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Please fix the bug: 'ReferenceError: playerGraphics is not defined' in or related to this line: 'if (player.y - playerGraphics.height / 2 == 0 || player.y + playerGraphics.height / 2 == 2732) {' Line Number: 101
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the score should only increase by 1 when the player touches the edge of the screen. start the score from 0
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add a score
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increase the enemy speed
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ensure the enemies can't spawn in the 400 pixels bottom part of the screen, so they are always 400 pixels above the bottom part of the screen
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add more enemies
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ensure the enemy padding for the enemies works both at the bottom and top part of the screen. so the lowest part of the enemies spawning at the bottom is always at least 200 pixels above the bottom part of the screen and the highest point of the enemies is below 200 pixels lower than the top part o the screen
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increase the nemies speed
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add a 200 padding to the top and bottom parts of the screen where the enemies canspawn, so they can't spawn 200 pixels at the top and bottom of the screen
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right now the player's contact point with the edges of the screen is at the center of the player. the contact point should be on the entirety of the player
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increase the player speed
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Up - Down. reverse direction
/****
* Classes
****/
// Obstacle class
var Obstacle = Container.expand(function () {
var self = Container.call(this);
var obstacleGraphics = self.attachAsset('obstacle', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = -5;
self.move = function () {
self.x += self.speed;
// Destroy obstacle when it moves off screen
if (self.x < -100) {
self.destroy();
}
};
});
// Assets will be automatically generated based on usage in the code.
// Player class
var Player = Container.expand(function () {
var self = Container.call(this);
var playerGraphics = self.attachAsset('player', {
anchorX: 0.5,
anchorY: 0.5
});
self.gravity = -1; // Start with gravity pulling upwards
self.flipGravity = function () {
self.gravity *= -1;
};
self.update = function () {
self.y += 10 * self.gravity;
// Prevent player from going out of bounds
if (self.y < 0) self.y = 0;
if (self.y > 2732) self.y = 2732;
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000 // Init game with black background
});
/****
* Game Code
****/
var player = game.addChild(new Player());
player.x = 1024; // Center horizontally
player.y = 1366; // Center vertically
var obstacles = []; // Array to keep track of obstacles
// Create obstacles at intervals
var obstacleTimer = LK.setInterval(function () {
var obstacle = new Obstacle();
obstacle.x = 2048; // Start from the right edge
obstacle.y = Math.random() * 2732; // Random height
obstacles.push(obstacle);
game.addChild(obstacle);
}, 2000); // Create an obstacle every 2 seconds
// Listen for touch events to flip gravity
game.on('down', function () {
player.flipGravity();
});
// Update game state on each tick
LK.on('tick', function () {
player.update();
obstacles.forEach(function (obstacle) {
obstacle.move();
// Check for collision with player
if (player.intersects(obstacle)) {
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
}
});
// Remove obstacles that have been destroyed
obstacles = obstacles.filter(function (obstacle) {
return !obstacle._destroyed;
});
});