User prompt
Fix Bug: 'TypeError: hero.getGlobalPosition is not a function' in or related to this line: 'var heroRightEdge = hero.getGlobalPosition().x + hero.width / 2;' Line Number: 17
User prompt
Fix Bug: 'TypeError: this.getGlobalPosition is not a function' in or related to this line: 'var cubeLeftEdge = this.getGlobalPosition().x - this.width / 2;' Line Number: 16
User prompt
the hero must interact not only with the top edge of the cube but also with the left side edge of the cube if he has no neighboring cubes
User prompt
the hero must interact not only with the top edge of the cube but also with the left side edge of the cube
User prompt
the hero must interact not only with the top edge of the cube but also with the left side
User prompt
completely rework the system of collision between heroes and cubes, the hero should not pass through the cubes
User prompt
completely rework the system of collision between heroes and cubes, the hero should not pass through the cubes
User prompt
add collision to the sides of the cube
User prompt
the hero must be born on the surface of the cubes
User prompt
add collisions between the cubes and the hero
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add interaction between cubes and the hero
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cancel the automatic movement of the hero to the top, the hero must fall down if he does not get to the top as a result of a jump
User prompt
the hero shouldn't be bouncing in place
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the hero bounces on the spot, take it away.
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the hero bounces on the spot, take it away.
User prompt
make the jump only on mouse click
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bounce in place
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the hero should bounce a little from collisions with the sides of the cubes
User prompt
do not carry the hero to the top of the pillar automatically, when colliding with the sides of the cubes
User prompt
increase the range of the hero's forward jump
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direct the hero's jump forwards and upwards
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the hero must move horizontally in sync with the cubes.
User prompt
the hero must move horizontally in sync with the cubes.
User prompt
when colliding with the sides of the cubes, the hero must move horizontally in sync with the cubes
User prompt
Fix Bug: 'ReferenceError: Pole is not defined' in or related to this line: 'var newPole = game.addChild(new Pole());' Line Number: 156
/**** * 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.checkSideCollisionWithHero = function (hero) { // Check if there is no cube to the left if (!this.parent || this.parent.cubes.indexOf(this) === 0) { var cubeLeftEdge = this.getBounds().x; var heroRightEdge = hero.getBounds().x + hero.width / 2; // Check if hero's right edge is past the cube's left edge and hero is at cube level if (heroRightEdge > cubeLeftEdge && hero.y >= this.y && hero.y <= this.y + this.height) { hero.velocityX = 0; // Stop hero's horizontal movement hero.x = cubeLeftEdge - hero.width / 2; // Position hero at the cube's left edge hero.isOnGround = true; // Hero is now on the ground } } }; 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 the poles consisting of cubes var Pole = Container.expand(function () { var self = Container.call(this); self.cubes = []; self.addCube = function () { var 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.velocityX = 0; self.jump = function () { if (self.isOnGround) { self.velocityY = -15; self.velocityX = 5; self.isOnGround = false; } }; self.update = function () { self.x += self.velocityX; self.y += self.velocityY; self.velocityY += 0.5; // Gravity effect // Removed code that stops horizontal movement when on the ground // to allow the hero to fall if not reaching the top as a result of a jump }; }); /**** * 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 - 50 - 10 * 100 - (10 - 1) * 2; // Start on the surface of the cubes // 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.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 cubesCount = Math.floor(Math.random() * 9) + 6; // Random number of cubes between 6 and 14 to make poles higher 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 var heroMoveSpeed = 5; for (var i = 0; i < poles.length; i++) { poles[i].x -= heroMoveSpeed; if (poles[i].x < 2048 / 2 && !poles[i].hasMadeCubesFall) { poles[i].makeCubesFall(); poles[i].hasMadeCubesFall = true; } // Update each cube in the pole and check for side collision with the hero for (var j = 0; j < poles[i].cubes.length; j++) { poles[i].cubes[j].update(); poles[i].cubes[j].checkSideCollisionWithHero(hero); } } // Move hero in sync with the cubes hero.x -= heroMoveSpeed; });
===================================================================
--- original.js
+++ change.js
@@ -13,9 +13,9 @@
self.checkSideCollisionWithHero = function (hero) {
// Check if there is no cube to the left
if (!this.parent || this.parent.cubes.indexOf(this) === 0) {
var cubeLeftEdge = this.getBounds().x;
- var heroRightEdge = hero.getGlobalPosition().x + hero.width / 2;
+ var heroRightEdge = hero.getBounds().x + hero.width / 2;
// Check if hero's right edge is past the cube's left edge and hero is at cube level
if (heroRightEdge > cubeLeftEdge && hero.y >= this.y && hero.y <= this.y + this.height) {
hero.velocityX = 0; // Stop hero's horizontal movement
hero.x = cubeLeftEdge - hero.width / 2; // Position hero at the cube's left edge
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.