User prompt
improve the collision detection mechanism between the player and the obstacles as I can sometimes get the payer killed when simply getting close to an obstacle but clearly not touchign it, which is a bug
User prompt
imrpove the collision detection between the player and the obstacles
User prompt
Please fix the bug: 'TypeError: self.hitTest is not a function' in or related to this line: 'if (self.hitTest(obstacles[i])) {' Line Number: 101
User prompt
Please fix the bug: 'TypeError: playerBounds.intersects is not a function' in or related to this line: 'if (playerBounds.intersects(obstacleBounds)) {' Line Number: 101
User prompt
improve the collision between the player and the enemy, as they can now collide without their hitboxes even touching
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot set properties of undefined (setting 'fill')' in or related to this line: 'scoreTxt.style.fill = "#ff0000"; // Change score color to red' Line Number: 267
User prompt
the score should turn red when being depleted but doesnt. fix it
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot set properties of undefined (setting 'fill')' in or related to this line: 'scoreTxt.style.fill = "#ff0000"; // Change score color to red' Line Number: 267
User prompt
Please fix the bug: 'Uncaught ReferenceError: TextStyle is not defined' in or related to this line: 'scoreTxt.style = new TextStyle({' Line Number: 267
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot set properties of undefined (setting 'fill')' in or related to this line: 'scoreTxt.style.fill = "#ff0000"; // Change score color to red' Line Number: 267
User prompt
while the finger is held on the screen and deducts pointsfrom the score, turn the score color to red. transition back to white when the finger is removed
User prompt
improve the hitbox between the player and the obstacles
User prompt
the second animation for the obstacle animation never plays. fix this bug
User prompt
the 2nd frame for the animation should be obstacle_2
User prompt
the obstacle animation doesnt work, I never see the second frame. fix it
User prompt
the obstacle should be animated similar to the player. it's second frame is obstacle_2 and the frames alternate once every 300 miliseconds
User prompt
the obstacle should be animated similar to the player. it's second frame is obstacle_2 and the frames alternate once every 300 miliseconds
User prompt
the obstacle should have 2 frames. the current one, and a different frame with the same graphic but flipped on its x axis
User prompt
the obstacle should have 2 frames. the current one, and a different frame with the same graphic but flipped on its x axis
Code edit (1 edits merged)
Please save this source code
/**** * 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 * 0.5; // 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 += 10; background2.y += 10; // 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, width: 2048, height: 2732 }); // 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: 10 }); 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 - 600) + 300; // Random width with increased 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 };
/****
* 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 * 0.5; // 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 += 10;
background2.y += 10;
// 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,
width: 2048,
height: 2732
});
// 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: 10
});
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 - 600) + 300; // Random width with increased 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
};