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Migrate to the latest version of LK
Code edit (7 edits merged)
Please save this source code
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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
Code edit (1 edits merged)
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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
Code edit (3 edits merged)
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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
Code edit (1 edits merged)
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===================================================================
--- original.js
+++ change.js
@@ -1,16 +1,16 @@
/****
* 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._move_migrated = function () {
self.x -= game.speed;
if (self.x <= -2048) {
self.x = 0;
}
@@ -23,9 +23,9 @@
anchorY: 1.0,
scaleX: 1 + Math.random() * 0.2,
scaleY: 1 + Math.random() * 0.2
});
- self.move = function () {
+ self._move_migrated = function () {
if (LK.ticks % 600 == 0) {
game.speed *= 1.1;
}
self.x -= game.speed * 2;
@@ -40,9 +40,9 @@
anchorX: 5.5,
anchorY: 0
});
self.x = 2048; // Position cloud outside of the playspace
- self.move = function () {
+ self._move_migrated = function () {
self.x -= game.speed;
};
});
// Create a single instance of Cloud outside the game loop
@@ -51,9 +51,9 @@
self.attachAsset('collectible', {
anchorX: 0.5,
anchorY: 0.5
});
- self.move = function () {
+ self._move_migrated = function () {
self.x -= game.speed;
if (self.x < -100) {
self.destroy();
game.collectibles = [];
@@ -74,9 +74,9 @@
self.isJumping = true;
self.jumpSpeed = -30;
}
};
- self.update = function () {
+ self._update_migrated = function () {
if (self.isJumping) {
self.y += self.jumpSpeed;
self.jumpSpeed += self.gravity;
}
@@ -99,9 +99,9 @@
console.log("Floor instance created");
// Adjust the initial x-coordinate to be outside the playspace
self.x = 2048;
self.y = 2048;
- self.move = function () {
+ self._move_migrated = 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) {
@@ -114,9 +114,9 @@
self.attachAsset('ground', {
anchorX: 0,
anchorY: -0.9
});
- self.move = function () {
+ self._move_migrated = function () {
self.x -= game.speed * 2; // Increase ground speed
if (self.x <= -100) {
self.x = 0; // Adjusted to reset position sooner for seamless repetition
}
@@ -129,9 +129,9 @@
height: 2732,
anchorX: 0,
anchorY: 0
});
- self.move = function () {
+ self._move_migrated = function () {
self.x -= game.speed;
if (self.x <= -2048) {
self.x = 0;
}
@@ -142,9 +142,9 @@
var pterodactylGraphics = self.attachAsset('pterodactyl', {
anchorX: 0.5,
anchorY: 0.5
});
- self.move = function () {
+ self._move_migrated = function () {
if (LK.ticks % 600 == 0) {
game.speed *= 1.1;
}
self.x -= game.speed * 2;
@@ -153,16 +153,16 @@
});
/****
* Initialize Game
-****/
+****/
var game = new LK.Game({
backgroundColor: 0x87ceeb
});
/****
* Game Code
-****/
+****/
// Create a single instance of Cloud outside the game loop
game.collectibles = [];
var floor = game.addChild(new Floor());
floor.x = 0;
@@ -209,18 +209,18 @@
if (LK.ticks % 2700 == 1350) {
background1.visible = !background1.visible;
nightBackground1.visible = !nightBackground1.visible;
}
- dinosaur.update();
+ dinosaur._update_migrated();
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();
+ floor._move_migrated();
+ ground1._move_migrated();
+ ground2._move_migrated();
// Handle obstacles
if (game.collectibles.length == 0 && LK.ticks % 420 == 0) {
// Add a new collectible every 7 to 14 seconds
var collectible = new Collectible();
@@ -251,16 +251,16 @@
game.addChild(secondObstacle);
}
}
for (var i = game.collectibles.length - 1; i >= 0; i--) {
- game.collectibles[i].move();
+ game.collectibles[i]._move_migrated();
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!", "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 messages = ["Gathering data like a pro!", "Dodging glitches, snatching data!", "Swifter than a byte, slicker than code!", "My endless run never stops!", "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,
@@ -287,9 +287,9 @@
game.collectibles.splice(i, 1);
}
}
for (var i = game.obstacles.length - 1; i >= 0; i--) {
- game.obstacles[i].move();
+ game.obstacles[i]._move_migrated();
if (dinosaur.intersects(game.obstacles[i])) {
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
}
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.