User prompt
insert one cube_collapse every 50 columns all the time
User prompt
insert one cube_collapse in every 10 columns
User prompt
insert one cube_collapse in every 10 columns
User prompt
insert one cube_collapse in every 50 columns
User prompt
insert one cube_collapse in every 50 columns
User prompt
insert one cube_collapse in every 50 columns
User prompt
Insert one cube_collapse every 50 columns.
User prompt
Insert one cube_collapse every 50 columns.
User prompt
cube_collapse may appear 15 seconds after the game starts
User prompt
cube_collapse may appear 15 seconds after the game starts
User prompt
cube_collapse may appear 15 seconds after the game starts
User prompt
cube_collapse may appear 15 seconds after the game starts
User prompt
cube_collapse may appear 15 seconds after the game starts
User prompt
cube_collapse võib ilmuda 15 sekundit pärast mängu algust.
User prompt
cube_collapse võib ilmuda 15 sekundit pärast mängu algust.
User prompt
frequency of appearance of cube_collapse in columns in front of the hero 1 time every 30 seconds of the game
User prompt
cube_collapse must appear once every 30 seconds in the columns in front of the hero.
User prompt
cube_collapse must appear once every 30 seconds in the columns in front of the hero.
User prompt
cube_collapse must appear once every 30 seconds in the columns in front of the hero.
User prompt
cube_collapse must appear once every 30 seconds in the columns in front of the hero
User prompt
cube_collapse must appear once every 30 seconds in the columns in front of the hero.
User prompt
cube_collapse must appear once every 30 seconds in the columns in front of the hero.
User prompt
cube_collapse must appear once every 30 seconds of the game.
User prompt
insert cube_collapse into some columns
User prompt
Put cube_collapse in some columns instead of cube
===================================================================
--- original.js
+++ change.js
@@ -36,18 +36,22 @@
// Class for the poles consisting of cubes
var Pole = Container.expand(function () {
var self = Container.call(this);
self.cubes = [];
+ self.hasCollapsingCube = false; // Flag to track if a collapsing cube has been added
self.addCube = function (isCollapsing) {
var cube;
- if (isCollapsing) {
+ if (isCollapsing && !self.hasCollapsingCube) {
cube = new CollapsingCube();
- } else {
+ self.hasCollapsingCube = true;
+ } else if (!isCollapsing) {
cube = new Cube();
}
- cube.y = -(self.cubes.length * 100) - (self.cubes.length - 1) * 2;
- self.addChild(cube);
- self.cubes.push(cube);
+ if (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) {
@@ -114,31 +118,34 @@
/****
* Game Code
****/
-// Initialize important asset arrays
// 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
-var lastCollapseTime = 0; // Timestamp of the last collapsing cube addition, set to game start time
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 9 cubes to each pole and one collapsing cube to make them higher
- var isCollapsing = j === 9; // Make the top cube a collapsing cube
- pole.addCube(isCollapsing);
+ for (var j = 0; j < 9; j++) {
+ // Add 9 cubes to each pole
+ pole.addCube(false);
}
+ // Add a collapsing cube after 15 seconds
+ LK.setTimeout(function () {
+ pole.addCube(true);
+ pole.hasCollapsingCube = true;
+ }, 15000);
poles.push(pole);
}
}
createInitialPoles();
@@ -164,23 +171,17 @@
var poleWidth = 100 + poleSpacing;
if (poles.length > 0 && poles[0].x + poleWidth / 2 < 0) {
poles[0].destroy();
poles.shift();
- var currentTime = LK.ticks / 60; // Current time in seconds
var newPole = game.addChild(new Pole());
newPole.x = poles[poles.length - 1].x + poleWidth;
newPole.y = 2732 - 50;
- var shouldAddCollapsingCube = currentTime - lastCollapseTime >= 15; // Check if 15 seconds have passed since the last collapsing cube was added
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++) {
- var isCollapsing = shouldAddCollapsingCube && j === cubesCount - 1; // Make the last cube a collapsing cube if condition met
- newPole.addCube(isCollapsing);
- if (isCollapsing && currentTime - lastCollapseTime >= 15) {
- lastCollapseTime = currentTime;
- } // Update the timestamp only if 15 seconds have passed since the last collapsing cube was added
+ newPole.addCube();
}
poles.push(newPole);
}
// Move poles to the left to simulate hero running and make cubes fall after passing the middle
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.