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unlink the score text size from the narrative size. each should have their own sizes
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make the narrative text smaller
Code edit (8 edits merged)
Please save this source code
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move the nnarive text 500 pixels lower
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move the narrative text lower on the screen
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when changing the narrative text, ensure the oldtext is destroyed when creating the new one
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Create the Narrative Update Function: This function will be triggered each time the score increments. The function should: Check if availableNarratives is empty. If it is, transfer all texts from usedNarratives back to availableNarratives and empty usedNarratives. Select a random text from availableNarratives. Display the selected text on the game screen in the designated text display area. Remove the selected text from availableNarratives and add it to usedNarratives.
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hereβs a more focused explanation specifically on implementing the "narrative" feature in your game where the text changes each time the score increments. Start by creating an array called narratives which contains different texts. Initialize two additional arrays: availableNarratives: This will start with all entries copied from narratives. usedNarratives: This will start empty.
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Migrate to the latest version of LK
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now let's create a fading animation for the 2 assets. when an obstacle is generated, start it's alpha at 100 and as it travels towards the bottom fade it to 0. do a similar thing with the obstacle_effect but start this one at 0 and increase it to 100 as it moves towards the bottom
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attach the obstacle_effect right on top of the obstacle so it overlaps it
Code edit (1 edits merged)
Please save this source code
Code edit (1 edits merged)
Please save this source code
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increase the hurdles speed
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ensure the background asset is stretches across the entire screen area, so the code should override the asset's dimension properties
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'addChild')' in or related to this line: 'var background2 = BackgroundContainer.addChild(new Background());' Line Number: 155
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Create an animation for the background that simulates endless downward motion. Utilize a single background asset, duplicating it and placing it directly above the original to extend the visual field. As both copies of the background move downwards in tandem, once the lower background completely exits the screen, it should be destroyed and then immediately recreated and attached above the remaining visible background. This cycle of destruction and recreation maintains an infinite loop, effectively achieving the illusion of continuous, unbroken movement in the game environment. Set the speed at 9
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You just fixed an issue with the background being higher than expected when the game first starts but then this problem repeats afterwards breaking the illusion of a continuous background loop. Fix it.
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The first background starts a few pixels higher than it should, which is a bug.
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The second background should appear immediately after the first background to give the illusion of a continuous loop.
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The background animation still doesn't work. Ensure the second background works and is attached immediately after the first background to give the illusion of a looping animation.
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After your last update, there's no second background attached immediately after the first one. Fix that to ensure there's a perfectly looping animation.
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Ensure the first background is perfectly centered to the screen as right now it starts a few pixels above more than it should be.
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Sometimes, one of the attached backgrounds disappears much faster than intended. It should go all the way outside the screen area before disappearing, not while it's still present on the screen.
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There's a bug with the backgrounds as they aren't currently attaching perfectly one on top of the other. Fix that.
/**** * Classes ****/ // Hurdle class var Hurdle = Container.expand(function () { var self = Container.call(this); var hurdleGraphics = self.attachAsset('obstacle', { anchorX: 0.5, anchorY: 0.5 // Anchor at the center for easier sky alignment }); var hurdleLegsGraphics = self.attachAsset('hurdle_legs', { anchorX: 0.5, anchorY: 0.0 // Anchor at the top to overlap with the obstacle }); hurdleLegsGraphics.y = hurdleGraphics.height / 2; // Position the legs at the bottom of the obstacle 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; // Calculate the compression based on the hurdle's position on the screen. var screenHeight = game.height; var midPoint = screenHeight * 0.75; // Adjust to reverse skewing lower than the middle var compressionRatio; if (self.y < midPoint) { // Compress the legs as the hurdle moves down to the middle of the screen. compressionRatio = 1 - self.y / midPoint; } else { // Expand the legs as the hurdle moves past the middle of the screen. compressionRatio = (self.y - midPoint) / midPoint; } // Apply the compression ratio to the hurdle legs, ensuring they disappear at the midpoint and reappear inverted. hurdleLegsGraphics.scale.y = compressionRatio; if (self.y >= midPoint) { // Invert the legs by flipping the y scale when past the midpoint and adjust position to ensure overlap. hurdleLegsGraphics.scale.y *= -1; hurdleLegsGraphics.y = -hurdleGraphics.height / 2; // Adjust position to ensure overlap } }; self.isOffScreen = function () { return self.y > game.height + 100; }; }); // 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 >= 400) { 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(); self.frame = 0; // Reset frame to 0 self.frameTimer = 0; // Reset frameTimer to 0 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(); var background = BackgroundContainer.attachAsset('game_background', { anchorX: 0.5, anchorY: 0, x: game.width / 2, y: 0 }); var background2 = BackgroundContainer.attachAsset('game_background', { anchorX: 0.5, anchorY: 0.5, x: game.width / 2, y: game.height / 2 - background.height }); game.addChild(BackgroundContainer); background.y = 0; background2.y = -background.height; 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 = 100; // Minimum frames until next obstacle spawns (700ms) var maxSpawnInterval = 200; // Maximum frames until next obstacle spawns (1000ms) var spawnObstacleInterval = 0; // Set to 0 to spawn the first hurdle immediately var scoreTxt = new Text2('0', { size: 150, fill: "#ffffff", stroke: "#000000", strokeThickness: 15 }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); game.on('down', function (obj) { player.jump(); }); function moveBackgrounds() { background.y += 9; background2.y += 9; if (background.y >= game.height) { background.y = background2.y - background.height; } if (background2.y >= game.height) { background2.y = background.y - background.height; } if (background.y > 0) { background2.y = background.y - background.height; } if (background2.y > 0) { background.y = background2.y - background.height; } } LK.on('tick', function () { moveBackgrounds(); 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].children[0]) && player.state === 'running' && !obstacles[i].scored) { // 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 -= 0.75; } } // 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 = -100; // Position 100 pixels above the top of the screen obstacles.push(hurdle); spawnObstacleTimer = 0; spawnObstacleInterval = Math.floor(Math.random() * (maxSpawnInterval - minSpawnInterval + 1)) + minSpawnInterval; } });
===================================================================
--- original.js
+++ change.js
@@ -174,8 +174,14 @@
}
if (background2.y >= game.height) {
background2.y = background.y - background.height;
}
+ if (background.y > 0) {
+ background2.y = background.y - background.height;
+ }
+ if (background2.y > 0) {
+ background.y = background2.y - background.height;
+ }
}
LK.on('tick', function () {
moveBackgrounds();
player.update();