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
User prompt
Make sure that the immunity flag and related variables are accessible in the global scope if needed. This ensures that the game logic can correctly reference and modify these variables.
User prompt
make the booster appears once every 2 arrays instead of 5
User prompt
In the `update` function where the collision between the player and obstacles is checked, add a condition to check if the player is immune. If the player is immune, skip the game over logic.
User prompt
implement the above solution to fix the immunity problem
User prompt
The collision detection logic for obstacles and spikes is likely not checking if the player is immune before triggering the game over sequence. The player's `immune` flag is set correctly when the booster is collected, but this flag is not being checked in the collision detection logic.
User prompt
check the player's immunity on every game tick
User prompt
make sure the player's immunity is checked on every game tick
User prompt
Ensure that before any game-over logic (like flashing the screen or showing the game over screen), the game checks if the player.immune flag is true. If the player is immune, the game-over logic should be bypassed entirely.
User prompt
there's a bug where the player still dies to obnstacles when under the effect of the booster. fix this bug, by ensuring the player is immune to obstacles while under the effect of the booster. so touching an obstacles under this effect, should continue the gameplay. disable the contact to obstacles under this effect
User prompt
while under the effect of the booster, ensure the player is immune to obstacles and spikes, so touching them doesn't trigger the game over screen
User prompt
while under the effect of the booster the player's transparency should be set at 50%
User prompt
the booster only appears once instead of every 5th arrays. fix this bug so it appears every 5th coins array
User prompt
the booster only appears once instead of every 5th arrays
User prompt
The booster is a special powerup, that once collected makes the Player immune to both spikes and obstacles for a limited time, more precisely for 5 seconds. This Booster ppears within the Coins aray. Place this in a random cell in one of the empty coins aray. This only appears once every 5th generated coin arrays
Code edit (5 edits merged)
Please save this source code
User prompt
decrease the platforms speed by half
Code edit (2 edits merged)
Please save this source code
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move both the platform and the player's starting position 100 pixels lower
Code edit (1 edits merged)
Please save this source code
Code edit (1 edits merged)
Please save this source code
User prompt
increase the minimum amount of coins by 1
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after the forest fully exits the bounds of the bottom part of the screen, destroy it
Code edit (2 edits merged)
Please save this source code
User prompt
change the forest speed from 5 to 1
/**** * 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.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; } if (self.y > 2732 - (playerGraphics.visible ? self.playerHeight : self.playerIdleHeight) / 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) { 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 = 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); 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 = false; // 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 2nd coin array generation if (coinArrayCounter % 2 === 0) { var booster = new Booster(); var boosterSpot; do { boosterSpot = Math.floor(Math.random() * spots.length); } while (coins.some(function (coin) { return coin.x === spots[boosterSpot].x && coin.y === spots[boosterSpot].y; })); booster.x = spots[boosterSpot].x; booster.y = spots[boosterSpot].y; 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(); }; 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])) { 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 = true; player.alpha = 0.5; // Set transparency to 50% LK.setTimeout(function () { player.immune = false; player.alpha = 1; // Reset transparency to 100% }, 5000); // Immunity lasts for 5 seconds } 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) { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } } } }; var spikeSpeed = 3;
===================================================================
--- original.js
+++ change.js
@@ -382,12 +382,16 @@
coinArrayCounter++;
// Add booster to a random spot every 2nd coin array generation
if (coinArrayCounter % 2 === 0) {
var booster = new Booster();
- var randomSpot = Math.floor(Math.random() * spots.length);
- booster.x = spots[randomSpot].x;
- booster.y = spots[randomSpot].y;
- coins.push(booster);
+ var boosterSpot;
+ do {
+ boosterSpot = Math.floor(Math.random() * spots.length);
+ } while (coins.some(function (coin) {
+ return coin.x === spots[boosterSpot].x && coin.y === spots[boosterSpot].y;
+ }));
+ booster.x = spots[boosterSpot].x;
+ booster.y = spots[boosterSpot].y;
game.addChild(booster);
}
}
// Function to spawn spikes
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.