User prompt
Having encountered an obstacle, the hero must move horizontally along with the pillars, the obstacle is the left side of the cube
User prompt
Having encountered an obstacle, the hero must move horizontally along with the pillars, the obstacle is the left side of the cube
User prompt
Having encountered an obstacle, the hero must move horizontally along with the pillars, the obstacle is the left side of the cube the hero should not pass through the cube
User prompt
the hero should not pass through the cube
User prompt
the hero should not pass through the cube
User prompt
the hero must collide with the sides of each cube
User prompt
the hero must collide with cubes
User prompt
Having encountered an obstacle, the hero must move horizontally along with the pillars, the obstacle is the left side of the cube
User prompt
Having encountered an obstacle, the hero must move horizontally along with the pillars, the obstacle is the left side of the cube
User prompt
Having encountered an obstacle, the hero must move horizontally along with the pillars, the obstacle is the left side of the cube
User prompt
make a collision of the hero with all sides of the cube
User prompt
Fix Bug: 'Timeout.tick error: Cannot read properties of undefined (reading 'intersects')' in or related to this line: 'if (hero.intersects(self.cubes[i])) {' Line Number: 60
User prompt
Fix Bug: 'Timeout.tick error: Cannot read properties of undefined (reading 'intersects')' in or related to this line: 'if (hero.intersects(self.cubes[i])) {' Line Number: 60
User prompt
make a collision between the hero and the cube
User prompt
make a collision of the hero with the left edge of the cube
User prompt
the hero should not pass through the cubes
User prompt
Having encountered an obstacle, the hero must move horizontally along with the pillars, the obstacle is the left side of the cube
User prompt
add collision to the hero and cubes
User prompt
the hero should not pass through the cubes
User prompt
add collision to the cubes and the hero
User prompt
add collision to cubes
User prompt
the hero should not end up on top of the pillars himself if the user does not perform a jump
User prompt
allow the hero to move horizontally along with the pillars so that the hero has the opportunity to fall into the deepest gap between the columns and remain there waiting for the user's reaction
User prompt
allow the hero to move horizontally along with the pillars so that the hero has the opportunity to fall into the deepest gap between the columns and remain there waiting for the user's reaction
User prompt
allow the hero to move horizontally along with the pillars so that the hero has the opportunity to fall into the deepest gap between the 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 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.collidingLeftSide = false; // Track collision with left side of cube 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 if (self.collidingLeftSide) { self.x += 5; // Move horizontally along with the pillars } }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 // Init game with black background }); /**** * Game Code ****/ // 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 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)) { if (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(); } else if (hero.x + hero.width / 2 > pole.x && hero.x < pole.x + pole.width / 2) { hero.collidingLeftSide = true; } else { hero.collidingLeftSide = false; } } } // 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 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
@@ -82,9 +82,9 @@
self.update = function () {
self.y += self.velocityY;
self.velocityY += 0.5; // Gravity effect
if (self.collidingLeftSide) {
- self.x += 5; // Move hero to the right when colliding with the left side of a cube
+ self.x += 5; // Move horizontally along with the pillars
}
};
});
@@ -138,15 +138,13 @@
hero.y = pole.y - pole.getHeight() - hero.height / 2;
hero.isOnGround = true;
hero.velocityY = 0;
pole.slideDownUp();
- }
- if (hero.x < pole.x + pole.width / 2) {
- // Collision with the left side of the cube
+ } else if (hero.x + hero.width / 2 > pole.x && hero.x < pole.x + pole.width / 2) {
hero.collidingLeftSide = true;
+ } else {
+ hero.collidingLeftSide = false;
}
- } else {
- hero.collidingLeftSide = false;
}
}
// Remove off-screen poles and create new ones
var poleSpacing = 2;
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.