User prompt
cube_collapse must not occur in neighboring columns
User prompt
hitting a hero in a column where there is cube_collapse leads to an immediate collapse of this column and the two adjacent ones on the left and right
User prompt
Fix Bug: 'TypeError: poles[i].makeCubesFall is not a function' in or related to this line: 'poles[i].makeCubesFall();' Line Number: 190
User prompt
hitting a hero in a column where there is cube_collapse leads to the immediate collapse of this column and the two adjacent ones on the left and right
User prompt
Fix Bug: 'Uncaught ReferenceError: i is not defined' in or related to this line: 'var cube = (self.cubes.length + 1) % 10 === 0 && i % 2 === 0 ? new CollapsibleCube() : new Cube();' Line Number: 40
User prompt
cube_collapse should not be in neighbouring columns
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cube_collapse must not be in adjacent columns
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cube_collapse must not be in adjacent columns
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cube_collapse should not be one after the other
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cube_collapse should not be one after the other
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cube_collapse should not be one after the other
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cube_collapse should not be consecutive
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every 10th column should contain one cube_collapse instead of cube
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cube_collapse should occur more often and regularly
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cube_collapse should not be consecutive
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every 10th column should contain one cube_collapse instead of cube
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every 10th column on average should contain cube_collapse instead of cube
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cube_collapse should not be consecutive, but should occur regularly
User prompt
cube_collapse should not be consecutive, but should occur regularly
User prompt
cube_collapse should not be consecutive, but should occur regularly
User prompt
Instead of cube, place cube_collapse randomly at the top of some columns
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Fix Bug: 'TypeError: poles[i].cubes[j].update is not a function' in or related to this line: 'poles[i].cubes[j].update();' Line Number: 179
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Fix Bug: 'TypeError: poles[i].cubes[j].update is not a function' in or related to this line: 'poles[i].cubes[j].update();' Line Number: 179
User prompt
Fix Bug: 'TypeError: poles[i].cubes[j].update is not a function' in or related to this line: 'poles[i].cubes[j].update();' Line Number: 179
User prompt
Fix Bug: 'TypeError: poles[i].cubes[j].update is not a function' in or related to this line: 'poles[i].cubes[j].update();' Line Number: 180
/****
* Classes
****/
var CollapsingCube = Container.expand(function () {
var self = Container.call(this);
self.attachAsset('cube_collapse', {
anchorX: 0.5,
anchorY: 0.5
});
});
// Class for individual cubes that can fall
var Cube = Container.expand(function () {
var self = Container.call(this);
Cube.prototype.update = function () {
if (this.isFalling) {
this.velocityY += 0.75; // Acceleration due to gravity increased by 50%
this.y += this.velocityY; // Fall speed with acceleration
}
};
self.attachAsset('cube', {
anchorX: 0.5,
anchorY: 0.5
});
self.isFalling = false;
self.velocityY = 0; // Initial vertical velocity for falling cubes
});
// 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 (isCollapsing) {
cube = new CollapsingCube();
} 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
};
});
/****
* 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; // 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
var isCollapsing = j === 9 && Math.random() < 0.5; // 50% chance to make the top cube collapsing
pole.addCube(isCollapsing);
}
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;
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++) {
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.