User prompt
make the delay between the fall of the previous and the next cube shorter
User prompt
make the delay between the fall of the previous and the next cube shorter
User prompt
to make the downward movement of the pillars smoother
User prompt
the movement of the poles is smoother
User prompt
under the weight of the player, the pole slides down slightly and returns to its place
User prompt
under the weight of the player, the pole slides down slightly
User prompt
under the weight of the player, the pole swings down slightly
User prompt
cube acceleration is up 50 percent
User prompt
cube acceleration is up 25 percent
User prompt
the cubes are falling at an accelerated rate
User prompt
Fix Bug: 'TypeError: self.getGlobalPosition is not a function' in or related to this line: 'var distanceFromLeft = self.getGlobalPosition().x;' Line Number: 14
User prompt
the closer you get to the left edge of the screen, the faster the cubes fall.
User prompt
After passing the middle of the screen, the cubes should fall down one by one starting from the bottom ones
User prompt
After passing the middle of the screen, the cubes should fall down one by one starting from the bottom ones.
User prompt
after passing 70 percent of the screen, the cubes should fall down one by one starting from the bottom ones
User prompt
After passing two thirds of the screen, the cubes should fall down one by one starting from the bottom ones.
User prompt
After passing the middle of the screen, the cubes should fall down one by one starting from the bottom ones.
User prompt
the distance between cubes should be 2 pixels
User prompt
the pillars should be higher
User prompt
the pillars should occupy the entire bottom of the screen
User prompt
the pillars should occupy the entire bottom of the screen
User prompt
change the direction of the pillars
User prompt
the poles should appear faster
User prompt
poles must be already built before they appear on the screen
User prompt
poles must be already built before they appear from the right edge of the screen.
/****
* Classes
****/
// Class for the poles consisting of cubes
var Pole = Container.expand(function () {
var self = Container.call(this);
self.cubes = [];
self.addCube = function () {
var cube = self.attachAsset('cube', {
anchorX: 0.5,
anchorY: 0.5
});
cube.y = -(self.cubes.length * 100) - self.cubes.length * 2;
self.cubes.push(cube);
};
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
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000 // Init game with black background
});
/****
* Game Code
****/
// Initialize assets used in the game.
// Initialize important asset arrays
var poles = [];
var hero;
// 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() {
for (var i = 0; i < 5; i++) {
var pole = game.addChild(new Pole());
pole.x = 300 + i * (100 + 2); // Space out poles horizontally with 2 pixels between them
pole.y = 2732; // Align base of pole with bottom of the screen
for (var j = 0; j < 3; j++) {
// Add 3 cubes to each pole
pole.addCube();
}
poles.push(pole);
}
}
createInitialPoles();
// Event listener for jump action
game.on('down', function (obj) {
hero.jump();
});
// Game tick update
LK.on('tick', function () {
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;
}
}
// Remove off-screen poles and create new ones
if (poles.length > 0 && poles[0].x + poles[0].width / 2 < 0) {
poles[0].destroy();
poles.shift();
var newPoleX = poles.length > 0 ? poles[poles.length - 1].x + 100 + 2 : 2048 + 100; // Start off-screen to the right
var newPole = game.addChild(new Pole());
newPole.x = newPoleX;
newPole.y = 2732;
var cubesCount = Math.floor(Math.random() * 3) + 1; // Random number of cubes between 1 and 3
for (var j = 0; j < cubesCount; j++) {
newPole.addCube();
}
poles.push(newPole);
}
// Move poles to the left to simulate hero running
for (var i = 0; i < poles.length; i++) {
poles[i].x -= 5;
}
});
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.