User prompt
make the font size of the time counter smaller
User prompt
make the font size of the time counter smaller by half.
User prompt
make the time counter half as long
User prompt
in the upper right part of the screen make a counter of time spent in the game, font color - white, on top of all layers
User prompt
there's no time counter, fix it.
User prompt
in the upper right part of the screen make a counter of time spent in the game, font color - white
User prompt
in the upper right part of the screen make a counter of time spent in the game, font color - white
User prompt
in the upper right part of the screen make a counter of the time spent in the game
User prompt
in the upper right corner, make the time spent in the game count.
User prompt
Fix Bug: 'TypeError: timerText.setText is not a function' in or related to this line: 'timerText.setText(timeElapsed + 's'); // Update the timer text' Line Number: 32
User prompt
in the upper right corner, make the time spent in the game count.
User prompt
in the upper right corner, make the time spent in the game count.
User prompt
at the end of the game, do a yellow special effect.
User prompt
when the hero disappears from the screen, game over.
User prompt
the place where the cubes started to fall should return to the original point after 20 seconds
User prompt
Fix Bug: 'ReferenceError: resetFallPositionTimeout is not defined' in or related to this line: 'if (!resetFallPositionTimeout) {' Line Number: 347
User prompt
Fix Bug: 'ReferenceError: resetFallPositionTimeout is not defined' in or related to this line: 'if (!resetFallPositionTimeout) {' Line Number: 347
User prompt
the place where the cubes started to fall should return to the original point after 20 seconds
User prompt
Each time the hero hits cube_fast, the place where the cubes start to fall should shift 250 pixels to the right.
User prompt
Each time the hero hits cube_fast, the place where the cubes start to fall should shift 250 pixels to the right.
User prompt
Each time the hero hits cube_fast, the place where the cubes start to fall should shift 250 pixels to the right.
User prompt
Each time the hero hits cube_fast, the place where the cubes start to fall should shift 250 pixels to the right.
User prompt
Each time the hero hits cube_fast, the place where the cubes start to fall should shift 500 pixels to the right.
User prompt
Each time the hero hits cube_fast, the place where the cubes start to fall should shift 500 pixels to the right.
/**** * Classes ****/ // Class for individual cubes that can fall var Cube = Container.expand(function () { var self = Container.call(this); self.attachAsset('cube', { anchorX: 0.5, anchorY: 0.5 }); self.isFalling = false; self.velocityY = 0; // Initial vertical velocity for falling cubes self.update = function () { if (self.isFalling) { self.velocityY += 0.75; // Acceleration due to gravity increased by 50% self.y += self.velocityY; // Fall speed with acceleration } }; }); // Class for fast cubes with distinct behavior var FastCube = Container.expand(function () { var self = Container.call(this); self.attachAsset('cube_fast', { anchorX: 0.5, anchorY: 0.5 }); self.isFalling = false; self.velocityY = 0; // Initial vertical velocity for falling cubes self.update = function () { if (self.isFalling) { self.velocityY += 0.75; // Acceleration due to gravity self.y += self.velocityY; // Fall speed with acceleration } }; }); // Class for collapsing cubes with distinct behavior var CollapsingCube = Container.expand(function () { var self = Container.call(this); self.attachAsset('cube_collapse', { anchorX: 0.5, anchorY: 0.5 }); self.isFalling = false; self.velocityY = 0; // Initial vertical velocity for falling cubes self.update = function () { if (self.isFalling) { self.velocityY += 0.75; // Acceleration due to gravity self.y += self.velocityY; // Fall speed with acceleration } }; }); // Class for the poles consisting of cubes var Pole = Container.expand(function () { var self = Container.call(this); self.cubes = []; self.addCube = function (isCollapsing) { var cube; if (poleCounter >= 100) { if (isCollapsing) { cube = new CollapsingCube(); } else if (poleCounter % 12 === 0) { // Every twelfth pole has a fast cube in front of the player cube = new FastCube(); } else { cube = new Cube(); } } else { cube = new Cube(); } cube.y = -(self.cubes.length * 100) - (self.cubes.length - 1) * 2; self.addChild(cube); self.cubes.push(cube); }; self.makeCubesFall = function () { for (var i = self.cubes.length - 1; i >= 0; i--) { (function (index) { LK.setTimeout(function () { self.cubes[index].isFalling = true; }, index * 250); // Delay between each cube falling })(i); } }; self.isSliding = false; self.slideDownUp = function () { if (!self.isSliding) { self.isSliding = true; var initialY = self.y; var step = 1; var distance = 10; var duration = 200; var steps = duration / (1000 / 60); var stepSize = distance / steps; var currentStep = 0; var slideInterval = LK.setInterval(function () { if (currentStep < steps) { self.y += stepSize; currentStep++; } else { LK.clearInterval(slideInterval); self.y = initialY; self.isSliding = false; } }, 1000 / 60); } }; self.getHeight = function () { return self.cubes.length * 100 + (self.cubes.length - 1) * 2; }; }); // Class for the player's hero var Hero = Container.expand(function () { var self = Container.call(this); var heroGraphics = self.attachAsset('hero', { anchorX: 0.5, anchorY: 0.5 }); self.isOnGround = false; self.velocityY = 0; self.jump = function () { if (self.isOnGround) { self.velocityY = -15; self.isOnGround = false; } }; self.update = function () { self.y += self.velocityY; self.velocityY += 0.5; // Gravity effect // Check for collision with cubes and display Alarm or Alarm2 if hit for (var i = 0; i < poles.length; i++) { var pole = poles[i]; for (var j = 0; j < pole.cubes.length; j++) { var cube = pole.cubes[j]; if (cube instanceof CollapsingCube && self.intersects(cube) && !cube.isFalling) { // Make all poles collapse poles.forEach(function (p) { p.makeCubesFall(); }); // Display the Alarm alarmDisplay.show(); break; } else if (cube instanceof FastCube && self.intersects(cube) && !cube.isFalling) { // Display the Alarm2 alarmDisplay2.show(); // Shift the position where cubes start to fall fallStartPositionShift += 250; break; } } } }; }); // Class for the background var Background = Container.expand(function () { var self = Container.call(this); self.attachAsset('background', { anchorX: 0.5, anchorY: 0.5 }); self.x = 2048 / 2; self.y = 2732 / 2; }); // Class for the second background var Background2 = Container.expand(function () { var self = Container.call(this); self.attachAsset('background2', { anchorX: 0.5, anchorY: 0.5 }); self.x = 2048 / 2; self.y = 2732 - self.height / 2; }); // Class for the Alarm display var AlarmDisplay = Container.expand(function () { var self = Container.call(this); self.attachAsset('Alarm', { anchorX: 1.0, // Anchor to the right anchorY: 0.0 // Anchor to the top }); self.x = 2048 - 400; // Position to the left by 400 self.y = 400; // Position down by 400 self.visible = false; // Initially not visible self.show = function () { self.visible = true; var blinkCount = 0; var flashInterval = LK.setInterval(function () { self.visible = !self.visible; if (self.visible) { blinkCount++; } if (blinkCount >= 3) { LK.clearInterval(flashInterval); self.hide(); } }, 1000); }; self.hide = function () { self.visible = false; }; }); // Class for the TimeCounter display var TimeCounter = Container.expand(function () { var self = Container.call(this); self.startTime = Date.now(); self.timeText = new Text2('0', { size: 100, fill: "#ffffff" }); self.addChild(self.timeText); self.timeText.anchor.set(1, 0); // Anchor to the top-right self.timeText.x = 2048; // Position to the right self.timeText.y = 0; // Position at the top self.update = function () { var currentTime = Date.now(); var timeElapsed = ((currentTime - self.startTime) / 1000).toFixed(2); // Time in seconds self.timeText.setText(timeElapsed + 's'); // Update the text display }; }); // Class for the second Alarm display var AlarmDisplay2 = Container.expand(function () { var self = Container.call(this); self.attachAsset('Alarm2', { anchorX: 1.0, anchorY: 0.0 }); self.x = 2048 - 50; // Position to the right by 50 self.y = 350; // Position down by 350 self.visible = false; // Initially not visible self.show = function () { self.visible = true; var blinkCount = 0; var flashInterval = LK.setInterval(function () { self.visible = !self.visible; if (self.visible) { blinkCount++; } if (blinkCount >= 3) { LK.clearInterval(flashInterval); self.hide(); } }, 1000); }; self.hide = function () { self.visible = false; }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 // Init game with black background }); /**** * Game Code ****/ // Instantiate AlarmDisplay var alarmDisplay = game.addChild(new AlarmDisplay()); // Set the zIndex to ensure it's on top alarmDisplay.zIndex = 1; // Instantiate TimeCounter var timeCounter = game.addChild(new TimeCounter()); // Set the zIndex to ensure it's on top of all layers timeCounter.zIndex = 2; // Instantiate AlarmDisplay2 var alarmDisplay2 = game.addChild(new AlarmDisplay2()); // Set the zIndex to ensure it's on top alarmDisplay2.zIndex = 1; // Create the second background var background2 = game.addChild(new Background2()); background2.zIndex = -1; // Create the background var background = game.addChild(new Background()); background.zIndex = 0; // Initialize assets used in the game. // Initialize important asset arrays var poles = []; var poleCounter = 0; var hero; var fallStartPositionShift = 0; var resetFallPositionTimeoutSet = false; // Create the hero hero = game.addChild(new Hero()); hero.x = 2048 / 2; hero.y = 2732 - 150; // Start above the bottom of the screen // Create initial poles function createInitialPoles() { var poleSpacing = 2; var poleWidth = 100 + poleSpacing; var numPoles = Math.ceil(2048 / poleWidth); for (var i = 0; i < numPoles; i++) { var pole = game.addChild(new Pole()); pole.x = i * poleWidth; pole.y = 2732 - 50; // Align base of pole with bottom of the screen and raise by 50 pixels for (var j = 0; j < 10; j++) { // Add 9 cubes to each pole and one collapsing cube every 50 poles var isCollapsing = poleCounter % 17 === 0 && j === 9; // Make the top cube a collapsing cube every 50 poles pole.addCube(isCollapsing); } poleCounter++; poles.push(pole); } } createInitialPoles(); // Event listener for jump action game.on('down', function (obj) { hero.jump(); }); // Game tick update LK.on('tick', function () { timeCounter.update(); hero.update(); // Collision detection with poles for (var i = 0; i < poles.length; i++) { var pole = poles[i]; if (hero.intersects(pole) && hero.velocityY > 0 && hero.y + hero.height / 2 < pole.y) { hero.y = pole.y - pole.getHeight() - hero.height / 2; hero.isOnGround = true; hero.velocityY = 0; pole.slideDownUp(); } } // Remove off-screen poles and create new ones var poleSpacing = 2; var poleWidth = 100 + poleSpacing; if (poles.length > 0 && poles[0].x + poleWidth / 2 < 0) { poles[0].destroy(); poles.shift(); var newPole = game.addChild(new Pole()); newPole.x = poles[poles.length - 1].x + poleWidth; newPole.y = 2732 - 50; var isCollapsingCube = poleCounter % 50 === 0; // Determine if the new pole should have a collapsing cube poleCounter++; var prevPoleHeight = poles[poles.length - 1].cubes.length; var minCubes = Math.max(6, prevPoleHeight - 1); var maxCubes = Math.min(14, prevPoleHeight + 1); var cubesCount = Math.floor(Math.random() * (maxCubes - minCubes + 1)) + minCubes; for (var j = 0; j < cubesCount; j++) { // Add collapsing cube every 50 poles on the top var isCollapsing = isCollapsingCube && j === cubesCount - 1; newPole.addCube(isCollapsing); } poles.push(newPole); } // Move poles to the left to simulate hero running and make cubes fall after passing the middle for (var i = 0; i < poles.length; i++) { poles[i].x -= 5; if (poles[i].x < 2048 / 2 + fallStartPositionShift && !poles[i].hasMadeCubesFall) { poles[i].makeCubesFall(); poles[i].hasMadeCubesFall = true; } // Update each cube in the pole for (var j = 0; j < poles[i].cubes.length; j++) { poles[i].cubes[j].update(); } } // Reset fallStartPositionShift after 20 seconds if (!resetFallPositionTimeoutSet) { resetFallPositionTimeoutSet = true; LK.setTimeout(function () { fallStartPositionShift = 0; resetFallPositionTimeoutSet = false; }, 20000); } // End the game if the hero falls off the bottom of the screen if (hero.y > 2732) { LK.showGameOver(); } });
===================================================================
--- original.js
+++ change.js
@@ -202,9 +202,9 @@
var TimeCounter = Container.expand(function () {
var self = Container.call(this);
self.startTime = Date.now();
self.timeText = new Text2('0', {
- size: 75,
+ size: 100,
fill: "#ffffff"
});
self.addChild(self.timeText);
self.timeText.anchor.set(1, 0); // Anchor to the top-right
girl sitting on Wrecking Ball, cartoon style.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
construction cranes on the sides of the frame, depth of field blur, cartoon style, black and white. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
"ALARM" text bubble, comic style. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
the surface is gray, concrete with a black square in the center. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Wrecking Ball with eyes, cartoon style.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
the surface is red, concrete with a black square in the center.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
"ALARM" text bubble yellow, comic book style.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
the surface is yellow, concrete with a black square in the center. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.