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Please fix the bug: 'Uncaught ReferenceError: playerVerticalSpeed is not defined' in or related to this line: 'self.verticalSpeed = playerVerticalSpeed; // Add vertical speed property' Line Number: 39
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remove this variable if it's not used in the code "var playerVerticalSpeed = 0;"
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add acceleration to the gliding speed, so that the more the character remains stuck to a single wall, the faster it's down speed becomes. reset this speed back to it's original speed after jumping, so when it hits the opposite wall, it's sliding speed is reset before applying the acceleration agaian
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consolidate th player's vertical speed into a single global variable. move it's value from the players jump fucntion into the game code and call it from there
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now create a new global variable for the character, that defines it's sliding mechanic. once the character hooks to any of the walls, it needs to start sliding down
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consolidate all the player's variables like horizontal speed, vertical speed and everything else about it into global variables, then call these variables from the code. the numerical value for it's speed for example, can only be written once in a single place
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the player asset overlapps the walls, entering them by a bit. consider the outter edges of the character's asset the hitbox, so its edges can never go past the screen edges
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increase the players speed when moving horizontaly
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decrease the vertical movement value on every jump
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now we also need to make the character move upwards after every jump. so every jumps also adds an Y change to the character, making it move higher on the screen with every jump
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Please fix the bug: 'Uncaught TypeError: player.stop is not a function' in or related to this line: 'player.stop();' Line Number: 94
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let's update how the character moves. the player is initially attracted to the right side of the screen. when he touches it, he sticks to the right side. when the player taps the screen anywhere, the character is then detached from the right wall, and attracted to the left wall, moving towards the left wall until it hits it, then remains on the left wall. so basically the player moves between the right and the left wall on every screen tap. disable the jumping while the player is in mid air, it can only jump to the opposite wall, if he is already touching one of the walls
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Gravity flip left-right
/**** * Classes ****/ // 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 = 10; self.update = function () { self.y += self.speed; 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 }); 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 (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; } } 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; } } 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.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.jump = function () { if (self.isTouchingWall) { self.direction *= -1; self.verticalSpeed -= playerVerticalJumpSpeed; // Decrease the vertical speed when jumping self.slidingSpeed = playerSlidingSpeed; // Reset the sliding speed self.isTouchingWall = false; } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 //Init game with black background }); /**** * Game Code ****/ var playerVerticalJumpSpeed = 10; // Declare global variables for player's horizontal, vertical and sliding speed var playerHorizontalSpeed = 40; var playerSlidingSpeed = 3; var playerSlidingAcceleration = 0.02; // Initialize player var player = game.addChild(new Player()); player.x = 2048 / 2; player.y = 2732 - 200; // Initialize obstacles array var obstacles = []; // Function to spawn obstacles function spawnObstacle() { var obstacle = new Obstacle(); obstacle.x = Math.random() * 2048; obstacle.y = -obstacle.height / 2; obstacles.push(obstacle); game.addChild(obstacle); } // Set interval to spawn obstacles var obstacleInterval = LK.setInterval(spawnObstacle, 1000); // Handle touch events game.down = function (x, y, obj) { player.jump(); }; game.up = function (x, y, obj) { // player.stop(); // This function does not exist in the Player class }; // Update game logic game.update = function () { player.update(); for (var i = obstacles.length - 1; i >= 0; i--) { obstacles[i].update(); if (player.intersects(obstacles[i])) { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } } };
===================================================================
--- original.js
+++ change.js
@@ -83,9 +83,9 @@
****/
var playerVerticalJumpSpeed = 10;
// Declare global variables for player's horizontal, vertical and sliding speed
var playerHorizontalSpeed = 40;
-var playerSlidingSpeed = 2;
+var playerSlidingSpeed = 3;
var playerSlidingAcceleration = 0.02;
// Initialize player
var player = game.addChild(new Player());
player.x = 2048 / 2;
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