User prompt
to make the poles 200 higher
User prompt
to make the poles 200 higher
User prompt
raise the poles by 200
User prompt
the hero must stop in front of the sides of the cubes.
User prompt
the sides of the cubes should be a hindrance to the hero.
User prompt
add a hero collision with all sides of the cubes
User prompt
to add a hero with all sides of the cubes.
User prompt
The hero must move forward, but he must not jump.
User prompt
the hero must also interact with the sides of the cubes.
User prompt
the hero doesn't have to jump on the pillars by himself.
User prompt
the hero must move on the lowest cubes.
User prompt
add a collision with cubes to the hero
User prompt
Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'length')' in or related to this line: 'for (var i = 0; i < poles.length; i++) {' Line Number: 87
User prompt
Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'length')' in or related to this line: 'for (var i = 0; i < poles.length; i++) {' Line Number: 87
User prompt
Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'length')' in or related to this line: 'for (var i = 0; i < poles.length; i++) {' Line Number: 87
User prompt
Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'length')' in or related to this line: 'for (var i = 0; i < poles.length; i++) {' Line Number: 87
User prompt
add a hero collision with the cubes.
User prompt
the hero must move on the surface of the pillars
User prompt
the hero must move on the surface of the pillars
User prompt
the hero must not pass through the cubes
User prompt
the hero jumps by himself. Fix it.
User prompt
cancel automatic jump, jump only on mouse click
User prompt
cancel automatic jump, jump only on mouse click
User prompt
raise the poles by 50
User prompt
lower the poles by 50
/****
* 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 the poles consisting of cubes
var Pole = Container.expand(function () {
var self = Container.call(this);
self.cubes = [];
self.addCube = function () {
var 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
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000 // Init game with black background
});
/****
* Game Code
****/
// Initialize important asset arrays
// Initialize assets used in the game.
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() {
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; // Lower the base of pole by 50 pixels from the bottom of the screen
for (var j = 0; j < 5; j++) {
// Add 5 cubes to each pole to make them higher
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;
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; // Lower the base of new pole by 50 pixels from the bottom of the screen
var cubesCount = Math.floor(Math.random() * 5) + 3; // Random number of cubes between 3 and 7 to make poles higher
for (var j = 0; j < cubesCount; j++) {
newPole.addCube();
}
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 && !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();
}
}
});
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.