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Temporarily hard-code the scaleX property to -1 for all enemies regardless of spawn direction. If they all flip correctly, the issue lies with how spawnDirection influences scaleX.
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if I switch my tab and leave the game unattended, the game keeps creating elements and when I return there's a ton of elements created, lagging the game, which is a bug
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add this. Consider the possibility that the rendering order or the way graphics are updated might interfere with seeing the flip effect. Ensure that the flipping logic isn't somehow being visually overridden by how and when the game's render cycle updates the enemy graphics.
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1. Confirm spawnDirection Assignment Ensure that spawnDirection is correctly assigned when each enemy is created. It's crucial that this value accurately reflects the side from which the enemy is spawning at the time of their creation. 2. Verify scaleX Application Double-check that the scaleX property application actually occurs after spawnDirection is determined. The placement of this operation in your code matters. It needs to be set after you're certain of the enemy's spawn direction but before the enemy is rendered or added to the scene.
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add this. In your Enemy class, when you attach the enemy graphics (the obstacle image), you're already setting scaleX based on spawnDirection. This is correct. For enemies spawning from the left, scaleX is set to -1, which flips the graphic on the x-axis.
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Double-check that the `scaleX = -1` transformation for flipping the enemy graphic is not being overridden or reset elsewhere in the code after its initial application. This includes looking for any subsequent modifications to `scaleX` or other transformations applied to the enemy object.
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Ensure that the `spawnDirection` property is correctly set and checked before applying the `scaleX` transformation. This might involve reviewing the logic that sets the `spawnDirection` to confirm it's being assigned correctly before the enemy's graphical properties are initialized.
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Check if the enemy spawns from the left. , then Apply a scale transformation by setting scaleX to -1 for enemies spawning from the left to flip the graphic on the x-axis.
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separate the enemies code into 2 parts. one chunk of text for enemies spawning from the left and another for ones spawning from the right.
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use this method to flip the x axis for enemies coming from the left " newObstacle.scale.x = -1; // Flip the fish on its x-axis"
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use a different method to flip the x axi for the enemies spawning fro mthe left
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determine when an enemy is spawning from the left side. This determination is crucial because it's the condition under which you'll apply the flip transformation to the enemy's graphics. When you've identified that an enemy is spawning from the left, you'll apply a transformation to flip the enemy's graphics along the x-axis. This typically involves scaling the graphics by a factor of -1 in the x dimension while leaving the y dimension unchanged.
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there's a bug where the enemies spawning from the left side dont have their graphic flipped on it's x axis
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flienemies spawning from the left side should have their graphics flipped on it's x axis
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When you create or initialize an enemy object and attach its graphical asset, check the `spawnDirection` of the enemy. If the enemy is spawning from the left, set the `flipX` property to `1` (true) to flip the asset along the x-axis. If the enemy is spawning from the right, either do not set `flipX` or set it to `0` (false) to keep the asset unflipped.
User prompt
the enemies spawning from the left side should have their graphic flipped on it's x axis
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flip the graphic asset on it's x axis for enemies spawning from the left side
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add a background to the game that stretches across the entire screen
Code edit (1 edits merged)
Please save this source code
User prompt
move the score in the center of the screen and add a black outline to it with a value of 15
Code edit (1 edits merged)
Please save this source code
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move the enmy acceleration from the enemy into the global game variables with the rest
Code edit (1 edits merged)
Please save this source code
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disable the player's input while it's traveling. the player can only tap to change it's direction if the player is rested on an edge
Code edit (3 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); // Determine scaleX based on spawnDirection and attach enemy graphics with correct scaleX var scaleX = -1; var enemyGraphics = self.attachAsset('obstacle', { anchorX: 0.5, anchorY: 0.5, scaleX: scaleX }); 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(); // Determine the spawn side based on the last spawn side var spawnSide = enemySpawnDirection === 'right' ? 'left' : 'right'; 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; 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
@@ -23,9 +23,9 @@
// Enemy class
var Enemy = Container.expand(function () {
var self = Container.call(this);
// Determine scaleX based on spawnDirection and attach enemy graphics with correct scaleX
- var scaleX = self.spawnDirection === 'left' ? -1 : 1;
+ var scaleX = -1;
var enemyGraphics = self.attachAsset('obstacle', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: scaleX
@@ -179,34 +179,26 @@
enemies.push(enemy);
game.addChild(enemy);
}
}
-var enemyTimer, coinTimer;
-document.addEventListener('visibilitychange', function () {
- if (document.visibilityState === 'hidden') {
- LK.clearInterval(enemyTimer);
- LK.clearInterval(coinTimer);
+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 {
- enemyTimer = LK.setInterval(spawnEnemy, 1000); // Create an enemy every 1 second
- 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
+ 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();