User prompt
Having encountered an obstacle, the hero must move horizontally along with the pillars, the obstacle is the left side of the cube
User prompt
Having encountered an obstacle, the hero must move horizontally along with the pillars, the obstacle is the left side of the cube
User prompt
Having encountered an obstacle, the hero must move horizontally along with the pillars, the obstacle is the left side of the cube the hero should not pass through the cube
User prompt
the hero should not pass through the cube
User prompt
the hero should not pass through the cube
User prompt
the hero must collide with the sides of each cube
User prompt
the hero must collide with cubes
User prompt
Having encountered an obstacle, the hero must move horizontally along with the pillars, the obstacle is the left side of the cube
User prompt
Having encountered an obstacle, the hero must move horizontally along with the pillars, the obstacle is the left side of the cube
User prompt
Having encountered an obstacle, the hero must move horizontally along with the pillars, the obstacle is the left side of the cube
User prompt
make a collision of the hero with all sides of the cube
User prompt
Fix Bug: 'Timeout.tick error: Cannot read properties of undefined (reading 'intersects')' in or related to this line: 'if (hero.intersects(self.cubes[i])) {' Line Number: 60
User prompt
Fix Bug: 'Timeout.tick error: Cannot read properties of undefined (reading 'intersects')' in or related to this line: 'if (hero.intersects(self.cubes[i])) {' Line Number: 60
User prompt
make a collision between the hero and the cube
User prompt
make a collision of the hero with the left edge of the cube
User prompt
the hero should not pass through the cubes
User prompt
Having encountered an obstacle, the hero must move horizontally along with the pillars, the obstacle is the left side of the cube
User prompt
add collision to the hero and cubes
User prompt
the hero should not pass through the cubes
User prompt
add collision to the cubes and the hero
User prompt
add collision to cubes
User prompt
the hero should not end up on top of the pillars himself if the user does not perform a jump
User prompt
allow the hero to move horizontally along with the pillars so that the hero has the opportunity to fall into the deepest gap between the columns and remain there waiting for the user's reaction
User prompt
allow the hero to move horizontally along with the pillars so that the hero has the opportunity to fall into the deepest gap between the columns and remain there waiting for the user's reaction
User prompt
allow the hero to move horizontally along with the pillars so that the hero has the opportunity to fall into the deepest gap between the columns
===================================================================
--- original.js
+++ change.js
@@ -71,8 +71,9 @@
anchorY: 0.5
});
self.isOnGround = false;
self.velocityY = 0;
+ self.horizontalVelocity = 0;
self.jump = function () {
if (self.isOnGround) {
self.velocityY = -15;
self.isOnGround = false;
@@ -81,12 +82,9 @@
self.update = function () {
self.y += self.velocityY;
self.velocityY += 0.5; // Gravity effect
if (self.isOnGround) {
- var nextX = self.x + self.horizontalVelocity;
- if (nextX > 0 && nextX < 2048) {
- self.x = nextX;
- }
+ self.x += self.horizontalVelocity;
}
};
});
@@ -103,12 +101,10 @@
// Initialize assets used in the game.
// Initialize important asset arrays
var poles = [];
var hero;
-var heroMoveSpeed = 5;
// Create the hero
hero = game.addChild(new Hero());
-hero.horizontalVelocity = 0; // Initial horizontal velocity
hero.x = 2048 / 2;
hero.y = 2732 - 150; // Start above the bottom of the screen
// Create initial poles
function createInitialPoles() {
@@ -126,18 +122,19 @@
poles.push(pole);
}
}
createInitialPoles();
-// Event listener for jump and horizontal movement actions
+// Event listener for jump action
game.on('down', function (obj) {
var touchPosition = obj.event.getLocalPosition(game);
- if (touchPosition.x < hero.x) {
- hero.horizontalVelocity = -heroMoveSpeed;
- } else if (touchPosition.x > hero.x) {
- hero.horizontalVelocity = heroMoveSpeed;
+ if (touchPosition.x < 2048 / 2) {
+ hero.horizontalVelocity = -5;
+ } else {
+ hero.horizontalVelocity = 5;
}
hero.jump();
});
+// Event listener for stopping horizontal movement
game.on('up', function (obj) {
hero.horizontalVelocity = 0;
});
// Game tick update
@@ -150,8 +147,10 @@
hero.y = pole.y - pole.getHeight() - hero.height / 2;
hero.isOnGround = true;
hero.velocityY = 0;
pole.slideDownUp();
+ } else if (!hero.intersects(pole) && hero.isOnGround) {
+ hero.isOnGround = false;
}
}
// Remove off-screen poles and create new ones
var poleSpacing = 2;
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.