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Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'y')' in this line: 'if (player.y < -player.height) {' Line Number: 166
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Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'y')' in this line: 'if (player.y < -player.height) {' Line Number: 166
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Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'intersects')' in this line: 'if (player.intersects(platform) && player.velocityY > 0 && playerNextY + player.height > platform.y && player.y < platform.y) {' Line Number: 163
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Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'y')' in this line: 'var playerNextY = player.y + player.velocityY;' Line Number: 153
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Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'y')' in this line: 'var playerNextY = player.y + player.velocityY;' Line Number: 153
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make three players with independent control
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When you click the mouse, the player moves along a parabola until he completes the flight, control is impossible
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When you click the mouse, the player moves along a parabola until the flight is completed; control is impossible
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When you click the mouse, the player moves along a parabola until the flight is completed; control is impossible
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reduce the number of platforms by three times
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add a second platform type
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platform speed doubled
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reduce the number of platforms by half
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Double the number of falling platforms by changing the loop iteration count from 40 to 140
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double the number of falling platforms
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double the number of falling platforms
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double the number of falling platforms
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make more falling platforms
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make the platforms move at different speeds in random order
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the end of the game when the character is at the bottom
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the character starts at the center of the screen
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when a character falls at high speed, he sometimes flies through the platform, correct the error.
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when the character is on the platform above she should increase her downward speed
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when the character is on the platform above she should increase her downward speed
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when the character lands on the platform her fall speed should double.
/**** * 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.velocityX = 0; self.isOnGround = false; self.jump = function () { self.velocityY = -15; // Jump force }; self.update = function () { self.x += self.velocityX; // Prevent player from going beyond the right side of the screen if (self.x > game.width - playerGraphics.width) { self.x = game.width - playerGraphics.width; } // Prevent player from going beyond the left side of the screen if (self.x < 0) { self.x = 0; } self.y += self.velocityY; // Prevent player from going above the top of the screen if (self.y < 0) { self.y = 0; self.velocityY = 0; } 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.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 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 < 10; i++) { var platform = new Platform(); var randomX = Math.random() * (game.width - platform.width) + platform.width / 2; platform.setInitialPosition(randomX, initialPlatformY - i * 150); platforms.push(platform); game.addChild(platform); } // Event listener for touch events on the game area game.on('down', function (obj) { var touchPosition = obj.event.getLocalPosition(game); if (touchPosition.x < game.width / 2) { player.velocityX = -10; } else { player.velocityX = 10; } player.jump(); }); game.on('up', function (obj) { player.velocityX = 0; }); // 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)) { if (player.velocityY > 0 && player.y + player.height < platform.y + 20) { player.isOnGround = true; player.velocityY *= 2; player.y = platform.y - player.height; } else if (platform.y - player.y < player.height) { LK.showGameOver(); } } } // Check for game over condition if (player.y < -player.height) { LK.showGameOver(); } });
/****
* 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.velocityX = 0;
self.isOnGround = false;
self.jump = function () {
self.velocityY = -15; // Jump force
};
self.update = function () {
self.x += self.velocityX;
// Prevent player from going beyond the right side of the screen
if (self.x > game.width - playerGraphics.width) {
self.x = game.width - playerGraphics.width;
}
// Prevent player from going beyond the left side of the screen
if (self.x < 0) {
self.x = 0;
}
self.y += self.velocityY;
// Prevent player from going above the top of the screen
if (self.y < 0) {
self.y = 0;
self.velocityY = 0;
}
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.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
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 < 10; i++) {
var platform = new Platform();
var randomX = Math.random() * (game.width - platform.width) + platform.width / 2;
platform.setInitialPosition(randomX, initialPlatformY - i * 150);
platforms.push(platform);
game.addChild(platform);
}
// Event listener for touch events on the game area
game.on('down', function (obj) {
var touchPosition = obj.event.getLocalPosition(game);
if (touchPosition.x < game.width / 2) {
player.velocityX = -10;
} else {
player.velocityX = 10;
}
player.jump();
});
game.on('up', function (obj) {
player.velocityX = 0;
});
// 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)) {
if (player.velocityY > 0 && player.y + player.height < platform.y + 20) {
player.isOnGround = true;
player.velocityY *= 2;
player.y = platform.y - player.height;
} else if (platform.y - player.y < player.height) {
LK.showGameOver();
}
}
}
// Check for game over condition
if (player.y < -player.height) {
LK.showGameOver();
}
});
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.