User prompt
Coins should be collectable and increment the score by 1 each
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'addChild')' in or related to this line: 'var spawner = midgroundContainer.addChild(new SpawnerLeft(60 * (i + 1), 2732 / 7 * i + 500));' Line Number: 189
User prompt
create a BackgroundContainer, MidgroundContainer and ForegroundContainer in that order
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when the player touches a coin, collect it and add +1 point to the score
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Please fix the bug: 'Uncaught TypeError: Cannot set properties of undefined (setting 'x')' in or related to this line: 'self.x = 2048 / 2;' Line Number: 170
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'anchor')' in or related to this line: 'self.anchor.set(0.5, 0.5);' Line Number: 168
User prompt
display a score that starts from 0 in the very center of the screen. add a black outline to it. when a coin is collected, increase the score by 1
Code edit (2 edits merged)
Please save this source code
User prompt
now using the same exact logic and implementation, add a new set of 5 spawners, but this time andd them to the right of the screen, and they spawn coins that travel towards the left
Code edit (3 edits merged)
Please save this source code
User prompt
instead of starting the first spawner at the top of the screen, I want it to start 300 pixels lower
Code edit (3 edits merged)
Please save this source code
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move all the spawners lower
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decrease the distance between the spawners
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now create 5 spawners on the left edge of the screen that spawn coins that travel towards the right. Each spawner is below the other and each has it's own Y coordinate and spawn rate value for generating coins
Code edit (1 edits merged)
Please save this source code
Code edit (3 edits merged)
Please save this source code
User prompt
there's another problem where you also display the player asset while the player is in the air which is a bug. after the tap is released effectivelly making the character jump, only display the player_jump asset, and hide or destroy the player asset
User prompt
great, the only problem is that after the jump, when the player returns to the ground, the player_jump asset is not removed completely, instead it still shows under the player asset. remove it completely, so only the player asset is shown while returning on the ground
User prompt
after the finger is released, thus the player is in the air, switch the player graphic with the player_jump one. revert back to the player graphic once it lands on the ground. ensure the player_jump only applyes after the finger is released. while the player is on the ground or the finger is held to charge the jump, only show the player asset.
User prompt
after the finger is released, thus the player is in the air, switch the player graphic with the player_jump one. revert back to the player graphic once it lands on the ground
User prompt
Change the state to Charging when the player starts holding the screen. Change the state to Jumping when the player releases the screen. Change the state back to Idle when the player lands on the ground.
User prompt
Set up the logic to switch the character’s asset depending on the state. When the state is Idle or Charging, the asset should be the normal player asset. When the state is Jumping, the asset should be the player_jump asset.
User prompt
Introduce a variable within the Player class to track the current state. This variable will change based on player actions.
User prompt
the player no longer jumps after the last update. fix it
===================================================================
--- original.js
+++ change.js
@@ -1,7 +1,12 @@
/****
* Classes
****/
+// Define the BackgroundContainer class
+var BackgroundContainer = Container.expand(function () {
+ var self = Container.call(this);
+ return self;
+});
// Define the Coin class
var Coin = Container.expand(function () {
var self = Container.call(this);
var coinGraphics = self.attachAsset('coin', {
@@ -26,8 +31,13 @@
self.x += self.speed;
};
return self;
});
+// Define the ForegroundContainer class
+var ForegroundContainer = Container.expand(function () {
+ var self = Container.call(this);
+ return self;
+});
// Define the Life class
var Life = Container.expand(function () {
var self = Container.call(this);
var lifeGraphics = self.attachAsset('Life', {
@@ -46,8 +56,13 @@
}
};
return self;
});
+// Define the MidgroundContainer class
+var MidgroundContainer = Container.expand(function () {
+ var self = Container.call(this);
+ return self;
+});
//<Assets used in the game will automatically appear here>
// Define the Player class
var Player = Container.expand(function () {
var self = Container.call(this);
@@ -146,22 +161,8 @@
}
};
return self;
});
-// Define the Score class
-var Score = Text2.expand(function () {
- var self = Text2.call(this, '0', {
- size: 150,
- fill: "#ffffff",
- stroke: "#000000",
- strokeThickness: 5,
- anchorX: 0.5,
- anchorY: 0.5,
- x: 2048 / 2,
- y: 2732 / 2
- });
- return self;
-});
/****
* Initialize Game
****/
@@ -174,23 +175,24 @@
****/
// Create the spawners on the right side of the screen
var spawnersLeft = [];
for (var i = 0; i < 5; i++) {
- var spawner = game.addChild(new SpawnerLeft(60 * (i + 1), 2732 / 7 * i + 500));
+ var spawner = midgroundContainer.addChild(new SpawnerLeft(60 * (i + 1), 2732 / 7 * i + 500));
spawnersLeft.push(spawner);
}
-var player = game.addChild(new Player());
-var life = game.addChild(new Life());
+var backgroundContainer = game.addChild(new BackgroundContainer());
+var midgroundContainer = game.addChild(new MidgroundContainer());
+var foregroundContainer = game.addChild(new ForegroundContainer());
+var player = foregroundContainer.addChild(new Player());
+var life = foregroundContainer.addChild(new Life());
player.x = 2048 / 2;
player.y = 2732 - player.height;
// Create the spawners
var spawners = [];
for (var i = 0; i < 5; i++) {
- var spawner = game.addChild(new Spawner(60 * (i + 1), 2732 / 7 * i + 700));
+ var spawner = midgroundContainer.addChild(new Spawner(60 * (i + 1), 2732 / 7 * i + 700));
spawners.push(spawner);
}
-// Create a score object and add it to the GUI overlay
-var score = LK.gui.center.addChild(new Score());
game.down = function (x, y, obj) {
player.startJump();
LK.getSound('Charge').play();
player.shake = true;
@@ -215,16 +217,6 @@
if (player.intersects(life)) {
life.destroy();
life = game.addChild(new Life());
}
- // Increase the score by 1 when a coin is collected
- for (var i = game.children.length - 1; i >= 0; i--) {
- var child = game.children[i];
- if (child instanceof Coin || child instanceof CoinLeft) {
- if (player.intersects(child)) {
- child.destroy();
- score.setText(parseInt(score.text) + 1);
- }
- }
- }
life.update();
};
\ No newline at end of file
pixelated 8-bit cute sitting frog seen from the front. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
pixelated 8-bit cute jumping frog seen from the front. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
background of a pond in the middle of the nature. pixelated 8-bit. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.