User prompt
Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'y')' in this line: 'if (player.y < -player.height) {' Line Number: 166
User prompt
Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'y')' in this line: 'if (player.y < -player.height) {' Line Number: 166
User prompt
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
User prompt
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
User prompt
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.velocityX = 5; // Horizontal velocity
self.parabolaHeight = 300; // Maximum height of the jump
self.parabolaWidth = 200; // Horizontal distance covered during the jump
self.parabolaTick = 0; // Current tick within the parabola
};
self.update = function () {
if (self.parabolaTick !== undefined) {
var parabolaX = self.parabolaTick / (self.parabolaWidth / 2) * self.velocityX;
var parabolaY = 4 * self.parabolaHeight * (self.parabolaTick / self.parabolaWidth) * (1 - self.parabolaTick / self.parabolaWidth);
self.x += parabolaX;
self.y -= parabolaY;
self.parabolaTick++;
if (self.parabolaTick > self.parabolaWidth) {
self.parabolaTick = undefined;
self.velocityY = 0;
self.velocityX = 0;
}
} else {
self.y += self.velocityY;
self.velocityY += 0.5; // Gravity
}
// Prevent player from going beyond the screen boundaries
if (self.x > game.width - playerGraphics.width) {
self.x = game.width - playerGraphics.width;
}
if (self.x < 0) {
self.x = 0;
}
if (self.y < 0) {
self.y = 0;
self.velocityY = 0;
}
// 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.speed = (Math.random() * 3 + 1) * 2; // Random speed between 2 and 8, doubled from original
self.setInitialPosition = function (x, y) {
self.x = x;
self.y = y;
};
});
// Define the MovingPlatform class
var MovingPlatform = Container.expand(function () {
var self = Container.call(this);
var movingPlatformGraphics = self.createAsset('moving_platform', 'Moving Platform', 0.5, 1);
self.speed = (Math.random() * 2 + 1) * 2; // Random speed between 2 and 6
self.direction = Math.random() > 0.5 ? 1 : -1; // Randomly choose initial direction
self.setInitialPosition = function (x, y) {
self.x = x;
self.y = y;
};
self.update = function () {
self.x += self.direction;
// Change direction if it hits the edges of the screen
if (self.x > game.width - movingPlatformGraphics.width || self.x < 0) {
self.direction *= -1;
}
};
});
/****
* 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 < 7; i++) {
var platform;
if (Math.random() < 0.5) {
// 50% chance to create a moving platform
platform = new MovingPlatform();
} else {
platform = new Platform();
}
var randomX = Math.random() * (game.width - platform.width) + platform.width / 2;
platform.setInitialPosition(randomX, initialPlatformY - i * 300);
platforms.push(platform);
game.addChild(platform);
}
// Event listener for touch events on the game area
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 += platform.speed; // Move platforms down at their own speed
if (platform instanceof MovingPlatform) {
platform.update(); // Update moving platforms
}
// 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
@@ -7,42 +7,44 @@
var playerGraphics = self.createAsset('player', 'Player character', 0.5, 1);
self.velocityY = 0;
self.velocityX = 0;
self.isOnGround = false;
- self.facingLeft = true; // Default player facing direction
- self.isJumping = false; // Flag to indicate if the player is currently jumping
self.jump = function () {
- // Set initial velocities for a parabolic jump
- self.velocityY = -15; // Initial vertical jump force
- self.velocityX = self.facingLeft ? -10 : 10; // Horizontal velocity based on facing direction
- self.isJumping = true; // Flag to indicate the player is in a parabolic jump
+ self.velocityY = -15; // Jump force
+ self.velocityX = 5; // Horizontal velocity
+ self.parabolaHeight = 300; // Maximum height of the jump
+ self.parabolaWidth = 200; // Horizontal distance covered during the jump
+ self.parabolaTick = 0; // Current tick within the parabola
};
self.update = function () {
- // Update player position based on velocities
- self.x += self.velocityX;
- self.y += self.velocityY;
-
- // Apply gravity if the player is jumping
- if (self.isJumping) {
+ if (self.parabolaTick !== undefined) {
+ var parabolaX = self.parabolaTick / (self.parabolaWidth / 2) * self.velocityX;
+ var parabolaY = 4 * self.parabolaHeight * (self.parabolaTick / self.parabolaWidth) * (1 - self.parabolaTick / self.parabolaWidth);
+ self.x += parabolaX;
+ self.y -= parabolaY;
+ self.parabolaTick++;
+ if (self.parabolaTick > self.parabolaWidth) {
+ self.parabolaTick = undefined;
+ self.velocityY = 0;
+ self.velocityX = 0;
+ }
+ } else {
+ self.y += self.velocityY;
self.velocityY += 0.5; // Gravity
}
-
- // Check for collision with the ground
- if (self.isOnGround) {
- self.velocityX = 0;
- self.velocityY = 0;
- self.isJumping = false;
+ // Prevent player from going beyond the screen boundaries
+ if (self.x > game.width - playerGraphics.width) {
+ self.x = game.width - playerGraphics.width;
}
-
- // Prevent player from going out of bounds
- if (self.x > game.width - playerGraphics.width / 2) {
- self.x = game.width - playerGraphics.width / 2;
- } else if (self.x < playerGraphics.width / 2) {
- self.x = playerGraphics.width / 2;
+ if (self.x < 0) {
+ self.x = 0;
}
if (self.y < 0) {
self.y = 0;
- } else if (self.y > game.height - playerGraphics.height) {
+ self.velocityY = 0;
+ }
+ // 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();
}
};
});
@@ -109,8 +111,13 @@
platforms.push(platform);
game.addChild(platform);
}
+// Event listener for touch events on the game area
+game.on('up', function (obj) {
+ player.velocityX = 0;
+});
+
// Main game update loop
LK.on('tick', function () {
player.update();
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.