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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
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imrpove the collision detection between the player and the obstacles
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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
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Please fix the bug: 'TypeError: playerBounds.intersects is not a function' in or related to this line: 'if (playerBounds.intersects(obstacleBounds)) {' Line Number: 101
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improve the collision between the player and the enemy, as they can now collide without their hitboxes even touching
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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
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the score should turn red when being depleted but doesnt. fix it
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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
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Please fix the bug: 'Uncaught ReferenceError: TextStyle is not defined' in or related to this line: 'scoreTxt.style = new TextStyle({' Line Number: 267
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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
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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
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improve the hitbox between the player and the obstacles
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the second animation for the obstacle animation never plays. fix this bug
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the 2nd frame for the animation should be obstacle_2
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the obstacle animation doesnt work, I never see the second frame. fix it
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the obstacle should be animated similar to the player. it's second frame is obstacle_2 and the frames alternate once every 300 miliseconds
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the obstacle should be animated similar to the player. it's second frame is obstacle_2 and the frames alternate once every 300 miliseconds
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the obstacle should have 2 frames. the current one, and a different frame with the same graphic but flipped on its x axis
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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 = []; obstacleGraphics[0] = self.attachAsset('obstacle', { anchorX: 0.5, anchorY: 0.5 }); obstacleGraphics[1] = self.attachAsset('obstacle', { anchorX: 0.5, anchorY: 0.5, flipX: 1 }); self.currentFrame = 0; // Start with the first frame self.graphics = obstacleGraphics[self.currentFrame]; obstacleGraphics[1] = self.attachAsset('obstacle', { anchorX: 0.5, anchorY: 0.5, flipX: 1 }); self.currentFrame = 0; // Start with the first frame self.graphics = obstacleGraphics[self.currentFrame]; 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 // Switch frames every 200ms if (LK.ticks % 12 == 0) { self.currentFrame = (self.currentFrame + 1) % 2; self.graphics = obstacleGraphics[self.currentFrame]; } // Switch frames every 200ms if (LK.ticks % 12 == 0) { self.currentFrame = (self.currentFrame + 1) % 2; self.graphics = obstacleGraphics[self.currentFrame]; } // 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 };
===================================================================
--- original.js
+++ change.js
@@ -15,8 +15,15 @@
flipX: 1
});
self.currentFrame = 0; // Start with the first frame
self.graphics = obstacleGraphics[self.currentFrame];
+ obstacleGraphics[1] = self.attachAsset('obstacle', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ flipX: 1
+ });
+ self.currentFrame = 0; // Start with the first frame
+ self.graphics = obstacleGraphics[self.currentFrame];
self.speed = 10; // Initial speed
self.acceleration = 0.1; // Acceleration
self._move_migrated = function () {
self.y += self.speed; // Move obstacle down
@@ -25,8 +32,13 @@
if (LK.ticks % 12 == 0) {
self.currentFrame = (self.currentFrame + 1) % 2;
self.graphics = obstacleGraphics[self.currentFrame];
}
+ // Switch frames every 200ms
+ if (LK.ticks % 12 == 0) {
+ self.currentFrame = (self.currentFrame + 1) % 2;
+ self.graphics = obstacleGraphics[self.currentFrame];
+ }
// 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