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Migrate to the latest version of LK
Code edit (7 edits merged)
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freely create a particle effect and attach it to the dinosaur
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particles life is 3 seconds maximum
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put particle on the top layer
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create an particle effect on dinosaur
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make sure only one floor is active at a time
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fix it so it doesnt do that
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make sure when the game starts there are 0 clouds on screen
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make sure the clouds spawn outside of the playspace
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put the two grounds on different layers
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vary the amount of floors that spawn sometimes one, sometimes two and make sure they dont clog together
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var message should be bigger and darker
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/**** * 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.x = 2048; // Position cloud outside of the playspace 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: 1.0, 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: 5.5 }); console.log("Floor instance created"); // Adjust the initial x-coordinate to be outside the playspace self.x = 2048; self.y = 2048; self.move = function () { console.log("Floor move method called"); self.x -= game.speed; // Reposition the floor instance when it moves out of view if (self.x + self.width <= 0) { self.x = 2048; // Assuming the width of the playspace is 2048 } }; }); var Ground = Container.expand(function () { var self = Container.call(this); self.attachAsset('ground', { anchorX: 0, anchorY: -0.9 }); self.move = function () { self.x -= game.speed * 2; // Increase ground speed if (self.x <= -100) { self.x = 0; // Adjusted to reset position sooner for seamless repetition } }; }); 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 ****/ game.collectibles = []; // Randomly decide the number of floors to spawn var floorsToSpawn = Math.random() < 0.5 ? 1 : 2; for (var i = 0; i < floorsToSpawn; i++) { var floor = game.addChild(new Floor()); // Adjust x position to prevent clogging floor.x = 2048 * i; floor.y = 2732 - floor.height; // Align the floor with the bottom of the screen floor.visible = true; game.setChildIndex(floor, game.children.length - 1); // Add a slight delay before the next floor spawns to prevent clogging if (i < floorsToSpawn - 1) { LK.setTimeout(function () { var additionalFloor = game.addChild(new Floor()); additionalFloor.x = 2048; additionalFloor.y = 2732 - additionalFloor.height; additionalFloor.visible = true; game.setChildIndex(additionalFloor, game.children.length - 1); }, 5000); // 5 seconds delay } } var title = LK.gui.top.addChild(LK.getAsset('title', { anchorX: 0, anchorY: 0, x: -500, y: 0 })); var background1 = game.addChildAt(new Background(), 0); var nightBackground1 = game.addChildAt(new NightBackground(), 0); nightBackground1.visible = false; game.setChildIndex(background1, 0); game.setChildIndex(nightBackground1, 0); 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()); ground1.y = 2732 - ground1.height; // Align with the bottom of the playspace var ground2 = game.addChild(new Ground()); ground2.x = ground1.width; ground2.y = 2732 - ground2.height; // Align with the bottom of the playspace 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 floor.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); } } 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: 70, fill: '#000000', // Darker color font: 'bold' // Bold text }); 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); } } });
===================================================================
--- original.js
+++ change.js
@@ -263,14 +263,9 @@
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
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.