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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 (playerAssetId) { var self = Container.call(this); var playerGraphics = self.createAsset(playerAssetId, '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.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 three players var players = []; var playerAssets = ['player1', 'player2', 'player3']; for (var i = 0; i < 3; i++) { var newPlayer = game.addChild(new Player(playerAssets[i])); newPlayer.x = game.width / 2; newPlayer.y = game.height / 2 - i * 150; players.push(newPlayer); } // 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('down', function (obj) { var touchPosition = obj.event.getLocalPosition(game); var playerIndex = Math.floor(touchPosition.x / (game.width / 3)); if (playerIndex < players.length) { var selectedPlayer = players[playerIndex]; if (touchPosition.y < game.height / 2) { selectedPlayer.velocityX = -10; } else { selectedPlayer.velocityX = 10; } selectedPlayer.jump(); } }); game.on('up', function (obj) { var touchPosition = obj.event.getLocalPosition(game); var playerIndex = Math.floor(touchPosition.x / (game.width / 3)); if (playerIndex < players.length) { players[playerIndex].velocityX = 0; } }); // Main game update loop LK.on('tick', function () { for (var i = 0; i < players.length; i++) { players[i].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 players using their next position to predict collision for (var j = 0; j < players.length; j++) { var currentPlayer = players[j]; var playerNextY = currentPlayer.y + currentPlayer.velocityY; // Check for collision with player using the player's next position to predict collision if (currentPlayer.intersects(platform) && currentPlayer.velocityY > 0 && playerNextY + currentPlayer.height > platform.y && currentPlayer.y < platform.y) { currentPlayer.isOnGround = true; currentPlayer.velocityY = 0; currentPlayer.y = platform.y - currentPlayer.height; } } } // Check for game over condition for each player for (var i = 0; i < players.length; i++) { if (players[i].y < -players[i].height) { LK.showGameOver(); } } });
===================================================================
--- original.js
+++ change.js
@@ -159,9 +159,11 @@
}
}
}
- // Check for game over condition
- if (player.y < -player.height) {
- LK.showGameOver();
+ // Check for game over condition for each player
+ for (var i = 0; i < players.length; i++) {
+ if (players[i].y < -players[i].height) {
+ LK.showGameOver();
+ }
}
});
\ No newline at end of file
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.