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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 and set game over if player is at the bottom of the screen if (self.y > game.height - playerGraphics.height) { LK.showGameOver(); } }; }); // 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 / 2; // 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 using the player's next position to predict collision var playerNextY = player.y + player.velocityY; if (player.intersects(platform) && player.velocityY > 0 && playerNextY + player.height > platform.y && player.y < platform.y) { 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
@@ -28,15 +28,11 @@
self.velocityY = 0;
}
self.velocityY += 0.5; // Gravity
- // Check for ground and increase downward speed if on a platform above
+ // Check for ground and set game over if player is at the bottom of the screen
if (self.y > game.height - playerGraphics.height) {
- self.y = game.height - playerGraphics.height;
- self.velocityY = 0;
- self.isOnGround = true;
- } else if (self.isOnGround) {
- self.velocityY += 1; // Increase downward speed
+ LK.showGameOver();
}
};
});
// Define the Platform class
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.