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add the forest asset in the midground container
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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
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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
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create a new asset named Forest and place it in the midground container
Code edit (7 edits merged)
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increase the platform's speed
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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
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place the platform in the midground container
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move te platform 50 pixels higher
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place the platform right below the player idle
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create a new asset named Platform and place it right below the player_idle at the start of the game
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move this (var spikeSpeed = 3;) into the same place as the rest of the global variables
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Please fix the bug: 'Uncaught TypeError: Cannot set properties of undefined (setting 'spikeSpeed')' in or related to this line: 'self.spikeSpeed = 3;' Line Number: 428
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move this part into the part of the coede that deals with the spike's logic, rather than having it separate at the end of the code var spikeSpeed = 3;
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The code for handling spike spawning and starting intervals is repeated in several places. Extract this logic into a dedicated function, such as checkAndStartSpikes, and call it whenever needed.
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add background music to the game
Code edit (10 edits merged)
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decrease the spike's speed to 5
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you only need to have a single lgobal variable for the spike's speed and call it from there. the facts it's hardcoded in here is wrong " backgroundContainer.backgroundGraphics2.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 = 10; 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);"
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spikes upwards speed no longer works
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ensure the spike's upward movement speed is set by this variable and nothing else "var spikeUpwardsMovement = 10;"
Code edit (3 edits merged)
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/**** * 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; } 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; // 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; // 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()); // 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; // Add forest asset to the midground container var forest = LK.getAsset('forest', { anchorX: 0.5, anchorY: 0.5, scaleX: 1, scaleY: 1, x: 2048 / 2, y: 2732 / 2 }); midgroundContainer.addChild(forest); // 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 3 and 9) in random spots var numCoins = Math.floor(Math.random() * 5) + 3; 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(); 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 LK.getSound('coin').play(); coins[i].destroy(); coins.splice(i, 1); spawnObstacle(); // Spawn an obstacle when a coin is collected checkAndStartSpikes(); } } 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(); } } } }; var spikeSpeed = 3;
===================================================================
--- original.js
+++ change.js
@@ -256,23 +256,8 @@
/****
* Game Code
****/
-// Initialize BackgroundContainer and ForegroundContainer
-var backgroundContainer = game.addChild(new BackgroundContainer());
-var foregroundContainer = game.addChild(new ForegroundContainer());
-// Initialize BackgroundContainer and ForegroundContainer
-var backgroundContainer = game.addChild(new BackgroundContainer());
-var foregroundContainer = game.addChild(new ForegroundContainer());
-var forest = LK.getAsset('forest', {
- anchorX: 0.5,
- anchorY: 0.5,
- scaleX: 1,
- scaleY: 1,
- x: 2048 / 2,
- y: 2732 / 2
-});
-midgroundContainer.addChild(forest);
// Function to check score and start spike intervals
function checkAndStartSpikes() {
if (LK.getScore() >= scoreThreshold && !spikeInterval && gameStarted) {
spikeInterval = LK.setInterval(spawnSpike, spikeIntervalTime);
@@ -301,16 +286,24 @@
var spikeAcceleration = 0.02;
// Declare global variables for spike interval and score threshold
var spikeIntervalTime = 15000;
var scoreThreshold = 10;
-// Initialize player after foregroundContainer initialization
-// Initialize player after foregroundContainer initialization
+// Initialize player
var player = foregroundContainer.addChild(new Player());
-// Initialize platform and place it below the player_idle after midgroundContainer initialization
-// Initialize platform and place it below the player_idle after midgroundContainer initialization
+// 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;
+// Add forest asset to the midground container
+var forest = LK.getAsset('forest', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ scaleX: 1,
+ scaleY: 1,
+ x: 2048 / 2,
+ y: 2732 / 2
+});
+midgroundContainer.addChild(forest);
// Initialize coins array
var coins = [];
// Initialize spikes array
var 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.