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make the booster appears once every 5 arrays instead of 2
User prompt
add another sound for performing a jump called "jumping"
Code edit (1 edits merged)
Please save this source code
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When the player collects the booster, increase the player.immune counter, set player.alpha to 0.5, and start the timer for the blinking effect. Use a single timeout or interval to manage both the immunity period and the blinking phase. Example: 5 seconds of transparency (alpha = 0.5). 2 seconds of blinking (toggle alpha between 0.5 and 1 every 200 ms). After the 7 seconds, ensure the player.immune is decremented and alpha is reset to 1. Add a new boolean flag player.isBlinking to manage the blinking state separately. Update the player.update method to respect the blinking state and avoid overwriting the alpha property during blinking. Adjust the booster collection logic to set and manage the isImmune and isBlinking flags appropriately.
User prompt
When the player collects the booster, increase the player.immune counter, set player.alpha to 0.5, and start the timer for the blinking effect. Manage Immunity and Blinking Together: Use a single timeout or interval to manage both the immunity period and the blinking phase. Example: 5 seconds of transparency (alpha = 0.5). 2 seconds of blinking (toggle alpha between 0.5 and 1 every 200 ms). End Immunity Properly: After the 7 seconds, ensure the player.immune is decremented and alpha is reset to 1. Replace the numerical player.immune with a boolean player.isImmune to indicate whether the player is currently immune. Introduce a Blinking Flag: Add a new boolean flag player.isBlinking to manage the blinking state separately. Modify the Update Method: Update the player.update method to respect the blinking state and avoid overwriting the alpha property during blinking. Refactor Booster Collection Logic: Adjust the booster collection logic to set and manage the isImmune and isBlinking flags appropriately.
User prompt
make the booster appears once every 2 coin arrays instead of 5
User prompt
make the player's blinking effect last for the last 3 seconds instead of the last 2 seconds of the immunity, and have the transparency in the beginning for only 4 secodns instead of 5
User prompt
make the booster appears once every 2 arrays
User prompt
Use Boolean Flags: Replace the numerical player.immune with a boolean player.isImmune to indicate whether the player is currently immune. Introduce a Blinking Flag: Add a new boolean flag player.isBlinking to manage the blinking state separately. Modify the Update Method: Update the player.update method to respect the blinking state and avoid overwriting the alpha property during blinking. Refactor Booster Collection Logic: Adjust the booster collection logic to set and manage the isImmune and isBlinking flags appropriately.
User prompt
Collecting the Booster: When the player collects the booster, increase the player.immune counter, set player.alpha to 0.5, and start the timer for the blinking effect. Manage Immunity and Blinking Together: Use a single timeout or interval to manage both the immunity period and the blinking phase. Example: 5 seconds of transparency (alpha = 0.5). 2 seconds of blinking (toggle alpha between 0.5 and 1 every 200 ms). End Immunity Properly: After the 7 seconds, ensure the player.immune is decremented and alpha is reset to 1.
User prompt
the blinking effect doesn't work. after 5 seconds of normal transparency, the player's transparency should blink for the last 2 seconds of the booster's immunity effect to indicate it's wearing off
User prompt
add a visual indicator for when the immunity is wearing off, where the player is transparent for the first 5 seconds and blinks during the last 2 seconds. Immediately set player.alpha = 0.5 and increase the player.immune counter. Use LK.setTimeout to wait for 5 seconds before starting the blinking effect. After 5 seconds, start an interval (every 200 milliseconds) to toggle the player's alpha between 0.5 and 1. This creates the blinking effect. After the blinking effect lasts for 2 seconds, clear the blinking interval. Set player.immune-- and player.alpha = 1 to restore normal visibility.
User prompt
split the immunity transparency into 2 parts. right now the entire duration is 7 seconds. keep it that way, with the exception that you only maintain the ful transparency for the first 5 seconds, then the other 2 seconds, make the character blink, by alternative between the 505 transparency and fully visible. the immunity is still in effect for the entire 7 seconds, only the transaprency method is affected
User prompt
split the immunity transparency into 2 parts. right now the entire duration is 7 seconds. keep it that way, with the exception that you only maintain the ful transparency for the first 5 seconds, then the other 2 seconds, make the character blink, by alternative between the 505 transparency and fully visible. the immunity is still in effect for the entire 7 seconds, only the transaprency method is affected
User prompt
the blinking should only tart happening at the last 2 seconds before the immunity state is running off. right now it's happening across the entire duration
User prompt
during the last 2 seconds of invisibility, the player shoulb blink before turning back to fully visible. the blinking is an animation that alternates between the 50% trasnaprency and fully visible
User prompt
make the booster duration from 5 seconds to 7
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add a second sound effect when collecting the booster called invisible
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add a sound effect when collecting the booster
User prompt
make the booster appear once every 5 coin arrays instead every single one
Code edit (1 edits merged)
Please save this source code
User prompt
make the booster appear once every 1 array instead of every second
User prompt
the booster sometimes overlaps a cell that contains a coin. the booster needs to always be placed in a cell that does not contain a coin. so pick one of the empty cells in the array when you place the booster
/**** * Classes ****/ // Define the BackgroundContainer class var BackgroundContainer = Container.expand(function () { var self = Container.call(this); var backgroundGraphics1 = self.attachAsset('background', { anchorX: 0.5, anchorY: 0.5, scaleX: 2048 / 2732, scaleY: 2732 / 2732 }); backgroundGraphics1.x = 2048 / 2; backgroundGraphics1.y = 2732 / 2; var backgroundGraphics2 = self.attachAsset('background', { anchorX: 0.5, anchorY: 0.5, scaleX: 2048 / 2732, scaleY: 2732 / 2732 }); backgroundGraphics2.x = 2048 / 2; backgroundGraphics2.y = -2732 / 2; self.backgroundGraphics1 = backgroundGraphics1; self.backgroundGraphics2 = backgroundGraphics2; self.update = function () { if (gameStarted) { self.backgroundGraphics1.y -= backgroundSpeed; self.backgroundGraphics2.y -= backgroundSpeed; backgroundSpeed += backgroundAcceleration; } // Ensure backgrounds stay within bounds after jump movement if (self.backgroundGraphics1.y > 2732 / 2) { self.backgroundGraphics1.y = self.backgroundGraphics2.y - 2732; } if (self.backgroundGraphics2.y > 2732 / 2) { self.backgroundGraphics2.y = self.backgroundGraphics1.y - 2732; } if (self.backgroundGraphics1.y <= -2732 / 2) { self.backgroundGraphics1.y = self.backgroundGraphics2.y + 2732; } if (self.backgroundGraphics2.y <= -2732 / 2) { self.backgroundGraphics2.y = self.backgroundGraphics1.y + 2732; } }; return self; }); var Booster = Container.expand(function () { var self = Container.call(this); var boosterGraphics = self.attachAsset('booster', { anchorX: 0.5, anchorY: 0.5 }); self.width = boosterGraphics.width; self.height = boosterGraphics.height; self.speed = 2; self.update = function () { self.speed += 0.05; // Acceleration self.y += self.speed; if (self.y > 2732 + self.height / 2) { self.destroy(); } }; return self; }); // Define the Coin class var Coin = Container.expand(function () { var self = Container.call(this); var coinGraphics = self.attachAsset('coin', { anchorX: 0.5, anchorY: 0.5 }); self.width = coinGraphics.width; self.height = coinGraphics.height; self.speed = 2; self.animationFrames = [LK.getAsset('coin', { anchorX: 0.5, anchorY: 0.5 }), LK.getAsset('coin_2', { anchorX: 0.5, anchorY: 0.5 }), LK.getAsset('coin_3', { anchorX: 0.5, anchorY: 0.5 }), LK.getAsset('coin_2', { anchorX: 0.5, anchorY: 0.5 })]; self.currentFrame = 0; self.frameDuration = 144; // 300 milliseconds per frame self.lastFrameChange = Date.now(); self.update = function () { self.speed += 0.05; // Acceleration self.y += self.speed; // Handle animation frame change if (Date.now() - self.lastFrameChange >= self.frameDuration) { self.currentFrame = (self.currentFrame + 1) % self.animationFrames.length; self.removeChildAt(0); self.addChild(self.animationFrames[self.currentFrame]); self.lastFrameChange = Date.now(); } if (self.y > 2732 + self.height / 2) { self.destroy(); } }; return self; }); // Define the ForegroundContainer class var ForegroundContainer = Container.expand(function () { var self = Container.call(this); return self; }); // Define the MidgroundContainer class var MidgroundContainer = Container.expand(function () { var self = Container.call(this); return self; }); // Define the Obstacle class var Obstacle = Container.expand(function () { var self = Container.call(this); var obstacleGraphics = self.attachAsset('obstacle', { anchorX: 0.5, anchorY: 0.5 }); self.width = obstacleGraphics.width; self.height = obstacleGraphics.height; self.speed = 5; self.rotationSpeed = Math.random() < 0.5 ? 0.03 : -0.03; // Randomly decide rotation direction self.update = function () { self.speed += 0.2; // Acceleration self.y += self.speed; self.rotation += self.rotationSpeed; // Add rotation if (self.y > 2732 + self.height / 2) { self.destroy(); } }; return self; }); var Platform = Container.expand(function () { var self = Container.call(this); var platformGraphics = self.attachAsset('platform', { anchorX: 0.5, anchorY: 0.5 }); self.width = platformGraphics.width; self.height = platformGraphics.height; self.update = function () { if (gameStarted) { self.y += 30; if (self.y > 2732 + self.height / 2) { self.destroy(); } } }; 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: 0.5 }); playerGraphics.visible = false; var playerIdleGraphics = self.attachAsset('player_idle', { anchorX: 0.5, anchorY: 0.5 }); playerIdleGraphics.visible = true; self.playerWidth = playerGraphics.width; self.playerHeight = playerGraphics.height; self.playerIdleWidth = playerIdleGraphics.width; self.playerIdleHeight = playerIdleGraphics.height; self.speed = playerHorizontalSpeed; self.slidingSpeed = playerSlidingSpeed; // Add sliding speed property self.direction = 1; // 1: right, -1: left self.isTouchingWall = true; // true: player is touching a wall, false: player is in mid air self.update = function () { if (gameStarted) { if (!self.isBlinking) { self.alpha = self.immune > 0 ? 0.5 : 1; } if (self.direction === -1 && self.x > self.playerWidth / 2 - 60) { self.x -= self.speed; if (self.x <= self.playerWidth / 2 - 60) { self.x = self.playerWidth / 2 - 60; // Prevent the player from going past the left edge of the screen self.isTouchingWall = true; playerGraphics.scale.x = -1; // Flip the player's x axis } } else if (self.direction === 1 && self.x < 2048 - self.playerWidth / 2 + 60) { self.x += self.speed; if (self.x >= 2048 - self.playerWidth / 2 + 60) { self.x = 2048 - self.playerWidth / 2 + 60; // Prevent the player from going past the right edge of the screen self.isTouchingWall = true; playerGraphics.scale.x = 1; // Flip the player's x axis back to its original state } } self.y += self.verticalSpeed; // Apply the vertical speed to the player's position if (self.y < 0) { // Prevent the player from going off the top of the screen self.y = 0; self.verticalSpeed = 0; } // Removed game over check in the player update method if (self.isTouchingWall) { // Reset the vertical speed and apply the sliding speed when the player touches a wall self.verticalSpeed = 0; self.slidingSpeed += playerSlidingAcceleration; self.y += self.slidingSpeed; } } }; self.immune = false; // Add a new property to the player to make it immune to spikes self.isBlinking = false; // Add a new property to manage the blinking state self.jump = function () { if (self.isTouchingWall) { if (!gameStarted) { gameStarted = true; firstJump = true; // Set the firstJump flag to true after the first jump } self.direction *= -1; self.verticalSpeed = -playerVerticalJumpSpeed; // Set the vertical speed when jumping self.slidingSpeed = playerSlidingSpeed; // Reset the sliding speed self.isTouchingWall = false; playerGraphics.visible = true; playerIdleGraphics.visible = false; // Move backgrounds down by 200 pixels backgroundContainer.backgroundGraphics1.y += 300; backgroundContainer.backgroundGraphics2.y += 300; // Move forest down by 100 pixels forest.y += 300; // Reset background speed backgroundSpeed = initialBackgroundSpeed; // Move all spikes down by 500 pixels for (var i = 0; i < spikes.length; i++) { spikes[i].y += spikeMovement; } // Reset the spikes' upwards movement speed spikeUpwardsMovement = spikeSpeed; self.immune++; // Increment immunity to spikes after jumping LK.setTimeout(function () { // Set a timeout to remove the immunity after half a second self.immune--; }, 100); spawnObstacle(); // Spawn a new obstacle whenever the player jumps } }; return self; }); // Define the Spike class var Spike = Container.expand(function () { var self = Container.call(this); var spikeGraphics = self.attachAsset('spikes', { anchorX: 0.5, anchorY: 0.5 }); self.width = spikeGraphics.width; self.height = spikeGraphics.height; self.hasMoved = false; // Add hasMoved flag self.update = function () { if (self.y > 2732 + self.height / 2 + 500) { self.destroy(); } if (player.isTouchingWall) { self.y -= spikeSpeed; } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x7abde6 //Init game with new background color }); /**** * Game Code ****/ // Function to check score and start spike intervals function checkAndStartSpikes() { if (LK.getScore() >= scoreThreshold && !spikeInterval && gameStarted) { spikeInterval = LK.setInterval(spawnSpike, spikeIntervalTime); } } // Declare global variables for background speed and acceleration var initialBackgroundSpeed = 1; var backgroundSpeed = initialBackgroundSpeed; var backgroundAcceleration = 0.02; var firstJump = false; // Flag to track the first jump // Declare a global variable to track if the game has started var gameStarted = false; // Initialize BackgroundContainer, MidgroundContainer, and ForegroundContainer var backgroundContainer = game.addChild(new BackgroundContainer()); var midgroundContainer = game.addChild(new MidgroundContainer()); var foregroundContainer = game.addChild(new ForegroundContainer()); var playerVerticalJumpSpeed = 20; // Declare global variables for player's horizontal, vertical and sliding speed var playerHorizontalSpeed = 80; var playerSlidingSpeed = 1; var playerSlidingAcceleration = 0.02; // Declare a global variable to track if the game has started var gameStarted = false; // Declare global variables for the spikes movement, their upwards movement and their acceleration var spikeMovement = 500; var spikeUpwardsMovement = 10; var spikeAcceleration = 0.02; // Declare global variables for spike interval and score threshold var spikeIntervalTime = 15000; var scoreThreshold = 10; // Initialize player var player = foregroundContainer.addChild(new Player()); player.immune = 0; // Add a new property to the player to make it immune to spikes // Add forest asset to the midground container var forest = LK.getAsset('forest', { anchorX: 0.5, anchorY: 0, scaleX: 1, scaleY: 1, x: 2048 / 2, y: 2732 / 2 }); midgroundContainer.addChild(forest); // Initialize platform and place it below the player_idle var platform = midgroundContainer.addChild(new Platform()); platform.x = 2048 / 2; platform.y = 2732 - 500 + player.playerIdleHeight / 2 + platform.height / 2; // Initialize coins array var coins = []; // Track the number of coin arrays generated var coinArrayCounter = 0; // Initialize spikes array var spikes = []; // Set the direction at the start of the game var spikePlacementFlag = Math.random() < 0.5 ? true : false; // Initialize the first spike (Removed initial spike generation) player.verticalSpeed = 0; player.x = 2048 / 2; player.y = 2732 - 430; // Initialize obstacles array var obstacles = []; // Function to spawn obstacles function spawnObstacle() { if (gameStarted) { var obstacle = new Obstacle(); obstacle.x = Math.random() * (2048 - 800) + 400; // Add padding to the enemy spawner obstacle.y = -obstacle.height / 2; obstacles.push(obstacle); game.addChild(obstacle); } } // Function to spawn coins function spawnCoins() { // Define the 18 available spots var spots = []; for (var i = 0; i < 3; i++) { for (var j = 0; j < 6; j++) { spots.push({ x: j * (150 + 100) + 400, y: i * (150 + 50) - 500 }); } } // Shuffle the spots array for (var i = spots.length - 1; i > 0; i--) { var j = Math.floor(Math.random() * (i + 1)); var temp = spots[i]; spots[i] = spots[j]; spots[j] = temp; } // Generate a random number of coins (between 4 and 9) in random spots var numCoins = Math.floor(Math.random() * 8) + 5; for (var i = 0; i < numCoins; i++) { var coin = new Coin(); coin.x = spots[i].x; coin.y = spots[i].y; coins.push(coin); game.addChild(coin); } // Increment the coin array counter coinArrayCounter++; // Add booster to a random spot every 5 coin array generations if (coinArrayCounter % 5 === 0) { var booster = new Booster(); // Find an empty spot for the booster var emptySpots = spots.slice(numCoins); // Get the remaining spots after placing coins var randomEmptySpot = Math.floor(Math.random() * emptySpots.length); booster.x = emptySpots[randomEmptySpot].x; booster.y = emptySpots[randomEmptySpot].y; coins.push(booster); game.addChild(booster); } } // Function to spawn spikes function spawnSpike() { var spike = new Spike(); spike.x = spikePlacementFlag ? spike.width / 2 : 2048 - spike.width / 2; // Attach to the wall based on the flag spike.y = -spike.height / 2; if (spike.x === 2048 - spike.width / 2) { // If the spike is on the right wall spike.scale.x = -1; // Flip the spike on its x axis } spikes.push(spike); game.addChild(spike); spikePlacementFlag = !spikePlacementFlag; // Flip the flag after each spike placement } // Initialize score text var scoreTxt = new Text2('0', { size: 150, fill: "#ffffff", stroke: "#000000", strokeThickness: 15 }); scoreTxt.anchor.set(0.5, 0); // Sets anchor to the center of the top edge of the text. scoreTxt.y -= 950; // Move the score 500 pixels higher LK.gui.center.addChild(scoreTxt); // Add the score text to the GUI overlay. // Set interval to spawn spikes and coins var coinInterval; var spikeInterval; checkAndStartSpikes(); // Handle touch events game.down = function (x, y, obj) { if (!gameStarted) { gameStarted = true; player.direction = Math.random() < 0.5 ? -1 : 1; LK.playMusic('background_music'); // Spawn coins immediately after the first jump spawnCoins(); // Start generating coins after the set interval coinInterval = LK.setInterval(spawnCoins, 3500); // Start generating spikes after the score threshold checkAndStartSpikes(); } player.jump(); // Play a sound effect when the player jumps LK.getSound('jump').play(); LK.getSound('jumping').play(); }; game.up = function (x, y, obj) { // No operations needed here }; // Update game logic game.update = function () { if (gameStarted) { backgroundContainer.update(); player.update(); if (player.y > 2732 - player.height / 2) { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } platform.update(); forest.y -= 2; // Move the forest upwards by 1 pixel if (forest.y < -forest.height) { forest.destroy(); } for (var i = obstacles.length - 1; i >= 0; i--) { obstacles[i].update(); if (player.intersects(obstacles[i]) && player.immune <= 0) { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } } for (var i = coins.length - 1; i >= 0; i--) { coins[i].update(); if (coins[i].y > 2732 + coins[i].height / 2) { coins[i].destroy(); coins.splice(i, 1); } if (player.intersects(coins[i])) { if (coins[i] instanceof Booster) { player.immune++; player.alpha = 0.5; player.isBlinking = false; LK.getSound('booster').play(); // Play booster sound effect LK.getSound('invisible').play(); // Play invisible sound effect // Start the immunity and blinking timer var immunityDuration = 4600; // 5 seconds of transparency var blinkingDuration = 2400; // 2 seconds of blinking var blinkingInterval = 200; // Toggle alpha every 200 ms // Set timeout for the transparency period LK.setTimeout(function () { player.isBlinking = true; var blinkTimer = LK.setInterval(function () { player.alpha = player.alpha === 0.5 ? 1 : 0.5; }, blinkingInterval); // Set timeout for the blinking period LK.setTimeout(function () { LK.clearInterval(blinkTimer); player.immune--; player.alpha = 1; player.isBlinking = false; }, blinkingDuration); }, immunityDuration); } else { LK.setScore(LK.getScore() + 1); scoreTxt.setText(LK.getScore()); LK.getSound('coin').play(); } coins[i].destroy(); coins.splice(i, 1); spawnObstacle(); checkAndStartSpikes(); } } for (var i = spikes.length - 1; i >= 0; i--) { if (player.intersects(spikes[i]) && player.immune <= 0) { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } } } }; var spikeSpeed = 3;
===================================================================
--- original.js
+++ change.js
@@ -379,10 +379,10 @@
game.addChild(coin);
}
// Increment the coin array counter
coinArrayCounter++;
- // Add booster to a random spot every 2 coin array generations
- if (coinArrayCounter % 2 === 0) {
+ // Add booster to a random spot every 5 coin array generations
+ if (coinArrayCounter % 5 === 0) {
var booster = new Booster();
// Find an empty spot for the booster
var emptySpots = spots.slice(numCoins); // Get the remaining spots after placing coins
var randomEmptySpot = Math.floor(Math.random() * emptySpots.length);
8-bit pixel shuriken. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
8-bit pixelated background of a minimalist cloudy sky. keep it simple with a light blue sky of a single color and a few pixelated clouds scattered around. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
8-bit pixelated wooden stump. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
8-bit pixelated invisibility potion powerup. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.