Code edit (1 edits merged)
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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.
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Update the background speed animation to 9.
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Update the background speed animation to 8.
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Update the background speed to 12.
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Ensure the second added background only disappears after it exits the screen completely.
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There's a bug with the background looping. Ensure it transitions smoothly.
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Increase the background animation speed even more.
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Increase the background animation speed.
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Update the background moving animation to be the same as the obstacle speed.
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There's a bug with the background looping animation as the second added background disappears sooner than intended. It should only disappear after it completely exits the screen.
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let's create an animation for the background. the background needs to create the illusion of moving down. for this we need to create a duplicate of the background and attach it directly above the current background, effectivelly doubling it's height. both these background move in tandem towards the bottom. when the bottom background fully exits the screen view, destroy it and reatached it above the existing background as the new second background. this creates an infinite looping animation, creating the illusion of an continous moving background
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The obstacle should add a point as soon as its top part surpassed the player's center.
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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.
/**** 
* 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: 0.5,
	x: game.width / 2,
	y: game.height / 2
});
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 = game.height / 2;
background2.y = game.height / 2 - 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 / 2 + background.height / 2) {
		background.y = background2.y - background.height;
	}
	if (background2.y >= game.height / 2 + background2.height / 2) {
		background2.y = background.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
@@ -168,12 +168,12 @@
 });
 function moveBackgrounds() {
 	background.y += 9;
 	background2.y += 9;
-	if (background.y >= game.height + background.height) {
+	if (background.y >= game.height / 2 + background.height / 2) {
 		background.y = background2.y - background.height;
 	}
-	if (background2.y >= game.height + background2.height) {
+	if (background2.y >= game.height / 2 + background2.height / 2) {
 		background2.y = background.y - background.height;
 	}
 }
 LK.on('tick', function () {