User prompt
do it jump lower
User prompt
do it jump lower
User prompt
do it jump more down
User prompt
do it jump more down
User prompt
jump higher but fall fast
User prompt
do the cat fall faster
User prompt
prevent 2 or 3 spikes daffilé
User prompt
le temps de creation d'un spike doit etre entre 1 et 2 secondes
User prompt
le temps de creation d'un spike doit etre entre 0.5 et 3 secondes
User prompt
create an another spike at random time
Code edit (3 edits merged)
Please save this source code
User prompt
make the spikes move faster
User prompt
create to spikes at one time
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show it
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create a new asset and name him bg
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delete background
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do it
User prompt
add a background
Code edit (1 edits merged)
Please save this source code
User prompt
make the spikes move a little bit slowly
User prompt
make the spikes move a little bit slowly
User prompt
make spikes move faster
User prompt
make the hoop moving faster
User prompt
make the hoop higher
User prompt
add only one to score
/**** * Classes ****/ // Explosion class var Explosion = Container.expand(function () { var self = Container.call(this); var frames = []; for (var i = 0; i < 5; i++) { var frame = self.attachAsset('explosionFrame' + i, { anchorX: 0.5, anchorY: 0.5 }); frame.visible = false; frames.push(frame); } var currentFrame = 0; self.animate = function () { if (currentFrame < frames.length) { frames[currentFrame].visible = false; currentFrame++; if (currentFrame < frames.length) { frames[currentFrame].visible = true; } } else { self.destroy(); } }; LK.setInterval(self.animate, 100); }); // Hoop class var Hoop = Container.expand(function () { var self = Container.call(this); var hoopGraphics = self.attachAsset('hoop', { anchorX: 0.5, anchorY: 1.0 }); self.move = function () { self.x -= 10; // Increase hoop movement speed to the left }; }); // Obstacle class var Obstacle = Container.expand(function () { var self = Container.call(this); var obstacleGraphics = self.attachAsset('obstacle', { anchorX: 0.5, anchorY: 1.0 }); self.move = function () { self.x -= 12; // Further decrease obstacle speed to the left }; }); // Assets are automatically created based on usage in the code. // Player class var Player = Container.expand(function () { var self = Container.call(this); var playerGraphics = self.attachAsset('player', { anchorX: 0.5, anchorY: 1.0 }); self.velocityY = 0; self.isJumping = false; self.jump = function () { if (!self.isJumping) { self.velocityY = -20; // Further decrease the jump height by reducing the initial upward velocity self.velocityY += 10; // Maintain the gravity effect for faster downward movement after jump self.isJumping = true; } }; self.update = function () { self.y += self.velocityY; if (self.y > game.floorLevel) { self.y = game.floorLevel; self.isJumping = false; } }; }); // Spike class var Spike = Container.expand(function () { var self = Container.call(this); var spikeGraphics = self.attachAsset('obstacle', { anchorX: 0.5, anchorY: 1.0 }); self.move = function () { self.x -= 15; // Increase spike speed to the left }; }); /**** * Initialize Game ****/ var game = new LK.Game({}); /**** * Game Code ****/ // Display the background asset 'bg' var background = LK.getAsset('bg', { anchorX: 0.0, // Top left anchor x-coordinate anchorY: 0.0, // Top left anchor y-coordinate x: 0, // Position x-coordinate y: 0 // Position y-coordinate }); game.addChild(background); // Display the current score // Correctly initialize and display the score at the top center of the screen var scoreDisplay = new Text2(LK.getScore().toString(), { size: 100, fill: "#ffffff", // White color for better visibility anchorX: 0.5, // Sets anchor to the center of the text anchorY: 0, // Sets anchor to the top of the text x: 2048 / 2, // Center horizontally based on virtual resolution width y: 50 // Position at the top }); LK.gui.top.addChild(scoreDisplay); LK.on('tick', function () { scoreDisplay.setText(LK.getScore().toString()); // Update the score display every tick with the current score }); // Initialize player var player = game.addChild(new Player()); player.x = 300; player.y = game.floorLevel = 2732 - 200; // Floor level // Initialize obstacles and hoops arrays game.obstacles = []; game.hoops = []; // Touch event to make the player jump game.on('down', function () { player.jump(); }); // Game tick event LK.on('tick', function () { player.update(); // Move and check obstacles for (var i = game.obstacles.length - 1; i >= 0; i--) { var obstacle = game.obstacles[i]; obstacle.move(); // Check collision with player if (player.intersects(obstacle)) { var explosion = new Explosion(); explosion.x = player.x; explosion.y = player.y; game.addChild(explosion); // Removed red flash screen effect // Set a timeout to simulate the end of the explosion animation before showing game over LK.setTimeout(function () { LK.showGameOver(); }, 500); // Assuming the explosion animation takes 500ms to complete } // Remove off-screen obstacles if (obstacle.x < -100) { obstacle.destroy(); game.obstacles.splice(i, 1); } } // Add spikes at random intervals if (LK.ticks % (Math.floor(Math.random() * (120 - 60 + 1)) + 60) == 0) { // Random interval between 1 to 2 seconds var newSpike = new Spike(); newSpike.x = 2048; // Start from the right edge newSpike.y = game.floorLevel; game.addChild(newSpike); game.obstacles.push(newSpike); } // Move and check hoops for (var j = game.hoops.length - 1; j >= 0; j--) { var hoop = game.hoops[j]; hoop.move(); // Check collision with player and increase score if (player.intersects(hoop)) { LK.setScore(LK.getScore() + 1); hoop.destroy(); // Destroy the hoop to prevent multiple score increments from a single hoop game.hoops.splice(game.hoops.indexOf(hoop), 1); } // Remove off-screen hoops if (hoop.x < -200) { // Considering hoop width hoop.destroy(); game.hoops.splice(j, 1); } } // Add new hoop if (LK.ticks % 360 == 0) { // Every 6 seconds, add a hoop var newHoop = new Hoop(); newHoop.x = 2048; // Start from the right edge newHoop.y = game.floorLevel - 400; // Position the hoop higher above the floor game.addChild(newHoop); game.hoops.push(newHoop); } });
===================================================================
--- original.js
+++ change.js
@@ -60,9 +60,9 @@
self.velocityY = 0;
self.isJumping = false;
self.jump = function () {
if (!self.isJumping) {
- self.velocityY = -30; // Decrease the jump height by reducing the initial upward velocity
+ self.velocityY = -20; // Further decrease the jump height by reducing the initial upward velocity
self.velocityY += 10; // Maintain the gravity effect for faster downward movement after jump
self.isJumping = true;
}
};
explosion frame. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
explosion frame. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
make the cat happy
make his mouth pink
delete grass
delete what is selected
make clouds similar of color of the sky, i mean dark purple and don't make it too visible