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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
===================================================================
--- original.js
+++ change.js
@@ -62,20 +62,52 @@
anchorX: 0.5,
anchorY: 0.5
});
self.direction = 1; // 1 for right, -1 for left
- self.speed = 5;
- self.x = lifeGraphics.width / 2 + 400; // Position at left edge of the screen
- self.y = 200; // Lower y position
+ self.speed = 4;
+ self.x = lifeGraphics.width / 2 + 500; // Position at left edge of the screen
+ self.y = 210; // 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 - 400 || self.x - lifeGraphics.width / 2 <= 400) {
+ if (self.x + lifeGraphics.width / 2 >= 2048 - 500 || self.x - lifeGraphics.width / 2 <= 500) {
self.direction *= -1; // Change direction
}
};
return self;
});
+// Define the Lives class
+var Lives = Container.expand(function () {
+ var self = Container.call(this);
+ self.lives = 5; // Start with 5 lives
+ self.livesGraphics = []; // Array to hold the life graphics
+ // Create 5 life graphics and add them to the livesGraphics array
+ for (var i = 0; i < self.lives; i++) {
+ var lifeGraphic = self.attachAsset('Life', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ x: i * 170 // Position each life graphic 170 pixels apart
+ });
+ self.livesGraphics.push(lifeGraphic);
+ }
+ // Method to deduct a life
+ self.deductLife = function () {
+ if (self.lives > 0) {
+ self.lives--;
+ // Turn the deducted life graphic black
+ self.livesGraphics[self.lives].tint = 0x000000;
+ }
+ };
+ // Method to refill a life
+ self.refillLife = function () {
+ if (self.lives < 5) {
+ // Turn the refilled life graphic back to its original color
+ self.livesGraphics[self.lives].tint = 0xFFFFFF;
+ self.lives++;
+ }
+ };
+ return self;
+});
// Define the MidgroundContainer class
var MidgroundContainer = Container.expand(function () {
var self = Container.call(this);
return self;
@@ -125,8 +157,9 @@
self.attachAsset('player', {
anchorX: 0.5,
anchorY: 1.0
});
+ lives.deductLife(); // Deduct a life when the player returns to the ground
}
} else {
self.isOnGround = false;
}
@@ -219,8 +252,11 @@
backgroundContainer.addChild(backgroundImage);
var midgroundContainer = game.addChild(new MidgroundContainer());
var foregroundContainer = game.addChild(new ForegroundContainer());
var player = foregroundContainer.addChild(new Player());
+var lives = foregroundContainer.addChild(new Lives());
+lives.x = player.x;
+lives.y = player.y - 200; // Position the lives system above the player
// Create and add score text to the midground container
var scoreText = new Text2('0', {
size: 200,
fill: "#ffffff",
@@ -274,7 +310,8 @@
}
if (player.intersects(life)) {
life.destroy();
life = game.addChild(new Life());
+ lives.refillLife(); // Refill a life when the player collects the moving Life
}
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.