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the platform should shake when the player hits it
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Fix Bug: 'TypeError: platform.shake is not a function' in this line: 'platform.shake();' Line Number: 269
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Fix Bug: 'TypeError: platform.shake is not a function' in this line: 'platform.shake();' Line Number: 269
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the platform should shake when the player hits it.
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the platforms should rock as they fall
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the platforms should rock slowly as they fall
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add background
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the sway of the fall should be slower
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the platforms should jiggle as they fall
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Add a visual effect for game ending by flashing the screen grey
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Add a visual effect for game ending by flashing the screen white
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Add a visual effect for game ending by flashing the screen black
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make ultra_fast_moving_platform appear less frequently on the screen
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make ultra_fast_moving_platform appear less frequently on the screen
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Fix Bug: 'ReferenceError: UltraFastMovingPlatform is not defined' in this line: 'var pointsAwarded = platform instanceof UltraFastMovingPlatform ? 50 : 10;' Line Number: 209
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sometimes not all platforms appear, fix the error
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reduce the number of ultra fast moving, by three times
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reduce the number of ultra_fast_moving_platform by three times
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reduce the number of ultra_fast_moving_platforms by three times
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award 10 points for hitting bouncing_platform
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award 50 points for hitting bouncing_platform
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award 50 points for hitting ultra_fast_moving_platform
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add another type of platform similar to FastMovingPlatform
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add another type of platform similar to FastMovingPlatform
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sometimes fast_moving_platform does not appear in the game - fix the error
/**** * 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) { // Flash screen blue for 1 second (1000ms) to show game over LK.effects.flashScreen(0x0000ff, 1000); 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; } }; }); // Define the FastMovingPlatform class var FastMovingPlatform = Container.expand(function () { var self = Container.call(this); var fastMovingPlatformGraphics = self.createAsset('fast_moving_platform', 'Fast Moving Platform', 0.5, 1); self.speed = (Math.random() * 2 + 3) * 2; // Random speed between 6 and 10 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 * self.speed; // Change direction if it hits the edges of the screen if (self.x > game.width - fastMovingPlatformGraphics.width || self.x < 0) { self.direction *= -1; } }; }); // Define the BouncingPlatform class var BouncingPlatform = Container.expand(function () { var self = Container.call(this); var bouncingPlatformGraphics = self.createAsset('bouncing_platform', 'Bouncing Platform', 0.5, 1); self.speed = (Math.random() * 2 + 4) * 2; // Random speed between 8 and 12 self.direction = Math.random() > 0.5 ? 1 : -1; // Randomly choose initial direction self.bounceHeight = Math.random() * 100 + 50; // Random bounce height between 50 and 150 self.bounceSpeed = Math.random() * 0.5 + 0.5; // Random bounce speed between 0.5 and 1 self.setInitialPosition = function (x, y) { self.x = x; self.y = y; self.originalY = y; }; self.update = function () { self.x += self.direction * self.speed; // Bounce up and down over time self.y = self.originalY + Math.sin(Date.now() * self.bounceSpeed) * self.bounceHeight; // Change direction if it hits the edges of the screen if (self.x > game.width - bouncingPlatformGraphics.width || self.x < 0) { self.direction *= -1; } }; }); // Define the UltraFastMovingPlatform class var UltraFastMovingPlatform = Container.expand(function () { var self = Container.call(this); var ultraFastMovingPlatformGraphics = self.createAsset('ultra_fast_moving_platform', 'Ultra Fast Moving Platform', 0.5, 1); self.speed = (Math.random() * 2 + 5) * 2; // Random speed between 10 and 14 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 * self.speed; // Change direction if it hits the edges of the screen if (self.x > game.width - ultraFastMovingPlatformGraphics.width || self.x < 0) { self.direction *= -1; } }; }); /**** * Initialize Game ****/ // Store the start time of the game var game = new LK.Game({ backgroundColor: 0x000000 // Init game with black background }); /**** * Game Code ****/ var startTime = Date.now(); // Initialize the point counter var pointCounterTxt = new Text2('0', { size: 75, fill: "#ffffff" }); pointCounterTxt.anchor.set(1, 0); LK.gui.topRight.addChild(pointCounterTxt); // Attach pointCounterTxt to the top right of the screen. var startTime = Date.now(); // Store the start time of the game var timeCounterTxt = new Text2('0', { size: 75, fill: "#ffffff" }); timeCounterTxt.anchor.set(0, 0); LK.gui.topLeft.addChild(timeCounterTxt); // Attach timeCounterTxt to the top left of the screen. // 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; var platformType = Math.random(); if (platformType < 0.2) { platform = new MovingPlatform(); } else if (platformType < 0.4) { platform = new Platform(); } else if (platformType < 0.6) { platform = new FastMovingPlatform(); } else if (platformType < 0.6) { platform = new BouncingPlatform(); } else if (platformType < 0.65) { platform = new UltraFastMovingPlatform(); } 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; // Award points if the platform is a FastMovingPlatform or UltraFastMovingPlatform and update the score counter if (platform instanceof FastMovingPlatform || platform instanceof UltraFastMovingPlatform || platform instanceof BouncingPlatform) { var pointsAwarded = platform instanceof UltraFastMovingPlatform ? 50 : 10; LK.setScore(LK.getScore() + pointsAwarded); pointCounterTxt.setText(LK.getScore().toString()); } } } // Update the time counter var currentTime = Date.now(); var elapsedTime = ((currentTime - startTime) / 1000).toFixed(1); // Elapsed time in seconds with one decimal place timeCounterTxt.setText(elapsedTime + 's'); // Check for game over condition if (player.y < -player.height) { // Flash screen blue for 1 second (1000ms) to show game over LK.effects.flashScreen(0x0000ff, 1000); LK.showGameOver(); } });
===================================================================
--- original.js
+++ change.js
@@ -171,12 +171,14 @@
} else if (platformType < 0.4) {
platform = new Platform();
} else if (platformType < 0.6) {
platform = new FastMovingPlatform();
- } else if (platformType < 0.8) {
+ } else if (platformType < 0.6) {
platform = new BouncingPlatform();
- } else {
+ } else if (platformType < 0.65) {
platform = new UltraFastMovingPlatform();
+ } else {
+ platform = new Platform();
}
var randomX = Math.random() * (game.width - platform.width) + platform.width / 2;
platform.setInitialPosition(randomX, initialPlatformY - i * 300);
platforms.push(platform);
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.