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there's a problem with the player moving downward when I keep the cursor held. it works fine the first time I hold it as the player does move down, but with each subsecquent hold it goes down less and less, which is a bug. when it's attracted back to it's original y axis, it should reset this function to allow the player to move down by the full 200 pixels again
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while holding the cursor down, dont apply the force that's pulling back the player to it's original y position. that force must only be active while the cursor is not held, but while held, disable that attraction
User prompt
make sure the player's y position pulsl the player back to it while the cursor is not being held, or after being released
User prompt
set a fixed Y value which represents the player's default y position. when I release my cursor the player should revert back to the original Y position it had. this is a universal y position and the player must always be attracted back to this position when the cursor is released
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when I release my cursor the player should revert back to the original Y position it had. this is a universal y position and the player must always be attracted back to this position when the cursor is released
User prompt
the player never returns back to it's original y position which is a bug. let's assume the player starts at 2000 y position on the screen and can trvael up to 200 pixels so it can go as low as 2200 pixels. so the 2000 is the resting position and 2200 the max extended position, and the player can only bounce between this vertical area depending if the cursor is pressed or not
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after the cursor is release, the player should slowly move back upwards just as it smoothly went down. right now it snaps back to oit's original position then starts moving back again even thgouh the cursors has just been released
User prompt
while the cursor is held, the player should also move vertically downwards by up to 200 pixels lower. That's the max limit and then it cannt go any lower. when the cursor is released, move the player back upwards to it's original Y position. so while the cursor is held down, the player is extended and held as a spring, and when the cursor is release the player spring back to it's original resting position
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enemies are not becoming larger as they travel down the screen, which is a bug
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enemies are not becoming larger as they travel down the screen, which is a bug
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as they enemies are traveling down, their dimension should increase by a certain factor. so if they start from the top at the current dimension of 1, at the bottom they shoud increase by 1.5 so at the bottom part of the screen the enemy looks larger
User prompt
as they enemies are traveling down, their dimension should increase by a certain factor. so if they start from the top at the current dimension of 1, at the bottom they shoud increase by 1.5 so at the bottom part of the screen the enemy looks larger
User prompt
as they enemies are traveling down, their dimension should increase by a certain factor. so if they start from the top at the current dimension of 1, at the bottom they shoud increase by 1.5 so at the bottom part of the screen the enemy looks larger
User prompt
as they enemies are traveling down, their dimension should increase by a certain factor. so if they start from the top at the current dimension of 1, at the bottom they shoud increase by 1.5 so at the bottom part of the screen the enemy looks larger
Code edit (2 edits merged)
Please save this source code
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collision doesnt work properly, the player can sometines intersect the enemy yet the game doesnt trigger the game over
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collision doesnt work properly, the player can sometines interset the enemy yet the game doesnt trigger the game ove
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fix the collision box between player and enemies without affecting the spawn mechanics and ensuring enemies are properly destroyed after they exit the bottom screen edge fully
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fix the collision box between player and enemies without affecting the spawn mechanics
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the last update has broken the enemy spawn mechanism
User prompt
fix the collision box between player and enemies
Code edit (1 edits merged)
Please save this source code
User prompt
the player animation doesnt work it never alternates to the second frame. fix it
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the player should have an animation composed of 2 frames that alternate every 200 miliseconds. the 2nd frame is player_2
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the player should have an animation composed of 2 frames that alternate every 200 miliseconds. the 2nd frame is the same asset of the player asset by flipped on it's x axis
/**** * Classes ****/ // Obstacle class var Obstacle = Container.expand(function () { var self = Container.call(this); var obstacleGraphics = self.attachAsset('obstacle', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 10; // Initial speed self.acceleration = 0.1; // Acceleration self._move_migrated = function () { self.y += self.speed; // Move obstacle down self.speed += self.acceleration; // Increase speed // Increase the size of the obstacle as it moves down the screen var scaleFactor = 1 + self.y / 2732 * 0.5; self.scaleX = scaleFactor; self.scaleY = scaleFactor; // Increase the size of the obstacle as it moves down the screen var scaleFactor = 1 + self.y / 2732 * 0.5; self.scaleX = scaleFactor; self.scaleY = scaleFactor; }; }); // Assets will be automatically created based on usage in the code. // Player class var Player = Container.expand(function () { var self = Container.call(this); var playerGraphics = []; playerGraphics[0] = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5 }); playerGraphics[1] = self.attachAsset('player_2', { anchorX: 0.5, anchorY: 0.5 }); self.direction = 1; // 1 for right, -1 for left self.currentFrame = 0; // Start with the first frame self._update_migrated = function () { // Player movement logic self.x += 10 * self.direction; // Increase player speed self.removeChildren(); self.addChild(playerGraphics[self.currentFrame]); // Update graphics to current frame if (self.x < 50) { // Adjust for player's outer edge self.x = 50; self.direction = 1; } else if (self.x > 1998) { // Adjust for player's outer edge self.x = 1998; self.direction = -1; } // Handle animation frames self.handleAnimation(); }; self.handleAnimation = function () { // Switch frames every 200ms if (LK.ticks % 12 == 0) { self.currentFrame = (self.currentFrame + 1) % 2; self.graphics = playerGraphics[self.currentFrame]; } }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 // Init game with black background }); /**** * Game Code ****/ // Global variables var player; var obstacles = []; var isFrozen = false; var score = 10; // Initialize the score to 10 var scoreTxt; // Declare fuelConsumptionInterval in global scope for accessibility var fuelConsumptionInterval; // Initialize player function initPlayer() { player = game.addChild(new Player()); player.x = 2048 / 2; // Start position player.y = 2732 * 0.75; } // Initialize score display function initScoreDisplay() { scoreTxt = new Text2(score.toString(), { size: 150, fill: "#ffffff" }); LK.gui.top.addChild(scoreTxt); } // Update score display function updateScoreDisplay() { scoreTxt.setText(score.toString()); } // Generate obstacles function generateObstacle() { var obstacle = new Obstacle(); obstacle.x = Math.random() * (2048 - 200) + 100; // Random width with padding obstacle.y = 0; // Start from the top edge obstacles.push(obstacle); game.addChild(obstacle); } // Game tick LK.on('tick', function () { // Update player player._update_migrated(); if (!isFrozen) { // Move obstacles for (var i = obstacles.length - 1; i >= 0; i--) { obstacles[i]._move_migrated(); // Check collision if (player.intersects(obstacles[i]) && obstacles[i].y + obstacles[i].height / 2 > player.y - player.height / 2 && obstacles[i].y - obstacles[i].height / 2 < player.y + player.height / 2) { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } // Remove off-screen obstacles if (obstacles[i].y - obstacles[i].height > 2732) { obstacles[i].destroy(); obstacles.splice(i, 1); score += 5; // Increase score by 5 for every enemy that reaches the bottom updateScoreDisplay(); } } // Generate obstacles if (LK.ticks % Math.max(1, 120 - Math.floor(score / 5)) == 0) { // Every 2 seconds, decreased by score/10 generateObstacle(); } } }); // Initialize game elements function initGame() { score = 10; // Ensure score starts at 10 for each new game initPlayer(); initScoreDisplay(); } initGame(); // Add a down event handler to the game object to set isFrozen to true when the screen is pressed game.down = function (x, y, obj) { console.log("game.down event handler triggered"); console.log("Screen pressed at: ", x, y); isFrozen = true; // Start or reset fuel consumption interval on game down event LK.clearInterval(fuelConsumptionInterval); // Clear any existing interval fuelConsumptionInterval = LK.setInterval(function () { // Start a new interval if (score > 0 && isFrozen) { score -= 1; updateScoreDisplay(); } else if (score <= 0) { LK.clearInterval(fuelConsumptionInterval); fuelConsumptionInterval = null; // Reset interval ID LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } else { LK.clearInterval(fuelConsumptionInterval); fuelConsumptionInterval = null; // Reset interval ID } }, 200); }; // Add an up event handler to the game object to set isFrozen to false when the screen is released game.up = function (x, y, obj) { console.log("game.up event handler triggered"); console.log("Screen released at: ", x, y); isFrozen = false; LK.clearInterval(fuelConsumptionInterval); fuelConsumptionInterval = null; // Ensure the interval is cleared and reset };
===================================================================
--- original.js
+++ change.js
@@ -16,8 +16,12 @@
// Increase the size of the obstacle as it moves down the screen
var scaleFactor = 1 + self.y / 2732 * 0.5;
self.scaleX = scaleFactor;
self.scaleY = scaleFactor;
+ // Increase the size of the obstacle as it moves down the screen
+ var scaleFactor = 1 + self.y / 2732 * 0.5;
+ self.scaleX = scaleFactor;
+ self.scaleY = scaleFactor;
};
});
// Assets will be automatically created based on usage in the code.
// Player class