Code edit (4 edits merged)
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add a delay between the shake effect of each coin so they are not perfectly syncronized
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add a delay between the shake effect of each coin so they are not perfectly syncronized
Code edit (11 edits merged)
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add a shake or vibrate effect to the coins
Code edit (1 edits merged)
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the spawners are placed exactly at the edge of the screen, making the coins seem to pop out of nowhere, move them 50 pixels outside the edge of the screen so the coins are generated outside the screen bounds
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create a new background asset nd stretch it across the entire size of the screen. add it to the backgroundcontainer
Code edit (1 edits merged)
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the text writing is aligned to the left, which means the value extends towards the right, it should instead be aligned to the center so the text always remaines centered regardless of the digits it contains
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add a black outline to the score and ensure its alignment is to the center instead of to the left
Code edit (10 edits merged)
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align the score perfectly to the center of the screen
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add a score text in the center of the screen and place it in the midground container
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place the spawners in the foregroundcontainer
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reverse the x axis of the coins. so the ones generated on the left have a certain x axis, reverse it, and do the same for the ones on the right
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flip the X axis of the coins that are generated at the left side of the screen
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flip the X axis of the coins that are generated at the left side of the screen
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the game starts lagging after a while, telling me coins are not properly disposed off. ensure you recycle them, so once they go out of the screen, you recycle them
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Coins should be collectable and increment the score by 1 each
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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
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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
/**** * 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 }); self.speed = 10; self.update = function () { self.x += self.speed; self.y += Math.sin(LK.ticks / 2) * 5; // 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 / 5) * 2; // 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; // 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; 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 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(); };
===================================================================
--- original.js
+++ change.js
@@ -5,9 +5,9 @@
var BackgroundContainer = Container.expand(function () {
var self = Container.call(this);
return self;
});
-// Define the Coin class
+// Define the Left Coin class
var Coin = Container.expand(function () {
var self = Container.call(this);
var coinGraphics = self.attachAsset('coin', {
anchorX: 0.5,
@@ -15,9 +15,9 @@
});
self.speed = 10;
self.update = function () {
self.x += self.speed;
- self.y += Math.sin((LK.ticks + self._id) / 2) * 5; // Add shake effect with delay
+ self.y += Math.sin(LK.ticks / 2) * 5; // Add shake effect
if (self.intersects(player)) {
LK.setScore(LK.getScore() + 1);
scoreText.setText(LK.getScore());
self.destroy();
@@ -26,20 +26,20 @@
}
};
return self;
});
-// Define the CoinLeft class
+// 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
+ scaleX: -1 // Flip the X axis
});
self.speed = -10;
self.update = function () {
self.x += self.speed;
- self.y += Math.sin((LK.ticks + self._id) / 5) * 2; // Add shake effect with delay
+ self.y += Math.sin(LK.ticks / 5) * 2; // Add shake effect
if (self.intersects(player)) {
LK.setScore(LK.getScore() + 1);
scoreText.setText(LK.getScore());
self.destroy();
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.