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add a black outline to the score
Code edit (1 edits merged)
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move the score to the center of the screen
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attach the score to the midgroundcontainer
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attach the background asset to the background container
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create a BackgroundContainer, MidgroundContainer and ForegroundContainer in that order
Code edit (1 edits merged)
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enemies spawned from the left, should spawn 100 pixels more from the left, and the ones spawning from the right, should spawn 100 pixels more to the right
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how would I make the enemies spawning from the left have their graphic flipped on it's x axis? give me a step by step solution
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rotate enemies spawning from left by 180 degress
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optimize the code for the enemies spawn direction. separate them into 2 categories based on their direction
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Instead of relying solely on the spawnDirection at the moment of enemy creation, consider using a global variable or a property within your game's state management that tracks the last spawn direction. Update this tracker each time an enemy is spawned, and use it to set the scaleX for flipping graphics correctly.
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Create a dedicated method within the Enemy class for flipping the graphic. Call this method right after the instantiation of an enemy, based on its spawnDirection. This method can directly manipulate the scaleX property of the enemy's graphics.
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After the creation of an enemy instance, instead of setting the scaleX property inside the Enemy class constructor, adjust the scaleX immediately after each enemy is instantiated and before it is added to the game scene. This separation can help ensure that the correct scaleX value is applied based on the spawn direction.
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Since hardcoding scaleX to -1 worked for flipping, right within the spawnEnemy function or immediately after an enemy is instantiated based on the spawnDirection, forcibly set scaleX to 1 for enemies that are supposed to spawn from the right.
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add this. Check all points in your code where Enemy instances are created, especially within the spawnEnemy function. Ensure that the spawnDirection is being accurately passed and used at these moments.
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After an enemy is created and added to the game, immediately update its scaleX property based on its spawnDirection. This step ensures that even if there was a failure in the initial setup, the correct scale is enforced immediately afterward.
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If spawnDirection is being correctly set to either 'left' or 'right' but the dynamic application of scaleX isn't working as intended, hardcode the scaleX assignment within the enemy creation logic itself, but this time do it conditionally right where you're handling enemy spawning.
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In the instantiation of the Enemy class, where enemyGraphics is attached, ensure the scaleX value is determined at the moment of instantiation, using the current value of spawnDirection.
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In the instantiation of the Enemy class, where enemyGraphics is attached, ensure the scaleX value is determined at the moment of instantiation, using the current value of spawnDirection. If spawnDirection is being correctly set to either 'left' or 'right' but the dynamic application of scaleX isn't working as intended, hardcode the scaleX assignment within the enemy creation logic itself, but this time do it conditionally right where you're handling enemy spawning. After an enemy is created and added to the game, immediately update its scaleX property based on its spawnDirection. This step ensures that even if there was a failure in the initial setup, the correct scale is enforced immediately afterward. Check all points in your code where Enemy instances are created, especially within the spawnEnemy function. Ensure that the spawnDirection is being accurately passed and used at these moments. Since hardcoding scaleX to -1 worked for flipping, right within the spawnEnemy function or immediately after an enemy is instantiated based on the spawnDirection, forcibly set scaleX to 1 for enemies that are supposed to spawn from the right.
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When creating an Enemy instance, check the spawnDirection. If the enemy spawns from the left, set scaleX to -1 to flip the graphic. If the enemy spawns from the right, ensure scaleX is set to 1 to keep the graphic unflipped. This differentiation ensures that only left-spawning enemies are mirrored, while right-spawning enemies retain their original orientation.
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When creating an Enemy instance, check the spawnDirection. If the enemy spawns from the left, set scaleX to -1 to flip the graphic. If the enemy spawns from the right, ensure scaleX is set to 1 to keep the graphic unflipped. This differentiation ensures that only left-spawning enemies are mirrored, while right-spawning enemies retain their original orientation.
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Set scaleX Based on spawnDirection: Since the flipping mechanism worked when hardcoded for left-spawning enemies, you now need to conditionally set scaleX based on the spawnDirection: If spawnDirection is 'left', scaleX should be -1. If spawnDirection is 'right', scaleX should be 1.
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so flipping works. now hardcode the same thing but for enemies on the right, which should have a +1 to their scaleX
/**** * Classes ****/ // Coin class var Coin = Container.expand(function () { var self = Container.call(this); var coinGraphics = self.attachAsset('coin', { anchorX: 0.5, anchorY: 0.5 }); self.move = function () { if (self.spawnDirection === 'right') { self.x -= coinSpeed; } else { self.x += coinSpeed; } // Destroy coin when it moves off screen if (self.x < -100 || self.x > 2048 + 100) { self.destroy(); } }; }); // Enemy class var Enemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('obstacle', { anchorX: 0.5, anchorY: 0.5 }); enemyGraphics.scaleX = self.spawnDirection === 'left' ? -1 : 1; self.acceleration = 0; self.move = function () { self.acceleration += 0.2; if (self.spawnDirection === 'right') { self.x -= enemySpeed + self.acceleration; } else { self.x += enemySpeed + self.acceleration; } // Destroy enemy when it moves off screen and remove it from the enemies array if (self.x < -100 || self.x > 2048 + 100) { self.destroy(); var index = enemies.indexOf(self); if (index > -1) { enemies.splice(index, 1); } // Spawn a new enemy if the current number of enemies is less than the maximum number of enemies if (enemies.length < maxEnemies) { spawnEnemy(); } } }; }); // 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 = obstacleSpeed; 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); 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.touchingEdge = false; self.update = function () { self.y += playerSpeed * self.gravity; // Prevent player from going out of bounds if (self.y - playerGraphics.height / 2 <= 0) { self.y = playerGraphics.height / 2; if (self.gravity == -1 && !self.touchingEdge) { self.touchingEdge = true; LK.setScore(LK.getScore() + 1); scoreTxt.setText(LK.getScore().toString()); maxEnemies = Math.floor(LK.getScore() / 10); if (enemies.length < maxEnemies) { spawnEnemy(); } } } else if (self.y + playerGraphics.height / 2 >= 2732) { self.y = 2732 - playerGraphics.height / 2; if (self.gravity == 1 && !self.touchingEdge) { self.touchingEdge = true; LK.setScore(LK.getScore() + 1); scoreTxt.setText(LK.getScore().toString()); maxEnemies = Math.floor(LK.getScore() / 10); if (enemies.length < maxEnemies) { spawnEnemy(); } } } else { self.touchingEdge = false; } }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 // Init game with black background }); /**** * Game Code ****/ var background = game.addChild(LK.getAsset('background', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 1366 })); // Game Variables // Assets will be automatically generated based on usage in the code. var playerGraphics; var player; var playerSpeed = 80; var score = 0; var scoreTxt; var obstacles = []; // Array to keep track of obstacles var obstacleSpeed = -10; var coins = []; // Initialize coins array var coinSpeed = 10; var coinSpawnDirection = 'right'; // Initialize coin spawn direction var enemies = []; // Initialize enemies array var maxEnemies = 0; // Initialize maximum number of enemies that can be spawned var enemySpawnDirection = 'left'; // Initialize enemy spawn direction var enemySpeed = 5; // Define enemy speed // Initialize Player player = game.addChild(new Player()); player.x = 1024; // Center horizontally player.y = 1366; // Center vertically // Initialize Score Display scoreTxt = new Text2(score.toString(), { size: 150, fill: "#ffffff" }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // Create obstacles and coins at intervals function spawnEnemy() { // Check if the score is less than 10 if (LK.getScore() < 10) { return; } // Determine the number of enemies to spawn based on the player's score var numEnemies = Math.floor(LK.getScore() / 10); // Determine the spawn side based on the last spawn side var spawnSide = enemySpawnDirection; // Alternate the spawn side enemySpawnDirection = enemySpawnDirection === 'right' ? 'left' : 'right'; // Spawn enemies if the current number of enemies is less than the maximum number of enemies if (enemies.length < numEnemies) { var enemy = new Enemy(); enemy.spawnDirection = spawnSide; enemy.x = spawnSide === 'right' ? 2048 : 0; enemy.y = Math.random() * (2732 - 800) + 400; // Random height with 200 pixel padding at the top and bottom enemy.acceleration = 0; // Immediately update enemy scaleX property based on spawnDirection after creation enemy.scaleX = spawnSide === 'left' ? -1 : 1; enemies.push(enemy); game.addChild(enemy); } } var enemyTimer = LK.setInterval(spawnEnemy, 1000); // Create an enemy every 1 second var coinTimer = LK.setInterval(function () { // Create a coin var coin = new Coin(); coin.spawnDirection = coinSpawnDirection; // Spawn coin from right or left alternately if (coinSpawnDirection === 'right') { coin.x = 2048; } else { coin.x = 0; } // coin speed is set in the move function of the Coin class coin.y = Math.random() * (2732 - 600) + 300; // Random height with 200 pixel padding at the top and bottom coins.push(coin); game.addChild(coin); // Switch coin spawn direction coinSpawnDirection = coinSpawnDirection === 'right' ? 'left' : 'right'; }, 200); // Create a coin every 200 milliseconds // Listen for touch events to flip gravity game.on('down', function () { if (player.touchingEdge) { 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(); } }); // Update coins and remove destroyed coins coins.forEach(function (coin, index) { coin.move(); // Check for collision with player if (player.intersects(coin)) { // Increase score by 1 LK.setScore(LK.getScore() + 1); // Update score text scoreTxt.setText(LK.getScore().toString()); // Destroy the coin coin.destroy(); // Remove the coin from the coins array coins.splice(index, 1); } }); // Update enemies and remove destroyed enemies enemies.forEach(function (enemy, index) { enemy.move(); // Check for collision with player if (player.intersects(enemy)) { // Flash screen red for 1 second (1000ms) to show we are dead. LK.effects.flashScreen(0xff0000, 1000); // Show game over. The game will be automatically paused while game over is showing. LK.showGameOver(); // Destroy the enemy enemy.destroy(); // Remove the enemy from the enemies array enemies.splice(index, 1); // Spawn a new enemy if the current number of enemies is less than the maximum number of enemies if (enemies.length < maxEnemies) { spawnEnemy(); } } }); // Remove obstacles that have been destroyed obstacles = obstacles.filter(function (obstacle) { return !obstacle._destroyed; }); });
===================================================================
--- original.js
+++ change.js
@@ -171,14 +171,10 @@
enemy.spawnDirection = spawnSide;
enemy.x = spawnSide === 'right' ? 2048 : 0;
enemy.y = Math.random() * (2732 - 800) + 400; // Random height with 200 pixel padding at the top and bottom
enemy.acceleration = 0;
- // Hardcode scaleX assignment based on spawnDirection
- if (spawnSide === 'left') {
- enemy.scaleX = -1;
- } else {
- enemy.scaleX = 1;
- }
+ // Immediately update enemy scaleX property based on spawnDirection after creation
+ enemy.scaleX = spawnSide === 'left' ? -1 : 1;
enemies.push(enemy);
game.addChild(enemy);
}
}