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the backgrounds need to not move at all until the player's first jump
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turn the ame's default black background color to this #7abde6
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consolidate the backgrounds starting speed into a single place as you've added it multeple times in the code
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decrease the backgrounds acceleration
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the backgrounds speed also needs to have an acceleration to it. reset the backgrounds speed back to its original after each player jump. create a global variables for both the starting speed and its acceleration and call these values from there
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consolidate the backgrounds speed and acceleration into global variables. also the starting speed and original speed should be set by the same variable, not 2 spearate ones since they have the same value
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the backgrounds acceleration doest work, fix it
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the backgrounds speed also needs to have an acceleration to it. reset the backgrounds speed back to its original after each player jump
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the player's asset is not fully touching the edges of the screen as expected. when on the right wall, it should be 50 pixelsmoved towards the right and on the left screen edge the asset should actually be 50 pixels moved towards the left
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the player asset doesn't seem to be fully touching the edges of the screen, it's actually about a 50 pixels gap between the edge and the player. the player asset needs to fully touch the edges
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decrease the speed of the backgrounds moving upwards
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only move the background dowb by 200 pixls instead of 500
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when the player jumps, the backgrounds should move down by 500 pixels
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reverse the movement order of the background so they actually move upwards not downwards
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the background needs to stretch across the entire screen
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'width')' in or related to this line: 'var backgroundGraphics1 = self.attachAsset('background', {' Line Number: 19
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ensure the backgrounds are streched across the entire screen
/**** * 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 () { 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 * (2732 / 2732); } if (self.backgroundGraphics2.y <= -2732 / 2) { self.backgroundGraphics2.y = self.backgroundGraphics1.y + 2732 * (2732 / 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.update = function () { self.speed += 0.05; // Acceleration self.y += self.speed; 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; }); //<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) { self.direction *= -1; self.verticalSpeed = -playerVerticalJumpSpeed; // Set the vertical speed when jumping backgroundSpeed = initialBackgroundSpeed; // Reset background speed to initial value on first jump 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 = 1; 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.speed = 1; 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: 0x7abde6 //Init game with new background color }); /**** * Game Code ****/ // Declare global variables for background speed and acceleration var initialBackgroundSpeed = 2; var backgroundSpeed = 0; var backgroundAcceleration = 0.02; // 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 = 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 = 600; var spikeUpwardsMovement = 1; var spikeAcceleration = 0.02; // Declare global variables for spike interval and score threshold var spikeIntervalTime = 8000; var scoreThreshold = 20; // Initialize player var player = foregroundContainer.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 (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; if (LK.getScore() > 20) { spikeInterval = LK.setInterval(spawnSpike, spikeIntervalTime); } // Handle touch events game.down = function (x, y, obj) { if (!gameStarted) { gameStarted = true; player.direction = Math.random() < 0.5 ? -1 : 1; // 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 if (LK.getScore() >= scoreThreshold && !spikeInterval && gameStarted) { spikeInterval = LK.setInterval(spawnSpike, spikeIntervalTime); } } 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(); } 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 if (LK.getScore() >= scoreThreshold && !spikeInterval && gameStarted) { spikeInterval = LK.setInterval(spawnSpike, 8000); } } } 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
@@ -154,23 +154,24 @@
self.jump = function () {
if (self.isTouchingWall) {
self.direction *= -1;
self.verticalSpeed = -playerVerticalJumpSpeed; // Set the vertical speed when jumping
+ backgroundSpeed = initialBackgroundSpeed; // Reset background speed to initial value on first jump
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 += 200;
- backgroundContainer.backgroundGraphics2.y += 200;
+ 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 = 1.5;
+ spikeUpwardsMovement = 1;
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;
@@ -188,9 +189,9 @@
anchorY: 0.5
});
self.width = spikeGraphics.width;
self.height = spikeGraphics.height;
- self.speed = 2;
+ self.speed = 1;
self.hasMoved = false; // Add hasMoved flag
self.update = function () {
if (self.y > 2732 + self.height / 2 + 500) {
self.destroy();
@@ -213,26 +214,26 @@
/****
* Game Code
****/
// Declare global variables for background speed and acceleration
-var initialBackgroundSpeed = 0.5;
-var backgroundSpeed = initialBackgroundSpeed;
-var backgroundAcceleration = 0.04;
+var initialBackgroundSpeed = 2;
+var backgroundSpeed = 0;
+var backgroundAcceleration = 0.02;
// 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 = 15;
// Declare global variables for player's horizontal, vertical and sliding speed
var playerHorizontalSpeed = 80;
var playerSlidingSpeed = 1;
-var playerSlidingAcceleration = 0.03;
+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 = 600;
var spikeUpwardsMovement = 1;
-var spikeAcceleration = 0.03;
+var spikeAcceleration = 0.02;
// Declare global variables for spike interval and score threshold
var spikeIntervalTime = 8000;
var scoreThreshold = 20;
// Initialize player
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.