Code edit (1 edits merged)
Please save this source code
User prompt
increase the minimum amount of coins by 1
User prompt
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
User prompt
add a speed of 5 to the forest that moves it upwards. only apply this speed to the forst after the first jump
Code edit (1 edits merged)
Please save this source code
User prompt
after every jump, move the forest 100 pixels downwards.
Code edit (10 edits merged)
Please save this source code
User prompt
after every jump, move the forest 100 pixels downwards. after the forest fully exits the screen bounds, destroy it
Code edit (2 edits merged)
Please save this source code
User prompt
in the code change the order of the forest and platform asset, so that the platform comes first and the forest second
Code edit (1 edits merged)
Please save this source code
User prompt
add the forest asset in the midground container
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'addChild')' in or related to this line: 'midgroundContainer.addChild(forest);' Line Number: 288
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'addChild')' in or related to this line: 'midgroundContainer.addChild(forest);' Line Number: 285
User prompt
create a new asset named Forest and place it in the midground container
Code edit (7 edits merged)
Please save this source code
User prompt
increase the platform's speed
User prompt
after the first jump, make the platform move downwards with a speed of 20, and once the asset is fully out of the screen bounds, destroy it
Code edit (2 edits merged)
Please save this source code
User prompt
place the platform in the midground container
User prompt
move te platform 50 pixels higher
User prompt
place the platform right below the player idle
User prompt
create a new asset named Platform and place it right below the player_idle at the start of the game
/**** * 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; }); // 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 += 40; 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 - 50) { self.x -= self.speed; if (self.x <= self.playerWidth / 2 - 50) { self.x = self.playerWidth / 2 - 50; // 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 + 50) { self.x += self.speed; if (self.x >= 2048 - self.playerWidth / 2 + 50) { self.x = 2048 - self.playerWidth / 2 + 50; // 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()); // 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 - 570 + player.playerIdleHeight / 2 + platform.height / 2; // 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 (Removed initial spike generation) 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 a random number of coins (between 4 and 9) in random spots var numCoins = Math.floor(Math.random() * 7) + 4; 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); } } // 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])) { 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
@@ -348,9 +348,9 @@
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() * 5) + 4;
+ var numCoins = Math.floor(Math.random() * 7) + 4;
for (var i = 0; i < numCoins; i++) {
var coin = new Coin();
coin.x = spots[i].x;
coin.y = spots[i].y;
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.