User prompt
Fix Bug: 'TypeError: hero.getGlobalPosition is not a function' in or related to this line: 'var heroRightEdge = hero.getGlobalPosition().x + hero.width / 2;' Line Number: 17
User prompt
Fix Bug: 'TypeError: this.getGlobalPosition is not a function' in or related to this line: 'var cubeLeftEdge = this.getGlobalPosition().x - this.width / 2;' Line Number: 16
User prompt
the hero must interact not only with the top edge of the cube but also with the left side edge of the cube if he has no neighboring cubes
User prompt
the hero must interact not only with the top edge of the cube but also with the left side edge of the cube
User prompt
the hero must interact not only with the top edge of the cube but also with the left side
User prompt
completely rework the system of collision between heroes and cubes, the hero should not pass through the cubes
User prompt
completely rework the system of collision between heroes and cubes, the hero should not pass through the cubes
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add collision to the sides of the cube
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the hero must be born on the surface of the cubes
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add collisions between the cubes and the hero
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add interaction between cubes and the hero
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cancel the automatic movement of the hero to the top, the hero must fall down if he does not get to the top as a result of a jump
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the hero shouldn't be bouncing in place
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the hero bounces on the spot, take it away.
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the hero bounces on the spot, take it away.
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make the jump only on mouse click
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bounce in place
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the hero should bounce a little from collisions with the sides of the cubes
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do not carry the hero to the top of the pillar automatically, when colliding with the sides of the cubes
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increase the range of the hero's forward jump
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direct the hero's jump forwards and upwards
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the hero must move horizontally in sync with the cubes.
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the hero must move horizontally in sync with the cubes.
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when colliding with the sides of the cubes, the hero must move horizontally in sync with the cubes
User prompt
Fix Bug: 'ReferenceError: Pole is not defined' in or related to this line: 'var newPole = game.addChild(new Pole());' Line Number: 156
/****
* 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 with synchronized horizontal movement
var CubePole = 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;
};
self.syncHeroHorizontalMovement = function (hero) {
if (self.intersects(hero)) {
hero.x = self.x;
}
};
});
// Class for the player's hero with CubePole reference
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.currentPole = null; // Reference to the current CubePole
self.jump = function () {
if (self.isOnGround) {
self.velocityY = -15;
self.isOnGround = false;
self.currentPole = null; // Detach from CubePole when jumping
}
};
self.update = function () {
self.y += self.velocityY;
self.velocityY += 0.5; // Gravity effect
if (self.currentPole) {
self.currentPole.syncHeroHorizontalMovement(self);
}
};
});
/****
* 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() {
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 CubePole());
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 10 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 CubePoles and syncing hero's horizontal movement
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();
hero.currentPole = pole; // Set the hero's current CubePole
}
}
// 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 CubePole());
newPole.x = poles[poles.length - 1].x + poleWidth;
newPole.y = 2732 - 50;
var cubesCount = Math.floor(Math.random() * 9) + 6; // Random number of cubes between 6 and 14 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.