User prompt
When the player touche on top finishes game
User prompt
Decrease the jump
User prompt
Make some obstacles short and long
User prompt
Change the height of all the obstacles
User prompt
Increase the high of obstacles
User prompt
Increase the high of obstacles
User prompt
Increase the high of obstacles
User prompt
Increase the high of obstacles
User prompt
Increase the high of obstacles
User prompt
Increase the high of obstacles
User prompt
Long the length of the obstacles
User prompt
Show my total score on top
User prompt
Remove the flip
User prompt
Please fix the bug: 'ReferenceError: poles is not defined' in or related to this line: 'for (var i = poles.length - 1; i >= 0; i--) {' Line Number: 107
User prompt
The obstacle should be removed and the pole should be installed
User prompt
When player jump do an flip too
User prompt
Increse the jump of player
User prompt
Increse the size of player
User prompt
Increse the size of obstacle and player
User prompt
Show all points record which player do every time
User prompt
Add point counter with number when player cross obstacle
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Show point counter on top
User prompt
Show points when player cross obstacle
User prompt
Increse player jump longer
User prompt
Add player jump high
/****
* Classes
****/
// Obstacle class representing obstacles in the game
var Obstacle = Container.expand(function () {
var self = Container.call(this);
var obstacleGraphics = self.attachAsset('obstacle', {
anchorX: 0.5,
anchorY: 0.5
});
self.speedX = -5;
// Update function for obstacle movement
self.update = function () {
self.x += self.speedX;
// Remove obstacle if it goes off screen
if (self.x < -obstacleGraphics.width / 2) {
self.destroy();
}
};
});
//<Assets used in the game will automatically appear here>
// Player class representing the main character
var Player = Container.expand(function () {
var self = Container.call(this);
var playerGraphics = self.attachAsset('player', {
anchorX: 0.5,
anchorY: 0.5
});
self.speedY = 0;
self.gravity = 0.5;
self.jumpStrength = -15;
// Update function for player movement
self.update = function () {
self.speedY += self.gravity;
self.y += self.speedY;
// Prevent player from falling below the ground
if (self.y > 2732 - playerGraphics.height / 2) {
self.y = 2732 - playerGraphics.height / 2;
self.speedY = 0;
// Flip the player when it hits the ground
playerGraphics.rotation += Math.PI;
}
};
// Jump function for the player
self.jump = function () {
self.speedY = self.jumpStrength;
// Reset player rotation when jumping
playerGraphics.rotation = 0;
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000 //Init game with black background
});
/****
* Game Code
****/
// Initialize player
var player = new Player();
player.x = 2048 / 4;
player.y = 2732 / 2;
game.addChild(player);
// Array to keep track of obstacles
var obstacles = [];
// Function to spawn obstacles
function spawnObstacle() {
var obstacle = new Obstacle();
obstacle.x = 2048 + obstacle.width / 2;
obstacle.y = 2732 - obstacle.height / 2;
obstacles.push(obstacle);
game.addChild(obstacle);
}
// Set interval to spawn obstacles periodically
var obstacleInterval = LK.setInterval(spawnObstacle, 2000);
// Handle game updates
game.update = function () {
player.update();
// Update all obstacles
for (var i = obstacles.length - 1; i >= 0; i--) {
obstacles[i].update();
// Check for collision with player
if (player.intersects(obstacles[i])) {
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
}
}
};
// Handle touch events for jumping
game.down = function (x, y, obj) {
player.jump();
};
// Clear obstacle interval on game over
game.on('gameOver', function () {
LK.clearInterval(obstacleInterval);
});