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add acceleration to the boat. reset it whenever it hits a screen edge
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actually recycle coins. after a coin is destroyed, insteadf of creating a new one, recycle one that has exited the screen, so tryo to minimize the amount of created coins, by recycling them with ones that have exited the screen
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the game starts lagging after a while, ensure the coins get destroyed after going off screen
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stretch the background across the entire screen. override the asset's properties
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ensure the background image is strectehed across teh entire screen. override the image's properties
Code edit (1 edits merged)
Please save this source code
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increase the player speed
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Determine the distance the player has moved from the starting position and use this distance to calculate the rotation angle. This calculation should ensure that the player completes a 360-degree rotation by the time it reaches the opposite edge of the screen. The rotation should be proportional to the distance moved.
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When the player starts moving from one edge (top or bottom), record the starting position and the direction of the movement (upwards or downwards).
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you didn't understand me correctly. when the player is moving from the top edge of the screen towards the bottom, it should do a complete 360 degreed clockwise rotation
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decrease the speed of the player
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when traveling from the top edge of the screen to the bottom one, the pklayer should do a full 360 clockwise rotation
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the player should stand still while touching an edge of the screen. it only needs to rotate while it's traveling either up or down
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when the player moves from top to bottom, it should rotate clockwise. do a complete 360 circular rotation around it's own axis. when moving upwards, it should do the same but coutnerclockwise
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when an enemy touches the player, don't destroy the enemy
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flip the x axis of enemies spawning from left. ensure the x axis is flipped in the game logic before spawning the enemy
Code edit (1 edits merged)
Please save this source code
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instead of adding a new enemy once every 10 points, add it once every 20 points
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after the last updates enemies stopped spawning alltogether which is a bug,. fix it
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Please fix the bug: 'ReferenceError: enemyGraphics is not defined' in or related to this line: 'enemyGraphics.scale.x = 1; // Keep the x axis as is' Line Number: 198
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flip the x axis of the enemies spawning from the left side of the screen
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the score bump only works when the player hits the edge of the screen, but it should work from collecting coins as well
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add a small bump to the score whenever it increments by 1
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add a small bump to the score whenever it increments
Code edit (1 edits merged)
Please save this source code
/**** * 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 }); 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.startingPosition = 0; // Add a new property to track the starting position self.update = function () { self.y += playerSpeed * self.gravity; // Calculate rotation based on distance moved from starting position var distanceMoved = Math.abs(self.y - self.startingPosition); var totalDistance = 2732 - playerGraphics.height; // Total distance for a full 360-degree rotation var rotationAngle = distanceMoved / totalDistance * 2 * Math.PI; // Calculate rotation angle in radians playerGraphics.rotation = self.gravity == -1 ? -rotationAngle : rotationAngle; // Adjust rotation direction based on 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; self.startingPosition = self.y; // Record the starting position LK.setScore(LK.getScore() + 1); scoreTxt.setText(LK.getScore().toString()); scoreTxt.scale.set(1.2, 1.2); LK.setTimeout(function () { scoreTxt.scale.set(1, 1); }, 100); 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; self.startingPosition = self.y; // Record the starting position 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 BackgroundContainer = new Container(); var MidgroundContainer = new Container(); var ForegroundContainer = new Container(); game.addChild(BackgroundContainer); game.addChild(MidgroundContainer); game.addChild(ForegroundContainer); var background = BackgroundContainer.attachAsset('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: 200, fill: "#ffffff", stroke: "#000000", strokeThickness: 20 }); scoreTxt.anchor.set(0.5, 0.5); scoreTxt.x = 1024; scoreTxt.y = 1366; MidgroundContainer.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() / 15); // 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 + 100 : -100; enemy.y = Math.random() * (2732 - 800) + 400; // Random height with 200 pixel padding at the top and bottom enemy.acceleration = 0; 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 - 700) + 350; // 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()); // Add a small bump to the score whenever it increments by 1 scoreTxt.scale.set(1.2, 1.2); LK.setTimeout(function () { scoreTxt.scale.set(1, 1); }, 100); // 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(); } }); // Remove obstacles that have been destroyed obstacles = obstacles.filter(function (obstacle) { return !obstacle._destroyed; }); });
===================================================================
--- original.js
+++ change.js
@@ -208,9 +208,9 @@
} 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
+ coin.y = Math.random() * (2732 - 700) + 350; // 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';