User prompt
Create an animation for the background that simulates endless downward motion. Utilize a single background asset, duplicating it and placing it directly above the original to extend the visual field. As both copies of the background move downwards in tandem, once the lower background completely exits the screen, it should be destroyed and then immediately recreated and attached above the remaining visible background. This cycle of destruction and recreation maintains an infinite loop, effectively achieving the illusion of continuous, unbroken movement in the game environment.
User prompt
add a backround to the game that strecthces across the entire screen
User prompt
when the players hits an obstacle from the sides when the obstacles are frozen, the player goes through them as if they dont exist. the collision box doesnt work and that's a bug
User prompt
there's a bug where the game doesnt go to game over if the player hits an obstacles.
User prompt
if the player collides with an enemy while the enemies are frozen, it should still go to game over, as that's still a collision
User prompt
if the player collides with an enemy while the enemies are frozen, it should still go to game over, as that's still a collision
User prompt
the player should be able to collide with the enemyes even when the figner is held on the screen. ensure pressing the finger on the screen still stops the enemy movement, this only adds colision back to the player
User prompt
the player should be able to collide with the enemyes even when the figner is held on the screen
User prompt
increase the player horizontal speed
Code edit (2 edits merged)
Please save this source code
User prompt
decrease the player's size incrementation when moving down
User prompt
Modify Player Update Method: Update the _update_migrated method in the Player class to include the logic for scaling the player graphics based on the Y position: Calculate the distance between the player's current Y position and the baseY. Use this distance to linearly interpolate the scale between 100% and 150% as the player moves away from the baseY up to 200 pixels. Apply this scale factor uniformly to the player graphics. Scale Calculation:
User prompt
Update Player Class Attributes: Add a new attribute to the Player class to track the current scale of the player graphics. currentScale: This will store the scale factor of the player's graphics. Initialize Player Scale: In the initPlayer function, initialize player.currentScale to 1.0 (which represents 100% of the original size).
Code edit (2 edits merged)
Please save this source code
User prompt
increase the downwards elastic movement the player can travel while the finger is pressed
Code edit (1 edits merged)
Please save this source code
User prompt
Handle Screen Press: In the game.down event handler: Set player.isPulling to true. Ensure that the vertical movement does not start if the player's Y position is already 200 pixels below baseY. Handle Screen Release: In the game.up event handler: Set player.isPulling to false. The player should start moving back towards the baseY.
User prompt
Update Player Vertical Movement: Modify the _update_migrated method in the Player class to include logic for vertical movement: If isFrozen is true and isPulling is also true, decrease the player's Y position incrementally until a maximum of 200 pixels below the baseY is reached. If isFrozen is false, the player should move back towards baseY at a predefined speed until it reaches baseY.
User prompt
Add Player Vertical Movement Attributes: Define two new attributes for the Player class: baseY: This will store the player's initial Y position, acting as the center of the spring movement. isPulling: A boolean to determine if the player is being "pulled" downwards. Modify Player Initialization: In the initPlayer function, initialize player.baseY to the player's starting Y position (player.y) and set player.isPulling to false.
User prompt
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
User prompt
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
User prompt
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
User prompt
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
/**** * 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 // Correctly scale the obstacle size as it moves down the screen // Correctly scale the obstacle size as it moves down the screen var screenHeight = 2732; // Full screen height for scaling calculation var baseScale = 1.0; // Base scale at the top var targetScale = 1.5; // Target scale at the bottom var progress = self.y / screenHeight; // Progress ratio from top (0) to bottom (1) var scaleFactor = baseScale + (targetScale - baseScale) * progress; // Linear interpolation self.scale.set(scaleFactor, scaleFactor); // Apply scale factor uniformly }; }); // 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.baseY = 0; // Initialize baseY self.isPulling = false; // Initialize isPulling self.currentScale = 1.0; // Initialize currentScale self._update_migrated = function () { // Player movement logic self.x += 20 * 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(); // Player vertical movement and scaling logic var maxDistance = 450; // Maximum distance from baseY for scaling if (self.isPulling) { // Decrease player's Y position until a maximum of 200 pixels below the baseY is reached if (self.y < self.baseY + maxDistance) { self.y += 10; // Incremental decrease } } else { // Move player back towards baseY at a predefined speed until it reaches baseY if (self.y > self.baseY) { self.y -= 10; // Predefined speed } } // Calculate the distance from baseY and scale player graphics var distanceFromBaseY = Math.min(self.y - self.baseY, maxDistance); var scale = 1.0 + distanceFromBaseY / maxDistance * 0.3; // Linearly interpolate scale between 100% and 125% self.currentScale = scale; playerGraphics.forEach(function (graphic) { graphic.scale.set(scale, scale); // Apply scale factor uniformly to all player graphics }); }; 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; player.baseY = player.y; // Set baseY to starting Y position player.isPulling = false; // Set isPulling to false } // 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; player.isPulling = true; // Set player.isPulling to true when screen is pressed if (player.y < player.baseY + 500) { // Ensure vertical movement does not start if player's Y position is already 200 pixels below baseY // 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; player.isPulling = false; // Set player.isPulling to false when screen is released LK.clearInterval(fuelConsumptionInterval); fuelConsumptionInterval = null; // Ensure the interval is cleared and reset };
===================================================================
--- original.js
+++ change.js
@@ -142,12 +142,10 @@
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) {
- if (!isFrozen) {
- LK.effects.flashScreen(0xff0000, 1000);
- LK.showGameOver();
- }
+ LK.effects.flashScreen(0xff0000, 1000);
+ LK.showGameOver();
}
// Remove off-screen obstacles
if (obstacles[i].y - obstacles[i].height > 2732) {
obstacles[i].destroy();