User prompt
game over if the platform falls on the character
User prompt
the character should not be able to extend beyond the sides of the screen
User prompt
the character should not be able to extend beyond the top of the screen
User prompt
double the speed of horizontal movement of the character
User prompt
double the speed of horizontal movement of the character
User prompt
more plattforms
User prompt
add horizontal character movement
User prompt
a jump for every mouse click
User prompt
a five-fold jump
User prompt
jump 5 times higher
User prompt
jump 10 times higher
User prompt
double jump
User prompt
double jump
User prompt
Fix Bug: 'Uncaught TypeError: Cannot set properties of undefined (setting 'jumpTo')' in this line: 'self.jumpTo = function (targetX, targetY) {' Line Number: 53
User prompt
Fix Bug: 'Uncaught TypeError: Cannot set properties of undefined (setting 'jumpTo')' in this line: 'self.jumpTo = function (targetX, targetY) {' Line Number: 53
User prompt
Fix Bug: 'Uncaught TypeError: Cannot set properties of undefined (setting 'jumpTo')' in this line: 'self.jumpTo = function (targetX, targetY) {' Line Number: 53
User prompt
Fix Bug: 'Uncaught TypeError: Cannot set properties of undefined (setting 'jumpTo')' in this line: 'self.jumpTo = function (targetX, targetY) {' Line Number: 53
User prompt
the character must jump to the platform that the player clicks on.
User prompt
Fix Bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'addEventListener')' in this line: 'document.addEventListener('keydown', function (e) {' Line Number: 88
User prompt
make the character move left to right using the arrow keys on the keyboard
User prompt
make the character move left to right using the arrow keys on the keyboard
User prompt
make the character move left to right using the arrow buttons
User prompt
randomize the platforms
Initial prompt
platformer
/**** * Classes ****/ // Define the Player class var Player = Container.expand(function () { var self = Container.call(this); var playerGraphics = self.createAsset('player', 'Player character', 0.5, 1); self.velocityY = 0; self.isOnGround = false; self.jump = function () { if (self.isOnGround) { self.velocityY = -15; // Jump force self.isOnGround = false; } }; self.update = function () { self.x += self.velocityX; self.y += self.velocityY; self.velocityY += 0.5; // Gravity // Check for ground if (self.y > game.height - playerGraphics.height) { self.y = game.height - playerGraphics.height; self.velocityY = 0; self.velocityX = 0; self.isOnGround = true; } }; }); // Define the Platform class var Platform = Container.expand(function () { var self = Container.call(this); var platformGraphics = self.createAsset('platform', 'Platform', 0.5, 1); self.setInitialPosition = function (x, y) { self.x = x; self.y = y; }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 // Init game with black background }); /**** * Game Code ****/ // Initialize important asset arrays self.jumpTo = function (targetX, targetY) { if (self.isOnGround) { self.velocityY = -15; // Jump force self.isOnGround = false; // Calculate the horizontal velocity needed to reach the targetX var timeToReachTargetY = Math.sqrt(2 * (targetY - self.y) / 0.5); self.velocityX = (targetX - self.x) / timeToReachTargetY; } }; var platforms = []; var player; // Create the player player = game.addChild(new Player()); player.x = game.width / 2; player.y = game.height - 150; // Create initial platforms var initialPlatformY = game.height - 300; for (var i = 0; i < 5; i++) { var platform = new Platform(); var randomX = Math.random() * (game.width - platform.width) + platform.width / 2; platform.setInitialPosition(randomX, initialPlatformY - i * 200); platforms.push(platform); game.addChild(platform); } // Event listener for touch events on the game area game.on('down', function (obj) { var event = obj.event; var clickPosition = event.getLocalPosition(game); // Find the nearest platform below the click position var nearestPlatform = null; var nearestPlatformDistance = Number.MAX_VALUE; for (var i = 0; i < platforms.length; i++) { var platform = platforms[i]; var distance = clickPosition.y - platform.y; if (clickPosition.x >= platform.x - platform.width / 2 && clickPosition.x <= platform.x + platform.width / 2 && distance > 0 && distance < nearestPlatformDistance) { nearestPlatform = platform; nearestPlatformDistance = distance; } } // If a platform is found, make the player jump to it if (nearestPlatform) { player.jumpTo(nearestPlatform.x, nearestPlatform.y - player.height); } }); // Main game update loop LK.on('tick', function () { player.update(); // Update platforms for (var i = 0; i < platforms.length; i++) { var platform = platforms[i]; platform.y += 2; // Move platforms down // Recycle platforms if (platform.y > game.height) { var randomX = Math.random() * (game.width - platform.width) + platform.width / 2; platform.x = randomX; platform.y = -50; } // Check for collision with player if (player.intersects(platform) && player.velocityY > 0 && player.y + player.height < platform.y + 20) { player.isOnGround = true; player.velocityY = 0; player.y = platform.y - player.height; } } // Check for game over condition if (player.y < -player.height) { LK.showGameOver(); } });
===================================================================
--- original.js
+++ change.js
@@ -3,17 +3,8 @@
****/
// Define the Player class
var Player = Container.expand(function () {
var self = Container.call(this);
- self.jumpTo = function (targetX, targetY) {
- if (this.isOnGround) {
- this.velocityY = -15; // Jump force
- this.isOnGround = false;
- // Calculate the horizontal velocity needed to reach the targetX
- var timeToReachTargetY = Math.sqrt(2 * (targetY - this.y) / 0.5);
- this.velocityX = (targetX - this.x) / timeToReachTargetY;
- }
- };
var playerGraphics = self.createAsset('player', 'Player character', 0.5, 1);
self.velocityY = 0;
self.isOnGround = false;
self.jump = function () {
@@ -57,14 +48,14 @@
* Game Code
****/
// Initialize important asset arrays
self.jumpTo = function (targetX, targetY) {
- if (this.isOnGround) {
- this.velocityY = -15; // Jump force
- this.isOnGround = false;
+ if (self.isOnGround) {
+ self.velocityY = -15; // Jump force
+ self.isOnGround = false;
// Calculate the horizontal velocity needed to reach the targetX
- var timeToReachTargetY = Math.sqrt(2 * (targetY - this.y) / 0.5);
- this.velocityX = (targetX - this.x) / timeToReachTargetY;
+ var timeToReachTargetY = Math.sqrt(2 * (targetY - self.y) / 0.5);
+ self.velocityX = (targetX - self.x) / timeToReachTargetY;
}
};
var platforms = [];
var player;
small black umbrella. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
white umbrella. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
erase
water drop with anime style eyes. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.