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
/**** * 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 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 }; }); /**** * 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 9 cubes to each pole and one collapsing cube every 10 columns var isCollapsing = i % 50 === 49; // Insert one cube_collapse every 50 columns pole.addCube(isCollapsing); } 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
@@ -114,10 +114,10 @@
/****
* Game Code
****/
-// Initialize assets used in the game.
// Initialize important asset arrays
+// Initialize assets used in the game.
var poles = [];
var hero;
// Create the hero
hero = game.addChild(new Hero());
@@ -132,10 +132,10 @@
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++) {
- // Insert one collapsing cube in every 10th column
- var isCollapsing = i % 10 === 9; // Make every cube a collapsing cube on every 10th column
+ // Add 9 cubes to each pole and one collapsing cube every 10 columns
+ var isCollapsing = i % 50 === 49; // Insert one cube_collapse every 50 columns
pole.addCube(isCollapsing);
}
poles.push(pole);
}
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.