User prompt
coins can't start spawning until the player makes it first jump. as soon as the first jump occurs, start generating coins immediatelly, then another after the set itnerval
User prompt
there's a bug where a spike is spawned before the score reaches the indicated threshold
Code edit (3 edits merged)
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spikes can only appear after the score is above 30
User prompt
now, for the coins array, with each batch of generated coins, only generate 5 coins randomly in one of the 18 available spots.each new batch needs to have a different cell in which the coins are spawned randomly
Code edit (1 edits merged)
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User prompt
mov the score 500 pixels higher and add a black outine of 15 to it
User prompt
add a score to the center of the screen that shows the score. each collected coin increases the score
Code edit (3 edits merged)
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User prompt
the coins array needs to spawn 300 pixels above the screen
Code edit (2 edits merged)
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move the coins 200 pixels to the right
Code edit (1 edits merged)
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increase the gap between the coins, both horizontal and vertical
Code edit (1 edits merged)
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increase the coins speed
Code edit (1 edits merged)
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User prompt
you only generate an array of coins just once right now, but you need to generate them at certain regular intervals, just like the obstacles
User prompt
the player should be able to pick up the coins, and each coin increments the score by 1
User prompt
create a new array that will handle the Coins class. this array is a grid that has a total of 18 coins with 3 rows and 6 columns. this entire array of coins is spawn at the top of the screen and falls down to the bottom of the scren
Code edit (2 edits merged)
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Please fix the bug: 'Uncaught TypeError: setTimeout is not a function' in or related to this line: 'setTimeout(function () {' Line Number: 105
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create a new variable for the player that makes it immune to spikes for half a second after jumping from a wall.
User prompt
the spikes are no longer working after the last update, fix it
User prompt
right now, the spikes are instantly teleported downwards to the location indicated by the global set at 500. so while they do need to travel to that point, they need to have a speed in which that happens, so they slide by that amount instead of instantly teleporting to their new location. create a new global for this down speed. this global variable needs to be the speed by which the spikes travel downwards until they reach the indicated 500 pixels
/****
* Classes
****/
// 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 = 6;
self.update = function () {
self.y += self.speed;
if (self.y > 2732 + self.height / 2) {
self.destroy();
}
};
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;
});
//<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.width = playerGraphics.width;
self.height = playerGraphics.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.direction === -1 && self.x > self.width / 2) {
self.x -= self.speed;
if (self.x <= self.width / 2) {
self.x = self.width / 2; // 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.width / 2) {
self.x += self.speed;
if (self.x >= 2048 - self.width / 2) {
self.x = 2048 - self.width / 2; // 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;
}
if (self.y > 2732 - self.height / 2) {
// Trigger game over if the player hits the bottom edge of the screen
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
}
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.jump = function () {
if (self.isTouchingWall) {
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.destroy();
// 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 = 1.5;
self.immune = true; // Make the player immune to spikes after jumping
LK.setTimeout(function () {
// Set a timeout to remove the immunity after half a second
self.immune = false;
}, 100);
}
};
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.speed = 2;
self.hasMoved = false; // Add hasMoved flag
self.update = function () {
if (self.y > 2732 + self.height / 2 + 500) {
self.destroy();
}
if (player.isTouchingWall) {
spikeUpwardsMovement += spikeAcceleration;
self.y -= spikeUpwardsMovement;
}
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000 //Init game with black background
});
/****
* Game Code
****/
var playerVerticalJumpSpeed = 15;
// 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 = 700;
var spikeUpwardsMovement = 1;
var spikeAcceleration = 0.02;
// Initialize player
var player = game.addChild(new Player());
// Initialize coins array
var coins = [];
// 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
var spike = new Spike();
spike.x = spikePlacementFlag ? spike.width / 2 : 2048 - spike.width / 2; // Attach to either the left or right wall
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);
player.verticalSpeed = 0;
player.x = 2048 / 2;
player.y = 2732 - 500;
// 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 5 coins in random spots
for (var i = 0; i < 5; i++) {
var coin = new Coin();
coin.x = spots[i].x;
coin.y = spots[i].y;
coins.push(coin);
game.addChild(coin);
}
}
// Function to spawn spikes
var spikePlacementFlag = true; // Add a flag to alternate spike placement
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 obstacles, spikes and coins
var coinInterval = LK.setInterval(spawnCoins, 2000);
var obstacleInterval = LK.setInterval(spawnObstacle, 3000);
var spikeInterval;
if (LK.getScore() > 30) {
spikeInterval = LK.setInterval(spawnSpike, 7000);
}
// Handle touch events
game.down = function (x, y, obj) {
if (!gameStarted) {
gameStarted = true;
player.direction = Math.random() < 0.5 ? -1 : 1;
}
player.jump();
};
game.up = function (x, y, obj) {
// No operations needed here
};
// Update game logic
game.update = function () {
if (gameStarted) {
player.update();
if (player.y > 2732 - player.height / 2) {
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
}
for (var i = obstacles.length - 1; i >= 0; i--) {
obstacles[i].update();
if (player.intersects(obstacles[i])) {
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])) {
LK.setScore(LK.getScore() + 1);
scoreTxt.setText(LK.getScore()); // Update score text
coins[i].destroy();
coins.splice(i, 1);
if (LK.getScore() > 30 && !spikeInterval) {
spikeInterval = LK.setInterval(spawnSpike, 7000);
}
}
}
for (var i = spikes.length - 1; i >= 0; i--) {
if (player.intersects(spikes[i]) && !player.immune) {
// Check for the player's immunity before triggering game over
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
}
}
}
}; ===================================================================
--- original.js
+++ change.js
@@ -253,9 +253,9 @@
var coinInterval = LK.setInterval(spawnCoins, 2000);
var obstacleInterval = LK.setInterval(spawnObstacle, 3000);
var spikeInterval;
if (LK.getScore() > 30) {
- spikeInterval = LK.setInterval(spawnSpike, 5000);
+ spikeInterval = LK.setInterval(spawnSpike, 7000);
}
// Handle touch events
game.down = function (x, y, obj) {
if (!gameStarted) {
@@ -293,9 +293,9 @@
scoreTxt.setText(LK.getScore()); // Update score text
coins[i].destroy();
coins.splice(i, 1);
if (LK.getScore() > 30 && !spikeInterval) {
- spikeInterval = LK.setInterval(spawnSpike, 5000);
+ spikeInterval = LK.setInterval(spawnSpike, 7000);
}
}
}
for (var i = spikes.length - 1; i >= 0; i--) {
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