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move the Lives UI 300 pixels to the left
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decrease the distance between the Lives UI elements
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the Lives UI elements should only be 80% of the size of the actual asset
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I still can't see the Lives, ensure they are visually displayed on the screen and add them to the midgroundcontainer in the center of the screen
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the Lives are not visually shown on the screen and they also dont seem to work. when the player remains out of lives it should go to game over
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create a Lives system. After each jump, wait for the player to return back to the ground, and once return deduct 1 life from the system. The system starts with 5 Lives, which are displayed right above the player's asset. The lives are represented by the same Life asset, where one Lifeasset represents 1 live. These 5 UI elements are presented horizontally, one to the right of the other with a 50 pixels distance between each. When a life is deducted, start from the right and deduct them moving towards the left. when a life is deducted, turn that element completely black as a way to visually represent it has been used. collecting the moving Life at the top of the screen, instantly refills a life
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instead of the Life traveling all the way to the edges of the screen, it should still move in the same way, but closer to the middle. So effectively, there should be a padding added to both sides of the screen of 300 pixels, so when the Life reaches this padding it returns before actually touching the screen's edge
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disable the background sliding if the player taps while the player is in mid air
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the background slides too much right now, I need it to slide much less
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the background slides a bit too much upon jump, make it slide less
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the background correctly slides down while the player is jumping, but it doesn't slide back up, instead it simply snaps back to it's original position. it should slide back up just as it slides down, based on the same distance it slid down
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the background correctly slides down while the player is jumping, but it doesn't slide back up upon the player descending, instead it simply snaps back to it's original position. it should slide back up just as it slides down, based on the same distance it slided down
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Please fix the bug: 'Uncaught TypeError: setInterval is not a function' in or related to this line: 'var slideUpInterval = setInterval(function () {' Line Number: 159
/****
* Classes
****/
// Define the BackgroundContainer class
var BackgroundContainer = Container.expand(function () {
var self = Container.call(this);
return self;
});
// Define the Left Coin class
var Coin = Container.expand(function () {
var self = Container.call(this);
var coinGraphics = self.attachAsset('coin', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: -1 // Flip the X axis
});
self.speed = 10;
self.update = function () {
self.x += self.speed;
self.y += Math.sin(LK.ticks / 8) * 8; // Add shake effect
if (self.intersects(player)) {
LK.setScore(LK.getScore() + 1);
scoreText.setText(LK.getScore());
self.destroy();
} else if (self.x > 2048 + self.width) {
self.destroy();
}
};
return self;
});
// Define the Right Coins class
var CoinLeft = Container.expand(function () {
var self = Container.call(this);
var coinGraphics = self.attachAsset('coin', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: +1 // Flip the X axis
});
self.speed = -10;
self.update = function () {
self.x += self.speed;
self.y += Math.sin(LK.ticks / 8) * 8; // Add shake effect
if (self.intersects(player)) {
LK.setScore(LK.getScore() + 1);
scoreText.setText(LK.getScore());
self.destroy();
} else if (self.x < -self.width) {
self.destroy();
}
};
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', {
anchorX: 0.5,
anchorY: 0.5
});
self.direction = 1; // 1 for right, -1 for left
self.speed = 7;
self.x = lifeGraphics.width / 2; // Position at left edge of the screen
self.y = 200; // Lower y position
self.update = function () {
self.x += self.speed * self.direction;
// Check if life's edge has reached the edge of the screen
if (self.x + lifeGraphics.width / 2 >= 2048 || self.x - lifeGraphics.width / 2 <= 0) {
self.direction *= -1; // Change direction
}
};
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);
var playerGraphics = self.attachAsset('player', {
anchorX: 0.5,
anchorY: 1.0
});
self.velocityY = 0;
self.isJumping = false;
self.isInAir = false;
self.jumpStartTime = 0;
self.jumpCharge = 0;
self.update = function () {
if (self.isJumping) {
self.jumpCharge = Math.min(60, LK.ticks - self.jumpStartTime);
} else {
self.velocityY += 1; // Gravity
if (self.jumpCharge > 0) {
self.velocityY = -Math.max(25, self.jumpCharge * 1.3); // Multiply the jump charge by 2 to increase the jump height, with a minimum jump height of 10
self.jumpCharge = 0;
}
}
self.y += self.velocityY;
// Slide the background down when the player jumps
if (self.velocityY < 0) {
backgroundContainer.y = Math.max(initialBackgroundY - self.jumpCharge * 2, backgroundContainer.y - self.velocityY);
} else if (self.velocityY > 0) {
backgroundContainer.y = Math.min(initialBackgroundY, backgroundContainer.y + self.velocityY);
}
// Check if player's top edge has reached the top of the screen
if (self.y - playerGraphics.height <= 0) {
LK.showGameOver();
}
// Prevent player from falling below the ground
if (self.y > 2940 - playerGraphics.height) {
self.y = 2940 - playerGraphics.height;
self.velocityY = 0;
self.isOnGround = true;
if (self.isInAir) {
self.isInAir = false;
self.removeChildren(); // Remove all children (including player_jump asset)
self.attachAsset('player', {
anchorX: 0.5,
anchorY: 1.0
});
}
} else {
self.isOnGround = false;
}
// Add a shake effect to the player when the jump is being charged
if (self.shake) {
self.x += Math.sin(LK.ticks / 1) * 3;
}
};
self.startJump = function () {
if (self.isOnGround) {
self.isJumping = true;
self.jumpStartTime = LK.ticks;
}
};
self.endJump = function () {
self.isJumping = false;
self.isInAir = true;
// Smoothly slide the background back up to its original position
var slideUpInterval = LK.setInterval(function () {
if (backgroundContainer.y < initialBackgroundY) {
backgroundContainer.y += 10; // Adjust the speed as needed
} else {
LK.clearInterval(slideUpInterval);
backgroundContainer.y = initialBackgroundY; // Ensure it snaps to the exact position
}
}, 16); // Approximately 60 FPS
self.removeChildren(); // Remove all children (including player asset)
self.attachAsset('player_jump', {
anchorX: 0.5,
anchorY: 1.0
});
};
return self;
});
// Define the Spawner class
var Spawner = Container.expand(function (spawnRate, y) {
var self = Container.call(this);
self.spawnRate = spawnRate;
self.y = y;
self.spawnTimer = 0;
self.update = function () {
self.spawnTimer++;
if (self.spawnTimer >= self.spawnRate) {
var coin = game.addChild(new Coin());
coin.x = -50;
coin.y = self.y;
self.spawnTimer = 0;
}
};
return self;
});
// Define the SpawnerLeft class
var SpawnerLeft = Container.expand(function (spawnRate, y) {
var self = Container.call(this);
self.spawnRate = spawnRate;
self.y = y;
self.spawnTimer = 0;
self.update = function () {
self.spawnTimer++;
if (self.spawnTimer >= self.spawnRate) {
var coin = game.addChild(new CoinLeft());
coin.x = 2098;
coin.y = self.y;
self.spawnTimer = 0;
}
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x87CEEB // Sky blue background
});
/****
* Game Code
****/
var backgroundContainer = game.addChild(new BackgroundContainer());
var initialBackgroundY = backgroundContainer.y; // Store initial background position
var backgroundImage = LK.getAsset('background', {
anchorX: 0.0,
anchorY: 0.0,
scaleX: 1,
scaleY: 1,
x: 0,
y: 0
});
backgroundContainer.addChild(backgroundImage);
var midgroundContainer = game.addChild(new MidgroundContainer());
var foregroundContainer = game.addChild(new ForegroundContainer());
var player = foregroundContainer.addChild(new Player());
// Create and add score text to the midground container
var scoreText = new Text2('0', {
size: 200,
fill: "#ffffff",
stroke: "#000000",
strokeThickness: 15,
anchorX: 0.5,
anchorY: 0.5
});
scoreText.x = game.width / 2;
scoreText.y = game.height / 2 - 1160;
scoreText.anchor.set(0.5, 0.5);
midgroundContainer.addChild(scoreText);
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 = foregroundContainer.addChild(new Spawner(40 * (i + 1), 2732 / 7 * i + 500));
spawners.push(spawner);
}
// Create the spawners on the right side of the screen
var spawnersLeft = [];
for (var i = 0; i < 5; i++) {
var spawner = foregroundContainer.addChild(new SpawnerLeft(60 * (i + 1), 2732 / 7 * i + 700));
spawnersLeft.push(spawner);
}
game.down = function (x, y, obj) {
player.startJump();
LK.getSound('Charge').play();
player.shake = true;
};
game.up = function (x, y, obj) {
player.endJump();
LK.getSound('Charge').stop();
LK.getSound('Jump').play();
player.shake = false;
};
game.update = function () {
player.update();
life.update();
// Update the spawners on the right side of the screen
for (var i = 0; i < spawnersLeft.length; i++) {
spawnersLeft[i].update();
}
// Update the spawners
for (var i = 0; i < spawners.length; i++) {
spawners[i].update();
}
if (player.intersects(life)) {
life.destroy();
life = game.addChild(new Life());
}
life.update();
};
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.