container.expand(function () { var self = Container.call(this); self.attachAsset('Floor', { anchorX: 0.5, anchorY: 1.0 }); console.log("Floor instance created"); self.move = function () { console.log("Floor move method called"); self.x -= game.speed; if (self.x + self.asset.width <= 0) { self.x = 2048; } }; });
User prompt
self.move = function () { console.log("Floor move method called"); self.x -= game.speed; if (self.x + self.asset.width <= 0) { self.x = 2048; } };
User prompt
var Floor = Container.expand(function () { var self = Container.call(this); self.attachAsset('Floor', { anchorX: 0.5, anchorY: 1.0 }); self.move = function () { self.x -= game.speed; if (self.x + self.asset.width <= 0) { self.x = 2048; } }; });
User prompt
fix floor ensure that: - The floor's move function is correctly implemented and is being called within the game's tick event. - The `game.speed` variable is properly initialized and adjusted as the game progresses to ensure visible movement. - The floor's rendering order is correctly managed to ensure it's visible. - The floor asset is correctly managed within the game's lifecycle, ensuring it's neither inadvertently destroyed nor removed. - The game loop includes logic to update the floor's position dynamically. - The calculations for the floor's movement are accurate, and the game's scaling is correctly applied.
User prompt
try everything you just said to fix floor
User prompt
the floor asset is not moving fix it
User prompt
why is floor not moving........ theres no scrolling effect, its just not doing anything
User prompt
fix floor not moving
User prompt
floor = self.move = function () { if (LK.ticks % 600 == 0) { game.speed *= 1.1; } self.x -= game.speed * 2; self.y += Math.sin(LK.ticks / 10) * 5;
User prompt
create a move function for floor that makes it move to the left something like this: self.move = function () { if (LK.ticks % 600 == 0) { game.speed *= 1.1; } self.x -= game.speed * 2; self.y += Math.sin(LK.ticks / 10) * 5;
User prompt
make floor slowly scroll towards the left of the playspace as the game runs
User prompt
position floor on the bottom right of the playspace
User prompt
floor is not moving... make it move jesus christ
User prompt
floor is not moving
User prompt
floor is not looping, as a matter afact it's not even moving. Floor should repeat itself infinitly and move from the utmost right of the playspace to the utmost left of the playspace
User prompt
make floor loop from right to left
User prompt
create an endless runner effect with floor
User prompt
move both backgrounds on the last layer
User prompt
floor is still not visible
User prompt
move floor to the top layer and make it visibilie
User prompt
show floor on screen at the bottom middle of the playspace
/****
* Classes
****/
var Background = Container.expand(function () {
var self = Container.call(this);
self.attachAsset('background', {
width: 2048,
height: 2732,
anchorX: 0,
anchorY: 0
});
self.move = function () {
self.x -= game.speed;
if (self.x <= -2048) {
self.x = 0;
}
};
});
var Cactus = Container.expand(function () {
var self = Container.call(this);
var cactusGraphics = self.attachAsset('cactus', {
anchorX: 0.5,
anchorY: 1.0,
scaleX: 1 + Math.random() * 0.2,
scaleY: 1 + Math.random() * 0.2
});
self.move = function () {
if (LK.ticks % 600 == 0) {
game.speed *= 1.1;
}
self.x -= game.speed * 2;
if (LK.ticks % 60 == 0) {
self.scale.x *= -1;
}
};
});
var Cloud = Container.expand(function () {
var self = Container.call(this);
self.attachAsset('cloud', {
anchorX: 0.5,
anchorY: 0.6
});
self.move = function () {
self.x -= game.speed;
};
});
var Collectible = Container.expand(function () {
var self = Container.call(this);
self.attachAsset('collectible', {
anchorX: 0.5,
anchorY: 0.5
});
self.move = function () {
self.x -= game.speed;
if (self.x < -100) {
self.destroy();
game.collectibles = [];
}
};
});
var Dinosaur = Container.expand(function () {
var self = Container.call(this);
var dinosaurGraphics = self.attachAsset('dinosaur', {
anchorX: 0.5,
anchorY: 1.0
});
self.isJumping = false;
self.jumpSpeed = 0;
self.gravity = 0.6;
self.jump = function () {
if (!self.isJumping && self.y >= game.floorLevel) {
self.isJumping = true;
self.jumpSpeed = -30;
}
};
self.update = function () {
if (self.isJumping) {
self.y += self.jumpSpeed;
self.jumpSpeed += self.gravity;
}
if (self.y > game.floorLevel) {
self.y = game.floorLevel;
self.isJumping = false;
}
if (LK.ticks % 18 == 0) {
self.scale.x *= self.scale.x > 1 ? 0.95 : 1.05;
self.scale.y *= self.scale.y > 1 ? 0.95 : 1.05;
}
};
});
var Floor = Container.expand(function () {
var self = Container.call(this);
self.attachAsset('Floor', {
anchorX: 0.5,
anchorY: 1.0
});
self.move = function () {
self.x -= game.speed;
if (self.x <= -2048) {
self.x = 0;
}
};
});
var Ground = Container.expand(function () {
var self = Container.call(this);
self.attachAsset('ground', {
anchorX: 0,
anchorY: 1.0
});
self.move = function () {
self.x -= game.speed;
if (self.x <= -2048) {
self.x = 0;
}
};
});
var NightBackground = Container.expand(function () {
var self = Container.call(this);
self.attachAsset('nightBackground', {
width: 2048,
height: 2732,
anchorX: 0,
anchorY: 0
});
self.move = function () {
self.x -= game.speed;
if (self.x <= -2048) {
self.x = 0;
}
};
});
var Pterodactyl = Container.expand(function () {
var self = Container.call(this);
var pterodactylGraphics = self.attachAsset('pterodactyl', {
anchorX: 0.5,
anchorY: 0.5
});
self.move = function () {
if (LK.ticks % 600 == 0) {
game.speed *= 1.1;
}
self.x -= game.speed * 2;
self.y += Math.sin(LK.ticks / 10) * 5;
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x87ceeb
});
/****
* Game Code
****/
var floor = game.addChild(new Floor());
floor.x = 2048 / 2;
floor.y = 2732;
game.collectibles = [];
var title = LK.gui.top.addChild(LK.getAsset('title', {
anchorX: 0,
anchorY: 0,
x: -500,
y: 0
}));
var background1 = game.addChild(new Background());
var nightBackground1 = game.addChild(new NightBackground());
nightBackground1.visible = false;
var scoreTxt = new Text2(LK.getScore().toString(), {
size: 150,
fill: '#ffffff'
});
scoreTxt.anchor.set(0.5, 0.5);
LK.gui.center.addChild(scoreTxt);
var ground1 = game.addChild(new Ground());
var ground2 = game.addChild(new Ground());
ground2.x = 2048;
game.speed = 5;
game.floorLevel = 2732 - 200; // Dinosaur stands on the floor
game.score = 0;
game.obstacles = [];
var dinosaur = game.addChild(new Dinosaur());
dinosaur.x = 300;
dinosaur.y = game.floorLevel;
game.on('down', function () {
dinosaur.jump();
});
LK.on('tick', function () {
if (LK.ticks % 2700 == 0) {
background1.visible = !background1.visible;
nightBackground1.visible = !nightBackground1.visible;
}
if (LK.ticks % 2700 == 1350) {
background1.visible = !background1.visible;
nightBackground1.visible = !nightBackground1.visible;
}
dinosaur.update();
if (LK.ticks % 60 == 0) {
game.score += 1;
}
scoreTxt.setText(LK.getScore().toString());
LK.setScore(Math.floor(game.score)); // Update the score display
// Move the ground and background
ground1.move();
ground1.move();
ground2.move();
// Handle obstacles
if (game.collectibles.length == 0 && LK.ticks % 420 == 0) {
// Add a new collectible every 7 to 14 seconds
var collectible = new Collectible();
collectible.y = game.floorLevel - Math.random() * 500 - 300; // Random height for collectible
collectible.x = 2048;
game.collectibles.push(collectible);
game.addChild(collectible);
}
if (game.score >= 200 ? LK.ticks % 60 == 0 : game.score >= 100 ? LK.ticks % 102 == 0 : LK.ticks % 120 == 0) {
// Add a new obstacle every 1.7 seconds
var obstacle;
if (Math.random() < 0.5) {
obstacle = new Cactus();
obstacle.y = game.floorLevel;
} else {
obstacle = new Pterodactyl();
obstacle.y = game.floorLevel - Math.random() * 300 - 300; // Random height for pterodactyl
}
obstacle.x = 2048;
game.obstacles.push(obstacle);
game.addChild(obstacle);
// Add a 10% chance to spawn two pterodactyls rather than one
if (Math.random() < 0.1) {
var secondObstacle = new Pterodactyl();
secondObstacle.y = game.floorLevel - Math.random() * 300 - 300; // Random height for second pterodactyl
secondObstacle.x = 2048;
game.obstacles.push(secondObstacle);
game.addChild(secondObstacle);
}
}
if (LK.ticks % 600 == 0) {
// Add a new cloud every 10 seconds
var cloud = new Cloud();
cloud.y = title.height + 50; // Position cloud under the title
cloud.x = 2048 / 2;
game.addChild(cloud);
}
for (var i = game.collectibles.length - 1; i >= 0; i--) {
game.collectibles[i].move();
if (dinosaur.intersects(game.collectibles[i])) {
// Destroy the collectible and add +10 to the score when dinosaur collides with it
game.collectibles[i].destroy();
game.collectibles = [];
game.score += 10;
// Randomly select one of the six messages
var messages = ["Gathering data like a pro and outrunning the chaos!", "Dodging glitches, snatching data!", "Swifter than a byte, slicker than code!", "My endless run never stops, one byte at a time!", "I'm the endless runner of information!", "I make data collection look easy!"];
var message = messages[Math.floor(Math.random() * messages.length)];
// Show the message at the bottom center of the screen for 3 seconds before fading out
var messageTxt = new Text2(message, {
size: 50,
fill: '#ffffff'
});
messageTxt.anchor.set(0.5, 1);
LK.gui.bottom.addChild(messageTxt);
// Fade out the message after 3 seconds
LK.setTimeout(function () {
var fadeOutInterval = LK.setInterval(function () {
messageTxt.alpha -= 0.02;
if (messageTxt.alpha <= 0) {
LK.clearInterval(fadeOutInterval);
messageTxt.destroy();
}
}, 50);
}, 3000);
}
if (game.collectibles[i] && game.collectibles[i].x < -100) {
// Remove off-screen collectibles
game.collectibles[i].destroy();
game.collectibles.splice(i, 1);
}
}
for (var i = game.obstacles.length - 1; i >= 0; i--) {
game.obstacles[i].move();
if (dinosaur.intersects(game.obstacles[i])) {
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
}
if (game.obstacles[i].x < -100) {
// Remove off-screen obstacles
game.obstacles[i].destroy();
game.obstacles.splice(i, 1);
}
}
});
pixel art pterodactyl flying. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
pixel art cactus. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
pixel art desert ground sand. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
pixel art desert. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
pixel art clouds. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
pixel art night-time desert. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
pixel art of a microchip no shadows. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
pixel art of a title screen logo with "GPT DASH" written on it, no shadows. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
pixel art of a chat gpt robot running with gpt engraved on his chest and a smiley face on his robot visor. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
pixel art tiling of a desert sandy ground.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
pixel art particles. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.