Code edit (17 edits merged)
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repeat the ground sooner
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the ground is not seamless, fix it
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the ground is not repeated seamlessly, it currently pops on screen
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the ground doesn't sew properly
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the ground doesnt repeat itself fast enough
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var messages should be in dark gray and bold
Code edit (1 edits merged)
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Code edit (1 edits merged)
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Align the floors initial position with the bottom middle part of the playspace.
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align the grounds initial position with the bottom middle part of the playspace
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var Floor = Container.expand(function () { var self = Container.call(this); self.attachAsset('Floor', { anchorX: 0.5, anchorY: 1.0 }); console.log("Floor instance created"); // Adjust the initial x-coordinate to be outside the playspace self.x = 2048; // Create a second floor instance var secondFloor = new Floor(); secondFloor.x = 2048; self.addChild(secondFloor); self.move = function () { console.log("Floor move method called"); // Move both floor instances self.x -= game.speed; secondFloor.x -= game.speed; // Reposition the floor instances when they move out of view if (self.x + self.width <= 0) { self.x = secondFloor.x + secondFloor.width; // Connect the first floor to the second floor } if (secondFloor.x + secondFloor.width <= 0) { secondFloor.x = self.x + self.width; // Connect the second floor to the first floor } }; });
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floor doesn't loop properly fix it
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duplicate floor and add annother one infront of it on the X axis
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can you create floor02 and position it infront of floor ? give it the same code as floor
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'move')' in or related to this line: 'floor.move();' Line Number: 236
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Replace existing loop for initializing floor instances with this: var floorWidth = 3072; // Assuming each floor asset covers 2048px in width var numberOfFloors = Math.ceil(2048 / game.speed); // Calculate the number of floor instances needed to cover the playspace var startX = 2048; // Initial x-coordinate for the first floor instance for (var i = 0; i < numberOfFloors; i++) { var floor = game.addChild(new Floor()); floor.x = startX + i * floorWidth; // Position each floor instance next to each other floor.y = 4025; // Assuming the floor should be at the bottom of the screen floor.visible = true; game.setChildIndex(floor, game.children.length - 1); }
Code edit (10 edits merged)
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create a second floor right after the first floor and loop them
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floor is not starting from the outside of the screen fix it
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Please fix the bug: 'ReferenceError: floor is not defined' in or related to this line: 'floor.move();' Line Number: 265
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// Initialize floor pool var floorPool = []; var floorWidth = 2048; // Assuming each floor asset covers 2048px in width var numberOfFloors = Math.ceil(LK.width / floorWidth) + 1; // Calculate the number of floor instances needed to cover the initial playspace function createFloor() { var floor = new Floor(); floor.visible = true; return floor; } function initializeFloors() { for (var i = 0; i < numberOfFloors; i++) { var floor = createFloor(); floor.x = i * floorWidth; floor.y = LK.height; // Set the initial y-coordinate game.addChild(floor); floorPool.push(floor); } } function repositionFloors() { var lastFloor = floorPool[floorPool.length - 1]; var firstFloor = floorPool[0]; // Check if the last floor is moving out of the visible playspace if (lastFloor.x + floorWidth <= 0) { // Move the last floor to the right end of the first floor lastFloor.x = firstFloor.x + floorWidth; // Move the last floor to the end of the pool floorPool.shift(); floorPool.push(lastFloor); } } LK.on('tick', function () { // ... (previous code) // Move the floor instances for (var i = 0; i < floorPool.length; i++) { floorPool[i].move(); } // Reposition floors as needed repositionFloors(); // ... (remaining code) }); // Initialize floors on game start or reset initializeFloors();
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'move')' in or related to this line: 'floor.move();' Line Number: 232
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do it
===================================================================
--- original.js
+++ change.js
@@ -156,17 +156,50 @@
/****
* Game Code
****/
game.collectibles = [];
+// Initialize floor pool
+var floorPool = [];
var floorWidth = 2048; // Assuming each floor asset covers 2048px in width
-var numberOfFloors = Math.ceil(LK.Game.width / 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
+var numberOfFloors = Math.ceil(LK.width / floorWidth) + 1; // Calculate the number of floor instances needed to cover the initial playspace
+function createFloor() {
+ var floor = new Floor();
floor.visible = true;
- game.setChildIndex(floor, game.children.length - 1);
+ return floor;
}
+function initializeFloors() {
+ for (var i = 0; i < numberOfFloors; i++) {
+ var floor = createFloor();
+ floor.x = i * floorWidth;
+ floor.y = LK.height; // Set the initial y-coordinate
+ game.addChild(floor);
+ floorPool.push(floor);
+ }
+}
+function repositionFloors() {
+ var lastFloor = floorPool[floorPool.length - 1];
+ var firstFloor = floorPool[0];
+ // Check if the last floor is moving out of the visible playspace
+ if (lastFloor.x + floorWidth <= 0) {
+ // Move the last floor to the right end of the first floor
+ lastFloor.x = firstFloor.x + floorWidth;
+ // Move the last floor to the end of the pool
+ floorPool.shift();
+ floorPool.push(lastFloor);
+ }
+}
+LK.on('tick', function () {
+ // ... (previous code)
+ // Move the floor instances
+ for (var i = 0; i < floorPool.length; i++) {
+ floorPool[i].move();
+ }
+ // Reposition floors as needed
+ repositionFloors();
+ // ... (remaining code)
+});
+// Initialize floors on game start or reset
+initializeFloors();
var title = LK.gui.top.addChild(LK.getAsset('title', {
anchorX: 0,
anchorY: 0,
x: -500,
@@ -211,8 +244,9 @@
}
scoreTxt.setText(LK.getScore().toString());
LK.setScore(Math.floor(game.score)); // Update the score display
// Move the ground and background
+ floor.move();
ground1.move();
ground2.move();
// Handle obstacles
if (game.collectibles.length == 0 && LK.ticks % 420 == 0) {
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.