User prompt
sometimes fast_moving_platform does not appear in the game - fix the error
User prompt
sometimes fast_moving_platform does not appear in the game - fix the error
User prompt
update the score counter when points are awarded
User prompt
award 10 points for hitting fast moving platform
User prompt
create a point counter in the upper right corner
User prompt
Award 10 points for hitting a FastMovingPlatform and update the score counter.
User prompt
award 10 points for hitting fast_moving_platform and create a point counter in the upper right corner
User prompt
Fix Bug: 'TypeError: pointsCounterTxt.getText is not a function' in this line: 'var currentPoints = parseInt(pointsCounterTxt.getText());' Line Number: 185
User prompt
award points for hitting fast_moving_platform and create a point counter in the upper right corner
User prompt
Fix Bug: 'TypeError: parseInt is not a function' in this line: 'var currentScore = parseInt(scoreCounterTxt.text, 10);' Line Number: 183
User prompt
Fix Bug: 'TypeError: parseInt is not a function' in this line: 'var currentScore = parseInt(scoreCounterTxt.text);' Line Number: 183
User prompt
award points for hitting fast_moving_platform and create a point counter in the upper right corner
User prompt
add a third type of platform that would always move faster than the others
User prompt
add a third type of platform that would always move faster than the others
User prompt
add a third type of platforms
User prompt
reduce the counter font by half
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Fix Bug: 'ReferenceError: startTime is not defined' in this line: 'var elapsedTime = ((currentTime - startTime) / 1000).toFixed(1); // Elapsed time in seconds with one decimal place' Line Number: 156
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Fix Bug: 'ReferenceError: startTime is not defined' in this line: 'var elapsedTime = ((currentTime - startTime) / 1000).toFixed(1); // Elapsed time in seconds with one decimal place' Line Number: 156
User prompt
in the upper left corner of the screen add a time counter to show how long the player has been in the game
User prompt
Add a visual effect for game ending by flashing the screen blue
User prompt
make a visual effect for the game ending event
User prompt
the player's jump should only occur upward
User prompt
the player's jump should only occur upward
User prompt
completely change the controls, the player's jump should occur in a parabola
User prompt
give the player a random trajectory when clicking the mouse
/**** * 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 () { if (self.isOnGround) { self.velocityY = -15; // Jump force self.isOnGround = false; } }; self.update = function () { if (!self.isOnGround) { 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 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('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 += 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
@@ -8,9 +8,9 @@
self.velocityY = 0;
self.velocityX = 0;
self.isOnGround = false;
self.jump = function () {
- if (self.isOnGround && self.velocityY >= 0) {
+ if (self.isOnGround) {
self.velocityY = -15; // Jump force
self.isOnGround = false;
}
};
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.