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After a point has been added by jumping over an obstacle, disable the collision with the obstacle from the player so the player can't touch that obstacle anymore.
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Make the obstacles spawn from 100 pixels higher.
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Increase the black outline to 15.
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Add a black outline to the score.
Code edit (3 edits merged)
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add a background to the game and attach it to the backgroundcontainer
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ensure the hurdles travel 100 pixels lower under the bottom of the screen before they get destroyed
Code edit (6 edits merged)
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perfect! but let's make a bit of an adjustment. instead of reversing the leg's at the middle of the screen, do this a bit lower.
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nice! but ensure the obstacle still overlaps the legs when they reverse their position
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now we need to create an animation for the hurdle legs.as they start from the top of the screen, they should be in their current position, but as the hurdle travels lower, the legs should be compressed or skweded vertically. the ancor point is the top of the legs. so at the middle of the screen they should be so compressed as to not be visible anymore since the bottom of the asset now concides with the top. this animation should continue, but from the middle of the screen and downwards, they should now reverse the skewing by in reverse, basically flipping it's y axis, and this timestarting from this new size, they need to skew back to their original size, but this time since it's going in reverse it's skewed upwards
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the hurdle legs should not collide with the player as to go with game over.
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attach the hurdle_legs to every obstacle. ensure the obstacle remains above the legs as to overlap them. the hurdle_legs top part should be ancored to the center of the obstacle
Code edit (1 edits merged)
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start spawning the first hurdle as soon as the game starts instead of waiting for the timer to spawn it
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start spawning the first hurdle as soon as the game starts instead of waiting for the timer to spawn it
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when the game starts it takes too long for the first hurdle to spawn, ensure it's spawn as soon as the game starts
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when the game starts it takes too long for the first hurdle to spawn, ensure it's spawn as soon as the game starts
Code edit (1 edits merged)
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there's a weird visual illusion with the animation when the player returns back to it's running state from the jumping state. when returning back to running from jumping, ensure the running animation always resets back to the first frame
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the running state should have 2 frames that alternate between each other. the first frame is the current player, but the second frame should be the same graphic but reversed on it's x axis. alternate between these 2 every 500 miliseconds. the jumping state should not be affected, that one should remain with asingle frame. only animate the running state
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the jumping state should not be affected by the running animation. only the running animation should have 2 fraes, jumping only has the regular frame with no alternation
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the running state should have 2 frames that alternate between each other. the first frame is the current player, but the second frame should be the same graphic but reversed on it's x axis. alternate between these 2 every 500 miliseconds
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the transition between the running and jumping is bugged. while the graphic is correctly replace for the jumping state with the player_jump, the running asset is also visible, which should not be during that state
/**** * Classes ****/ // Hurdle class var Hurdle = Container.expand(function () { var self = Container.call(this); var hurdleGraphics = self.attachAsset('obstacle', { anchorX: 0.5, anchorY: 0.0 // Anchor at the top for easier sky alignment }); self.speedY = 10; self.scored = false; // Add a flag to track if this hurdle has already added a point to the score self.move = function () { self.y += self.speedY; }; self.isOffScreen = function () { return self.y > game.height; }; }); // Assets are automatically created based on usage in the code. // Player class var Player = Container.expand(function () { var self = Container.call(this); self.frame = 0; // Add a new frame variable to the player self.frameTimer = 0; // Add a new timer to switch frames var playerGraphics = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5 // Anchor at the center for scaling animation during jumping }); self.state = 'running'; // Add a new state variable to the player self.update = function () { // Update method now only handles state changes if (self.state === 'running') { self.frameTimer += 1000 / 60; // Update frameTimer based on frame rate if (self.frameTimer >= 500) { self.frameTimer = 0; // Reset frameTimer self.frame = 1 - self.frame; // Switch frame playerGraphics.destroy(); // Remove the current frame // Add the new frame if (self.frame === 0) { playerGraphics = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5 }); } else { playerGraphics = self.attachAsset('player_reverse', { anchorX: 0.5, anchorY: 0.5 }); } } } }; self.jump = function () { if (self.state === 'running') { self.state = 'jumping'; playerGraphics.destroy(); playerGraphics = self.attachAsset('player_jump', { anchorX: 0.5, anchorY: 0.5 }); var totalDuration = 1000; // Total duration of the jump state var halfDuration = totalDuration / 2; var currentTime = 0; var updateSize = function updateSize() { var progress = currentTime / halfDuration; if (currentTime <= halfDuration) { // Growing playerGraphics.scale.x = 1 + progress * 0.5; // Scale up to 1.5x original size playerGraphics.scale.y = 1 + progress * 0.5; } else { // Shrinking progress = 1 - (currentTime - halfDuration) / halfDuration; playerGraphics.scale.x = 1 + progress * 0.5; // Scale back to original size playerGraphics.scale.y = 1 + progress * 0.5; } currentTime += 1000 / 60; // Update currentTime based on frame rate if (currentTime >= totalDuration) { LK.clearInterval(sizeInterval); playerGraphics.destroy(); playerGraphics = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5 }); playerGraphics.scale.x = 1; // Reset scale to original size playerGraphics.scale.y = 1; self.state = 'running'; // Reset state to running after jump } }; var sizeInterval = LK.setInterval(updateSize, 1000 / 60); // Set interval based on frame rate } }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x87CEEB // Light blue background to simulate the sky }); /**** * Game Code ****/ var BackgroundContainer = new Container(); game.addChild(BackgroundContainer); var MidgroundContainer = new Container(); game.addChild(MidgroundContainer); var ForegroundContainer = new Container(); game.addChild(ForegroundContainer); var player = ForegroundContainer.addChild(new Player()); player.x = game.width / 2; // Position at the middle of the screen player.y = game.height - 600; // Start position 500 pixels higher var obstacles = []; var spawnObstacleTimer = 0; var minSpawnInterval = 60; // Minimum frames until next obstacle spawns (700ms) var maxSpawnInterval = 150; // Maximum frames until next obstacle spawns (1000ms) var spawnObstacleInterval = Math.floor(Math.random() * (maxSpawnInterval - minSpawnInterval + 1)) + minSpawnInterval; var scoreTxt = new Text2('0', { size: 150, fill: "#ffffff" }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); game.on('down', function (obj) { player.jump(); }); LK.on('tick', function () { player.update(); // Handle obstacle movement and cleanup for (var i = obstacles.length - 1; i >= 0; i--) { obstacles[i].move(); if (obstacles[i].isOffScreen()) { obstacles[i].destroy(); obstacles.splice(i, 1); } else if (player.intersects(obstacles[i]) && player.state === 'running') { // Game over logic LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } else if (!player.intersects(obstacles[i]) && player.state === 'jumping' && obstacles[i].y > player.y && !obstacles[i].scored) { // Update score LK.setScore(LK.getScore() + 1); // Update score text scoreTxt.setText(LK.getScore()); // Mark this hurdle as having added a point to the score obstacles[i].scored = true; // Decrease minSpawnInterval and maxSpawnInterval minSpawnInterval -= 0.5; maxSpawnInterval -= 1; } } // Spawn hurdles spawnObstacleTimer++; if (spawnObstacleTimer >= spawnObstacleInterval) { var hurdle = MidgroundContainer.addChild(new Hurdle()); hurdle.x = game.width / 2; // Position at the middle of the screen hurdle.y = 0; // Position at the top of the screen obstacles.push(hurdle); spawnObstacleTimer = 0; spawnObstacleInterval = Math.floor(Math.random() * (maxSpawnInterval - minSpawnInterval + 1)) + minSpawnInterval; } });
===================================================================
--- original.js
+++ change.js
@@ -20,34 +20,37 @@
// Assets are automatically created based on usage in the code.
// Player class
var Player = Container.expand(function () {
var self = Container.call(this);
+ self.frame = 0; // Add a new frame variable to the player
+ self.frameTimer = 0; // Add a new timer to switch frames
var playerGraphics = self.attachAsset('player', {
anchorX: 0.5,
anchorY: 0.5 // Anchor at the center for scaling animation during jumping
});
- // Removed gravity-related properties
self.state = 'running'; // Add a new state variable to the player
- self.frame = 'normal'; // Add a new frame variable to the player
- self.switchFrame = function () {
- if (self.frame === 'normal') {
- playerGraphics.destroy();
- playerGraphics = self.attachAsset('player_reverse', {
- anchorX: 0.5,
- anchorY: 0.5
- });
- self.frame = 'reverse';
- } else {
- playerGraphics.destroy();
- playerGraphics = self.attachAsset('player', {
- anchorX: 0.5,
- anchorY: 0.5
- });
- self.frame = 'normal';
- }
- };
self.update = function () {
// Update method now only handles state changes
+ if (self.state === 'running') {
+ self.frameTimer += 1000 / 60; // Update frameTimer based on frame rate
+ if (self.frameTimer >= 500) {
+ self.frameTimer = 0; // Reset frameTimer
+ self.frame = 1 - self.frame; // Switch frame
+ playerGraphics.destroy(); // Remove the current frame
+ // Add the new frame
+ if (self.frame === 0) {
+ playerGraphics = self.attachAsset('player', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ } else {
+ playerGraphics = self.attachAsset('player_reverse', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ }
+ }
+ }
};
self.jump = function () {
if (self.state === 'running') {
self.state = 'jumping';
@@ -81,11 +84,8 @@
});
playerGraphics.scale.x = 1; // Reset scale to original size
playerGraphics.scale.y = 1;
self.state = 'running'; // Reset state to running after jump
- // Restart the running animation
- frameSwitchTimer = 0;
- self.switchFrame();
}
};
var sizeInterval = LK.setInterval(updateSize, 1000 / 60); // Set interval based on frame rate
}
@@ -124,16 +124,9 @@
LK.gui.top.addChild(scoreTxt);
game.on('down', function (obj) {
player.jump();
});
-var frameSwitchTimer = 0;
LK.on('tick', function () {
- frameSwitchTimer++;
- if (frameSwitchTimer >= 30) {
- // 500 milliseconds at 60FPS
- player.switchFrame();
- frameSwitchTimer = 0;
- }
player.update();
// Handle obstacle movement and cleanup
for (var i = obstacles.length - 1; i >= 0; i--) {
obstacles[i].move();