User prompt
please add a backdrop
User prompt
make the score increase by 1 everytime the player sucsesfully jumps over the enemy
User prompt
make the score text pastel pink
User prompt
add a score system everytime the player jumps over a enemy the score increases by 1
User prompt
make the enemys at the beginning slowly spawn as the game progress es the enemys spawn more often
User prompt
make the jump a little higher
User prompt
make the jump a litle bit higher
Initial prompt
kawaii parkour
/**** * 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.speed = 5; self.jumpPower = -18; self.gravity = 0.5; self.velocityY = 0; self.isJumping = false; self.isFlipping = false; self.flipRotation = 0; self.moveRight = function () { self.x += self.speed; }; self.jump = function () { if (!self.isJumping) { self.isJumping = true; self.velocityY = self.jumpPower; } }; self.update = function () { self.y += self.velocityY; self.velocityY += self.gravity; if (self.isFlipping) { playerGraphics.rotation += self.flipRotation; } // Check for ground collision if (self.y > game.height - playerGraphics.height) { self.y = game.height - playerGraphics.height; self.isJumping = false; self.isFlipping = false; playerGraphics.rotation = 0; } }; self.flip = function () { if (!self.isFlipping && self.isJumping) { self.isFlipping = true; self.flipRotation = Math.PI / 16; // 22.5 degrees per frame } }; }); // Define the Obstacle class var Obstacle = Container.expand(function () { var self = Container.call(this); var obstacleGraphics = self.createAsset('obstacle', 'Obstacle', 0.5, 1); self.speed = -5; self.move = function () { self.x += self.speed; }; self.update = function () { self.move(); }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 // Init game with black background }); /**** * Game Code ****/ // Initialize important asset arrays var obstacles = []; var player = game.addChild(new Player()); // Set the player's starting position player.x = 2048 / 4; player.y = game.height - player.height; // Game tick event LK.on('tick', function () { // Update player player.update(); // Update obstacles for (var i = obstacles.length - 1; i >= 0; i--) { obstacles[i].update(); // Check for collision with player if (player.intersects(obstacles[i])) { // End game if collision occurs LK.showGameOver(); } // Remove off-screen obstacles if (obstacles[i].x + obstacles[i].width < 0) { obstacles[i].destroy(); obstacles.splice(i, 1); } } // Spawn obstacles if (LK.ticks % 120 === 0) { // Every 2 seconds var obstacle = new Obstacle(); obstacle.x = game.width; obstacle.y = game.height - obstacle.height; obstacles.push(obstacle); game.addChild(obstacle); } }); // Touch event listeners game.on('down', function (obj) { var touchPos = obj.event.getLocalPosition(game); if (touchPos.x > game.width / 2) { player.moveRight(); } else { player.jump(); } }); game.on('up', function (obj) { player.flip(); });
===================================================================
--- original.js
+++ change.js
@@ -1,69 +1,69 @@
-/****
+/****
* 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.speed = 5;
- self.jumpPower = -15;
- self.gravity = 0.5;
- self.velocityY = 0;
- self.isJumping = false;
- self.isFlipping = false;
- self.flipRotation = 0;
- self.moveRight = function () {
- self.x += self.speed;
- };
- self.jump = function () {
- if (!self.isJumping) {
- self.isJumping = true;
- self.velocityY = self.jumpPower;
- }
- };
- self.update = function () {
- self.y += self.velocityY;
- self.velocityY += self.gravity;
- if (self.isFlipping) {
- playerGraphics.rotation += self.flipRotation;
- }
- // Check for ground collision
- if (self.y > game.height - playerGraphics.height) {
- self.y = game.height - playerGraphics.height;
- self.isJumping = false;
- self.isFlipping = false;
- playerGraphics.rotation = 0;
- }
- };
- self.flip = function () {
- if (!self.isFlipping && self.isJumping) {
- self.isFlipping = true;
- self.flipRotation = Math.PI / 16; // 22.5 degrees per frame
- }
- };
+ var self = Container.call(this);
+ var playerGraphics = self.createAsset('player', 'Player character', 0.5, 1);
+ self.speed = 5;
+ self.jumpPower = -18;
+ self.gravity = 0.5;
+ self.velocityY = 0;
+ self.isJumping = false;
+ self.isFlipping = false;
+ self.flipRotation = 0;
+ self.moveRight = function () {
+ self.x += self.speed;
+ };
+ self.jump = function () {
+ if (!self.isJumping) {
+ self.isJumping = true;
+ self.velocityY = self.jumpPower;
+ }
+ };
+ self.update = function () {
+ self.y += self.velocityY;
+ self.velocityY += self.gravity;
+ if (self.isFlipping) {
+ playerGraphics.rotation += self.flipRotation;
+ }
+ // Check for ground collision
+ if (self.y > game.height - playerGraphics.height) {
+ self.y = game.height - playerGraphics.height;
+ self.isJumping = false;
+ self.isFlipping = false;
+ playerGraphics.rotation = 0;
+ }
+ };
+ self.flip = function () {
+ if (!self.isFlipping && self.isJumping) {
+ self.isFlipping = true;
+ self.flipRotation = Math.PI / 16; // 22.5 degrees per frame
+ }
+ };
});
// Define the Obstacle class
var Obstacle = Container.expand(function () {
- var self = Container.call(this);
- var obstacleGraphics = self.createAsset('obstacle', 'Obstacle', 0.5, 1);
- self.speed = -5;
- self.move = function () {
- self.x += self.speed;
- };
- self.update = function () {
- self.move();
- };
+ var self = Container.call(this);
+ var obstacleGraphics = self.createAsset('obstacle', 'Obstacle', 0.5, 1);
+ self.speed = -5;
+ self.move = function () {
+ self.x += self.speed;
+ };
+ self.update = function () {
+ self.move();
+ };
});
-/****
+/****
* Initialize Game
****/
var game = new LK.Game({
- backgroundColor: 0x000000 // Init game with black background
+ backgroundColor: 0x000000 // Init game with black background
});
-/****
+/****
* Game Code
****/
// Initialize important asset arrays
var obstacles = [];
@@ -72,42 +72,42 @@
player.x = 2048 / 4;
player.y = game.height - player.height;
// Game tick event
LK.on('tick', function () {
- // Update player
- player.update();
- // Update obstacles
- for (var i = obstacles.length - 1; i >= 0; i--) {
- obstacles[i].update();
- // Check for collision with player
- if (player.intersects(obstacles[i])) {
- // End game if collision occurs
- LK.showGameOver();
- }
- // Remove off-screen obstacles
- if (obstacles[i].x + obstacles[i].width < 0) {
- obstacles[i].destroy();
- obstacles.splice(i, 1);
- }
- }
- // Spawn obstacles
- if (LK.ticks % 120 === 0) {
- // Every 2 seconds
- var obstacle = new Obstacle();
- obstacle.x = game.width;
- obstacle.y = game.height - obstacle.height;
- obstacles.push(obstacle);
- game.addChild(obstacle);
- }
+ // Update player
+ player.update();
+ // Update obstacles
+ for (var i = obstacles.length - 1; i >= 0; i--) {
+ obstacles[i].update();
+ // Check for collision with player
+ if (player.intersects(obstacles[i])) {
+ // End game if collision occurs
+ LK.showGameOver();
+ }
+ // Remove off-screen obstacles
+ if (obstacles[i].x + obstacles[i].width < 0) {
+ obstacles[i].destroy();
+ obstacles.splice(i, 1);
+ }
+ }
+ // Spawn obstacles
+ if (LK.ticks % 120 === 0) {
+ // Every 2 seconds
+ var obstacle = new Obstacle();
+ obstacle.x = game.width;
+ obstacle.y = game.height - obstacle.height;
+ obstacles.push(obstacle);
+ game.addChild(obstacle);
+ }
});
// Touch event listeners
game.on('down', function (obj) {
- var touchPos = obj.event.getLocalPosition(game);
- if (touchPos.x > game.width / 2) {
- player.moveRight();
- } else {
- player.jump();
- }
+ var touchPos = obj.event.getLocalPosition(game);
+ if (touchPos.x > game.width / 2) {
+ player.moveRight();
+ } else {
+ player.jump();
+ }
});
game.on('up', function (obj) {
- player.flip();
+ player.flip();
});
\ No newline at end of file
kawaii style kitten. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Kawaii style monster. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
kawaii style grass feild backdrop. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.