User prompt
there should be no cube_fast and cube_collapse in the first 100 columns
User prompt
there should be no cube_fast and cube_collapse in the first 100 columns
User prompt
there should be no cube_fast and cube_collapse in the first 100 columns
User prompt
Fix Bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'cubes')' in or related to this line: 'fastCube1.y = -(self.cubes.length * 100) - (self.cubes.length - 1) * 2;' Line Number: 242
User prompt
insert two cube_fast between cube_collapse
User prompt
If the hero falls on a column with a cube_fast, then display Alarm2 in the upper right corner on top of all layers
User prompt
Ensure cube_fast is on top of the column, or in the next column if cube_collapse is on top.
User prompt
Ensure cube_fast is on top of the column, or in the next column if cube_collapse is on top.
User prompt
cube_fast must be on the top of the column, if the top of the column is occupied by cube_collapse, then insert it into the next column.
User prompt
If the hero gets on the column where there is cube_fast, then display Alarm2 in the upper right corner.
User prompt
If the hero gets on the column where there is cube_fast, then display Alarm2 in the upper right corner.
User prompt
there should be no cube_fast and cube_collapse in the first 100 columns
User prompt
there should be no cube_fast and cube_collapse in the first 50 columns
User prompt
put one cube_collapse in every 17 columns in front of the hero
User prompt
if cube_fast and cube_collapse are simultaneously in the same column move cube_fast one column further to the right
User prompt
if cube_fast and cube_collapse are in the same column, move cube_fast one column to the right.
User prompt
if cube_fast and cube_collapse are in the same column move cube_fast to the neighboring column
User prompt
cube_fast and cube_collapse must not be in the same column
User prompt
there should be no cube_fast and cube_collapse in the first 50 columns
User prompt
put one cube_collapse in every 16 columns in front of the hero
User prompt
put one cube_collapse in every 15 columns in front of the hero
User prompt
place one cube_fast in every tenth column in front of the player
User prompt
one cube_fast must be in every tenth column in front of the player
User prompt
one cube_fast must be in every tenth column in front of the player
User prompt
cube_fast must be in every tenth column in front of the player
/**** * 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 fast cubes with distinct behavior var FastCube = Container.expand(function () { var self = Container.call(this); self.attachAsset('cube_fast', { 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 self.y += self.velocityY; // Fall speed with acceleration } }; }); // Class for collapsing cubes with distinct behavior var CollapsingCube = Container.expand(function () { var self = Container.call(this); self.attachAsset('cube_collapse', { 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 self.y += self.velocityY; // Fall speed with acceleration } }; }); // 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 // Check for collision with collapsing cubes and display Alarm if hit for (var i = 0; i < poles.length; i++) { var pole = poles[i]; for (var j = 0; j < pole.cubes.length; j++) { var cube = pole.cubes[j]; if (cube instanceof CollapsingCube && self.intersects(cube) && !cube.isFalling) { // Make all poles collapse poles.forEach(function (p) { p.makeCubesFall(); }); // Display the Alarm alarmDisplay.show(); break; } } } }; }); // Class for the background var Background = Container.expand(function () { var self = Container.call(this); self.attachAsset('background', { anchorX: 0.5, anchorY: 0.5 }); self.x = 2048 / 2; self.y = 2732 / 2; }); // Class for the second background var Background2 = Container.expand(function () { var self = Container.call(this); self.attachAsset('background2', { anchorX: 0.5, anchorY: 0.5 }); self.x = 2048 / 2; self.y = 2732 - self.height / 2; }); // Class for the Alarm display var AlarmDisplay = Container.expand(function () { var self = Container.call(this); self.attachAsset('Alarm', { anchorX: 1.0, // Anchor to the right anchorY: 0.0 // Anchor to the top }); self.x = 2048 - 400; // Position to the left by 400 self.y = 400; // Position down by 400 self.visible = false; // Initially not visible self.show = function () { self.visible = true; var flashInterval = LK.setInterval(function () { self.visible = !self.visible; }, 500); LK.setTimeout(function () { LK.clearInterval(flashInterval); self.hide(); }, 5000); }; self.hide = function () { self.visible = false; }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 // Init game with black background }); /**** * Game Code ****/ // Instantiate AlarmDisplay var alarmDisplay = game.addChild(new AlarmDisplay()); // Set the zIndex to ensure it's on top alarmDisplay.zIndex = 1; // Create the second background var background2 = game.addChild(new Background2()); background2.zIndex = -1; // Create the background var background = game.addChild(new Background()); background.zIndex = 0; // Initialize assets used in the game. // Initialize important asset arrays var poles = []; var poleCounter = 0; 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 9 cubes to each pole and one collapsing cube every 50 poles var isCollapsing = poleCounter % 17 === 0 && j === 9 && poleCounter > 100; // Make the top cube a collapsing cube every 17 poles after the first 100 columns pole.addCube(isCollapsing); } poleCounter++; 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; // Place a fast cube in every tenth pole if (poleCounter % 10 === 0 && poleCounter > 100) { var fastCube = new FastCube(); fastCube.y = -(newPole.cubes.length * 100) - (newPole.cubes.length - 1) * 2; newPole.addChild(fastCube); newPole.cubes.push(fastCube); } var isCollapsingCube = poleCounter % 17 === 0; // Determine if the new pole should have a collapsing cube every 17 poles poleCounter++; 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++) { // Add collapsing cube every 50 poles on the top var isCollapsing = isCollapsingCube && j === cubesCount - 1; newPole.addCube(isCollapsing); } 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
@@ -221,9 +221,9 @@
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 every 50 poles
- var isCollapsing = poleCounter >= 100 && poleCounter % 17 === 0 && j === 9; // Make the top cube a collapsing cube every 17 poles after the first 100 columns
+ var isCollapsing = poleCounter % 17 === 0 && j === 9 && poleCounter > 100; // Make the top cube a collapsing cube every 17 poles after the first 100 columns
pole.addCube(isCollapsing);
}
poleCounter++;
poles.push(pole);
@@ -256,15 +256,15 @@
var newPole = game.addChild(new Pole());
newPole.x = poles[poles.length - 1].x + poleWidth;
newPole.y = 2732 - 50;
// Place a fast cube in every tenth pole
- if (poleCounter % 10 === 0) {
+ if (poleCounter % 10 === 0 && poleCounter > 100) {
var fastCube = new FastCube();
fastCube.y = -(newPole.cubes.length * 100) - (newPole.cubes.length - 1) * 2;
newPole.addChild(fastCube);
newPole.cubes.push(fastCube);
}
- var isCollapsingCube = poleCounter >= 100 && poleCounter % 17 === 0; // Determine if the new pole should have a collapsing cube every 17 poles after the first 100 columns
+ var isCollapsingCube = poleCounter % 17 === 0; // Determine if the new pole should have a collapsing cube every 17 poles
poleCounter++;
var prevPoleHeight = poles[poles.length - 1].cubes.length;
var minCubes = Math.max(6, prevPoleHeight - 1);
var maxCubes = Math.min(14, prevPoleHeight + 1);
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.