User prompt
increase the padding for the spawn point so enemies are generated even closer to the middle of the x axis of the screen
User prompt
while the enemy should increase its size as it moves down, decrease the amount it increases by
User prompt
increase the speed of the background animation
User prompt
the second generated background should fully cover the entire screen size of the gameplay area
Code edit (3 edits merged)
Please save this source code
User prompt
add a blackoutline to the score
Code edit (1 edits merged)
Please save this source code
User prompt
move the score higher on the screen
User prompt
align the score to the middle of the screen's x axis
User prompt
align the score to the middle of the screen's y axis
User prompt
align the text of the score to its center
User prompt
ensure the score has a center alignment
User prompt
align the score to the middle of the screen
User prompt
the score has a left alignment, ensure it's aligned to its own center then to the center of the screen
User prompt
align the score to the center
User prompt
center the score. align it to the midle of the screen
User prompt
while the first and second backgrounds do stretch over the entire gamescreen area, subsequent new generated backgrounds dont, which is a bug. fix it so all next created backgrounds also stretch over the entire screen area
User prompt
add all the background components and aimations into the backgroundcontainer
User prompt
stretch the 1st background over the entire screen area
User prompt
the first created background is not perfectly aligned to the center of the screen. fix this
User prompt
create a BackgroundContainer, MidgroundContainer and ForegroundContainer in that order
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simplify the backround animation as there is duplicate code
User prompt
ensure both backgrounds in the animation stretch over the entire screen size. right now, the first created background doesnt stretch
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
/**** * 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 } } // Check for collision with obstacles for (var i = 0; i < obstacles.length; i++) { if (self.intersects(obstacles[i])) { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } } // 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 ****/ // Create BackgroundContainer, MidgroundContainer and ForegroundContainer var BackgroundContainer = new Container(); var MidgroundContainer = new Container(); var ForegroundContainer = new Container(); // Add the containers to the game in the correct order game.addChild(BackgroundContainer); game.addChild(MidgroundContainer); game.addChild(ForegroundContainer); BackgroundContainer.handleBackgroundAnimation = function () { // Move the backgrounds down background.y += 5; background2.y += 5; // If the first background has moved off the screen, destroy it and recreate it above the second background if (background.y > 2732 * 1.5) { background.destroy(); background = BackgroundContainer.attachAsset('background', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: background2.y - 2732, width: 2048, height: 2732 }); } // If the second background has moved off the screen, destroy it and recreate it above the first background if (background2.y > 2732 * 1.5) { background2.destroy(); background2 = BackgroundContainer.attachAsset('background2', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: background.y - 2732, width: 2048, height: 2732 }); } }; var background = BackgroundContainer.attachAsset('background', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2, width: 2048, height: 2732 }); var background2 = BackgroundContainer.attachAsset('background2', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: -2732 / 2 }); // 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", align: "center", stroke: "#000000", strokeThickness: 5 }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); scoreTxt.y = 10; } // 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 () { BackgroundContainer.handleBackgroundAnimation(); // 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 * player.currentScale && obstacles[i].y - obstacles[i].height / 2 < player.y + player.height / 2 * player.currentScale) { 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
@@ -175,13 +175,15 @@
function initScoreDisplay() {
scoreTxt = new Text2(score.toString(), {
size: 150,
fill: "#ffffff",
- align: "center"
+ align: "center",
+ stroke: "#000000",
+ strokeThickness: 5
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
- scoreTxt.y = 100;
+ scoreTxt.y = 10;
}
// Update score display
function updateScoreDisplay() {
scoreTxt.setText(score.toString());