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Put cube_collapse in some columns instead of cube
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Fix Bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'attachAsset')' in or related to this line: 'var collapseGraphics = self.attachAsset('cube_collapse', {' Line Number: 23
User prompt
Put cube_collapse in some columns
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Fix Bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'update')' in or related to this line: 'var originalUpdate = self.update;' Line Number: 23
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Fix Bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'attachAsset')' in or related to this line: 'self.attachAsset('cube_collapse', {' Line Number: 23
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Put cube_collapse in some columns
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Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'attachAsset')' in or related to this line: 'self.attachAsset('cube_collapse', {' Line Number: 89
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Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'attachAsset')' in or related to this line: 'self.attachAsset('cube_collapse', {' Line Number: 89
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Put cube_collapse in some columns, cube_collapse must appear once every 30 seconds of the game.
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cube_collapse must necessarily appear once every 30 seconds of the game
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cube_collapse should appear once every 30 seconds of the game.
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cube_collapse should appear once every 30 seconds of the game.
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cube_collapse should appear once every 30 seconds of the game.
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cube_collapse should never occur in neighboring columns
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cube_collapse should never occur in neighboring columns
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modulus condition 13
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the appearance of cube_collapse should be more regular
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make the appearance of cube_collapse more rare but regular.
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Fix Bug: 'Uncaught ReferenceError: i is not defined' in or related to this line: 'game.lastCollapsiblePoleIndex = i;' Line Number: 44
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cube_collapse should never occur in neighboring columns
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Fix Bug: 'Uncaught ReferenceError: i is not defined' in or related to this line: 'game.lastCollapsiblePoleIndex = i;' Line Number: 44
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cube_collapse should never occur in neighboring columns
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Fix Bug: 'Uncaught ReferenceError: lastCollapsiblePoleIndex is not defined' in or related to this line: 'if (lastCollapsiblePoleIndex === -1 || lastCollapsiblePoleIndex !== poles.length - 1) {' Line Number: 41
User prompt
cube_collapse should never occur in neighboring columns
User prompt
cube_collapse must not occur in neighboring columns
/**** * 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 collapsible cubes that change appearance when falling var CollapsibleCube = Cube.expand(function () { var self = Cube.call(this); self.attachAsset('cube_collapse', { anchorX: 0.5, anchorY: 0.5 }); var originalUpdate = self.update; self.update = function () { if (self.isFalling) { self.assetId = 'cube_collapse'; // Change the asset to the collapsing cube } originalUpdate.call(self); }; }); // 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 CollapsibleCube(); 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 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; 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(); } } });
===================================================================
--- original.js
+++ change.js
@@ -16,14 +16,29 @@
self.y += self.velocityY; // Fall speed with acceleration
}
};
});
+// Class for collapsible cubes that change appearance when falling
+var CollapsibleCube = Cube.expand(function () {
+ var self = Cube.call(this);
+ self.attachAsset('cube_collapse', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ var originalUpdate = self.update;
+ self.update = function () {
+ if (self.isFalling) {
+ self.assetId = 'cube_collapse'; // Change the asset to the collapsing cube
+ }
+ originalUpdate.call(self);
+ };
+});
// 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();
+ var cube = new CollapsibleCube();
cube.y = -(self.cubes.length * 100) - (self.cubes.length - 1) * 2;
self.addChild(cube);
self.cubes.push(cube);
};
@@ -82,16 +97,8 @@
self.y += self.velocityY;
self.velocityY += 0.5; // Gravity effect
};
});
-// Class for individual collapsing cubes
-var CollapsingCube = Cube.expand(function () {
- var self = Cube.call(this);
- Cube.prototype.attachAsset.call(self, 'cube_collapse', {
- anchorX: 0.5,
- anchorY: 0.5
- });
-});
/****
* Initialize Game
****/
@@ -105,10 +112,8 @@
// Initialize important asset arrays
// Initialize assets used in the game.
var poles = [];
var hero;
-// Time tracking for cube_collapse
-var lastCollapseTime = 0;
// Create the hero
hero = game.addChild(new Hero());
hero.x = 2048 / 2;
hero.y = 2732 - 150; // Start above the bottom of the screen
@@ -134,19 +139,8 @@
hero.jump();
});
// Game tick update
LK.on('tick', function () {
- // Check if 30 seconds have passed to add a collapsing cube
- if (LK.ticks - lastCollapseTime >= 1800) {
- // 30 seconds at 60FPS
- var randomPoleIndex = Math.floor(Math.random() * poles.length);
- var randomPole = poles[randomPoleIndex];
- var collapsingCube = new CollapsingCube();
- collapsingCube.y = -(randomPole.cubes.length * 100) - (randomPole.cubes.length - 1) * 2;
- randomPole.addChild(collapsingCube);
- randomPole.cubes.push(collapsingCube);
- lastCollapseTime = LK.ticks;
- }
hero.update();
// Collision detection with poles
for (var i = 0; i < poles.length; i++) {
var pole = poles[i];
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.