User prompt
Put cube_collapse in some columns instead of cube
User prompt
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
User prompt
Fix Bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'update')' in or related to this line: 'var originalUpdate = self.update;' Line Number: 23
User prompt
Fix Bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'attachAsset')' in or related to this line: 'self.attachAsset('cube_collapse', {' Line Number: 23
User prompt
Put cube_collapse in some columns
User prompt
Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'attachAsset')' in or related to this line: 'self.attachAsset('cube_collapse', {' Line Number: 89
User prompt
Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'attachAsset')' in or related to this line: 'self.attachAsset('cube_collapse', {' Line Number: 89
User prompt
Put cube_collapse in some columns, cube_collapse must appear once every 30 seconds of the game.
User prompt
cube_collapse must necessarily appear once every 30 seconds of the game
User prompt
cube_collapse should appear once every 30 seconds of the game.
User prompt
cube_collapse should appear once every 30 seconds of the game.
User prompt
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
User prompt
cube_collapse should never occur in neighboring columns
User prompt
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);
var collapseGraphics = self.attachAsset('cube_collapse', {
anchorX: 0.5,
anchorY: 0.5
});
collapseGraphics.visible = false;
self.startFalling = function () {
self.isFalling = true;
collapseGraphics.visible = true;
};
self.update = function () {
if (self.isFalling) {
self.velocityY += 0.75;
self.y += self.velocityY;
}
};
});
// 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].startFalling();
}, 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
@@ -19,18 +19,22 @@
});
// Class for collapsible cubes that change appearance when falling
var CollapsibleCube = Cube.expand(function () {
var self = Cube.call(this);
- var originalUpdate = self.update.bind(self);
+ var collapseGraphics = self.attachAsset('cube_collapse', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ collapseGraphics.visible = false;
+ self.startFalling = function () {
+ self.isFalling = true;
+ collapseGraphics.visible = true;
+ };
self.update = function () {
- if (self.isFalling && self.assetId !== 'cube_collapse') {
- self.detachAsset();
- self.attachAsset('cube_collapse', {
- anchorX: 0.5,
- anchorY: 0.5
- });
+ if (self.isFalling) {
+ self.velocityY += 0.75;
+ self.y += self.velocityY;
}
- originalUpdate.call(self);
};
});
// Class for the poles consisting of cubes
var Pole = Container.expand(function () {
@@ -45,9 +49,9 @@
self.makeCubesFall = function () {
for (var i = self.cubes.length - 1; i >= 0; i--) {
(function (index) {
LK.setTimeout(function () {
- self.cubes[index].isFalling = true;
+ self.cubes[index].startFalling();
}, index * 250); // Delay between each cube falling
})(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.