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убери фризы в игре
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Change the collision detection from object intersection to radius-based
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первые 2 obstucles всегда появляются obstucle1 или obstucle2, затем рандом
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первые 2 obstucles всегда появляются obstucle1 или obstucle2
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оптимизируй игру, удаляй лишние объекты
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исправить ошибку, что при пересечении с монеткой, она не уничтожается и SCORE не прибавляется
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отследи последнюю игру, посмотри, что игра проиграна, когда игрок не коснулся изображения
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Please fix the bug: 'TypeError: player.getBounds(...).intersects is not a function' in or related to this line: 'if (child === monetka && player.getBounds().intersects(monetka.getBounds())) {' Line Number: 646
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Please fix the bug: 'TypeError: player.getBounds(...).intersects is not a function' in or related to this line: 'child.lastWasIntersecting = player.getBounds().intersects(child.getBounds());' Line Number: 657
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проверять пересечения только по отображаемому изображению, а не по размерам изображения
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исправить ошибку, когда изображения еще не пересеклись, но произошел game over
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Please fix the bug: 'Cannot set properties of undefined (setting 'lastWasIntersecting')' in or related to this line: 'monetka.lastWasIntersecting = false; // Initialize last intersection state' Line Number: 271
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сделай свои рекомендации
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увеличить высоту прыжка на 100
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исправь ошибку, когда между появлением 2 и 3 Obstucle проходит длительное время
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Please fix the bug: 'Cannot read properties of undefined (reading 'x')' in or related to this line: 'var lastObstacleX = player.x; // Track the last X position where an obstacle was created' Line Number: 202
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The third obstacle appears with a significant delay rather than at a distance of 300 units due to the way the obstacle creation logic is structured. The code uses a timer to create obstacles at regular intervals, and the initial delay for the first obstacle is set to 3 seconds. This delay affects the timing of subsequent obstacles, causing them to appear based on the timer's interval rather than a specific distance from one another. The obstacle creation is not directly tied to the player's position or a fixed distance on the screen, but rather to the passage of time as dictated by the timer. исправь это
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/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var ButtonBot = Container.expand(function () { var self = Container.call(this); var buttonBotGraphics = self.attachAsset('BUTTON_BOT', { anchorX: 0.5, anchorY: 0.5 }); // Add down event to set landing duration to 100 during jump or double jump self.down = function (x, y, obj) { if (self.isPressed) { return; } // Debounce: Ignore if already pressed self.isPressed = true; // Set pressed state LK.setTimeout(function () { self.isPressed = false; // Reset pressed state after a short delay }, 20); // 20ms debounce delay self.scale.set(0.9); // Add press effect by scaling down if (!player.inAir && !player.doubleJump) { player.rotation -= Math.PI / 2.25; // Rotate 80 degrees counter-clockwise } else if (player.inAir || player.doubleJump) { tween(player, { y: 2732 / 2 - 250 }, { duration: 100, onFinish: function onFinish() { player.inAir = false; player.doubleJump = false; player.y = 2732 / 2 - 250; } }); } if (player.inAir || player.doubleJump) { if (!player.hasRotated) { player.rotation -= Math.PI / 2.25; // Rotate 80 degrees counter-clockwise player.hasRotated = true; // Ensure rotation only occurs once } tween(player, { y: 2732 / 2 - 250 }, { duration: 100, onFinish: function onFinish() { player.inAir = false; player.doubleJump = false; player.y = 2732 / 2 - 250; player.hasRotated = false; // Reset rotation flag } }); } else { player.hasRotated = false; // Reset rotation flag if not in air or double jump } }; // Add up event to reset rotation self.up = function (x, y, obj) { self.isPressed = false; // Reset pressed state self.scale.set(1); // Reset scale to original size if (!player.inAir && !player.doubleJump) { player.rotation += Math.PI / 2.25; // Rotate back 80 degrees clockwise } else if (player.inAir || player.doubleJump) { player.rotation += Math.PI / 2.25; // Rotate back 80 degrees clockwise } }; }); // Create a button top class var ButtonTop = Container.expand(function () { var self = Container.call(this); var buttonTopGraphics = self.attachAsset('BUTTON_TOP', { anchorX: 0.5, anchorY: 0.5 }); // Add down event to trigger jump self.down = function (x, y, obj) { if (self.isPressed) { return; } // Debounce: Ignore if already pressed self.isPressed = true; // Set pressed state LK.setTimeout(function () { self.isPressed = false; // Reset pressed state after a short delay }, 200); // 200ms debounce delay self.scale.set(0.9); // Add press effect by scaling down if (!player.doubleJump || player.inAir && !player.doubleJump) { if (player.inAir) { player.doubleJump = true; tween(player, { y: player.y - 400, rotation: player.rotation - Math.PI * 2 }, { duration: 230, easing: tween.easeInOut, onFinish: function onFinish() { player.inAir = true; // Allow another jump tween(player, { y: 2732 / 2 - 250 }, { duration: 800, onFinish: function onFinish() { player.inAir = false; player.doubleJump = false; player.y = 2732 / 2 - 250; } }); } }); return; } player.inAir = true; player.doubleJump = false; player.lastY = player.y; // Update lastY immediately after jump initiation player.lastX = player.x; // Update lastX immediately after jump initiation player.lastY = player.y; // Update lastY immediately after jump initiation player.lastX = player.x; // Update lastX immediately after jump initiation tween(player, { y: player.y - 400 }, { duration: 100, // Reduced duration to allow quicker second jump onFinish: function onFinish() { player.inAir = true; // Allow another jump tween(player, { y: 2732 / 2 - 250 }, { duration: 800, onFinish: function onFinish() { player.inAir = false; } }); } }); } }; // Add up event to reset scale self.up = function (x, y, obj) { self.isPressed = false; // Reset pressed state self.scale.set(1); // Reset scale to original size }; }); // Create a player class var Player = Container.expand(function () { var self = Container.call(this); var playerGraphics = self.attachAsset('character', { anchorX: 0.5, anchorY: 0.5 }); // Initialize the inAir flag self.inAir = false; self.doubleJump = false; self.hasRotated = false; // Initialize rotation flag // Initialize lastY and lastX for tracking changes self.lastY = self.y; self.lastX = self.x; }); /**** * Initialize Game ****/ // Add player to the game var game = new LK.Game({ backgroundColor: 0x12243b }); /**** * Game Code ****/ var obstacles = []; var player = game.addChild(new Player()); player.x = player.width / 2 + 200; // Position player 200 units to the right of the center left of the screen player.y = 2732 / 2 - 250; // Move player 150 units down player.rotation = Math.PI / 12; // Set initial rotation to 15 degrees clockwise var lastObstacleX = player.x; // Track the last X position where an obstacle was created var obstacleDistance = 300; // Distance between obstacles function createObstacle(assetId, x, y, rotation) { var obstacle = game.addChild(LK.getAsset(assetId, { anchorX: 0.5, anchorY: 0.5 })); obstacle.x = x; obstacle.y = y; obstacle.rotation = rotation; obstacles.push(obstacle); } var obstaclePositions = [{ assetId: 'obstacle1', x: 2140, y: 2732 / 2 + 430, rotation: Math.PI / 9 }, { assetId: 'obstacle2', x: 2140, y: 2732 / 2 + 455, rotation: Math.PI / 9 }, { assetId: 'obstacle3', x: 2140, y: 2732 / 2 + 420, rotation: Math.PI / 9 }, { assetId: 'obstacle4', x: 2140, y: 2732 / 2 + 445, rotation: Math.PI / 9 }, { assetId: 'obstacle5', x: 2140, y: 2732 / 2 + 440, rotation: Math.PI / 9 }, { assetId: 'obstacle6', x: 2140, y: 2732 / 2 + 455, rotation: Math.PI / 9 }, { assetId: 'obstacle7', x: 2140, y: 2732 / 2 + 100, rotation: Math.PI / 9 }, { assetId: 'obstacle8', x: 2140, y: 2732 / 2 + 100, rotation: Math.PI / 9 }, { assetId: 'obstacle9', x: 2140, y: 2732 / 2 + 100, rotation: Math.PI / 9 }]; function createRandomObstacle() { var randomIndex = Math.floor(Math.random() * obstaclePositions.length); var selectedObstacle = obstaclePositions[randomIndex]; createObstacle(selectedObstacle.assetId, selectedObstacle.x, selectedObstacle.y, selectedObstacle.rotation); } LK.setTimeout(createRandomObstacle, 2000); // Delay first obstacle creation by 2,1 seconds var monetka; // Declare monetka variable // Function to create Monetka image at a random height function createMonetka() { monetka = game.addChild(LK.getAsset('Monetka', { anchorX: 0.5, anchorY: 0.5 })); monetka.x = 2057; // Center image horizontally monetka.y = Math.floor(Math.random() * (1650 - 1300 + 1)) + 1300; // Random height between 300 and 1000 monetka.rotation = Math.PI / 9; // Rotate image by 20 degrees clockwise var scaleDirection = 1; // 1 for increasing, -1 for decreasing var scaleSpeed = 0.01; // Speed of scaling monetka.update = function () { // Update the scale monetka.scale.x += scaleSpeed * scaleDirection; monetka.scale.y += scaleSpeed * scaleDirection; // Check if we need to change direction if (monetka.scale.x >= 1.2) { scaleDirection = -1; // Start decreasing } else if (monetka.scale.x <= 1) { scaleDirection = 1; // Start increasing } }; } // Create Monetka every 3 seconds var monetkaTimer = LK.setInterval(createMonetka, 3000); // Add ikonka button to the GUI overlay layer to make it static var ikonkaButton = LK.gui.topRight.addChild(LK.getAsset('ikonka', { anchorX: 0.5, anchorY: 0.5, x: -100, // Move 100 pixels to the left y: 120 // Move 100 pixels down })); // Create and display score text at the top center of the screen var scoreText = new Text2(LK.getScore().toString(), { size: 130, fill: 0xFFFFFF, fontWeight: 'bold', font: 'Arial' // Specify the desired font here }); scoreText.anchor.set(0.5, 0); // Center horizontally, top edge scoreText.y = 30; // Move score 50 pixels down LK.gui.top.addChild(scoreText); ikonkaButton.interactive = true; // Make ikonka interactive ikonkaButton.down = function (x, y, obj) { if (ikonkaButton.isPressed) { return; // Debounce: Ignore if already pressed } ikonkaButton.isPressed = true; // Set pressed state LK.setTimeout(function () { ikonkaButton.isPressed = false; // Reset pressed state after a short delay }, 200); // 200ms debounce delay // Toggle transparency on button press if (ikonkaButton.alpha === 1) { ikonkaButton.alpha = 0.5; // Set transparency to 50% buttonTop.x -= 1700; // Move buttonTop 100 pixels to the left buttonBot.x -= 1700; // Move buttonBot 100 pixels to the left } else { ikonkaButton.alpha = 1; // Reset transparency buttonTop.x += 1700; // Move buttonTop back to original position buttonBot.x += 1700; // Move buttonBot back to original position } ikonkaButton.isPressed = false; // Reset pressed state }; var oblako = game.addChild(LK.getAsset('Oblako', { anchorX: 0.5, anchorY: 0.5 })); oblako.x = 2248; // Position 'Oblako' in the middle of the right side of the screen oblako.y = Math.floor(Math.random() * (901 - 400)) + 400; // Random height between 200 and 700 oblako.rotation = Math.PI / 9; // Rotate 'Oblako' by 20 degrees clockwise oblako.alpha = 0.3; // Set transparency to 50% var otherImageSpeed = 20; // Initial speed for other images var speedIncreaseTimer = LK.setInterval(function () { otherImageSpeed += 0.2; // Increase speed by 1 every 5 seconds }, 7000); var oblakoInstances = []; // Array to track oblako instances var oblakoTimer = LK.setInterval(function () { var newOblako = game.addChild(LK.getAsset('Oblako', { anchorX: 0.5, anchorY: 0.5 })); var scaleFactor = Math.random() * (1 - 0.33) + 0.33; // Random scale factor between 0.33 and 1 newOblako.scale.set(scaleFactor); // Apply random scale newOblako.x = 2248; // Position 'Oblako' in the middle of the right side of the screen newOblako.y = Math.floor(Math.random() * (901 - 400)) + 400; // Random height between 200 and 700 newOblako.rotation = Math.PI / 9; // Rotate 'Oblako' by 20 degrees clockwise newOblako.alpha = 0.3; // Set transparency to 50% oblakoInstances.push(newOblako); // Add new oblako to the array }, 18000); // Create an array to store 'Dom' images // Define BLEND_MODES to fix the undefined variable error var BLEND_MODES = { NORMAL: 0 }; var domImages = []; // Create the first 'Dom' image after 2 seconds LK.setTimeout(function () { var newDom = game.addChild(LK.getAsset('Dom', { anchorX: 0.5, anchorY: 0.5 })); newDom.x = 2048 / 2 + 2170; // Center image horizontally newDom.y = 2732 / 2 + 450; // Center image vertically newDom.rotation = Math.PI / 9; // Rotate image by 20 degrees clockwise newDom.alpha = 0.2; // Set transparency to 20% newDom.blendMode = BLEND_MODES.NORMAL; // Ensure transparency does not sum up domImages.push(newDom); // Create subsequent 'Dom' images every 3 seconds var domTimer = LK.setInterval(function () { var newDom = game.addChild(LK.getAsset('Dom', { anchorX: 0.5, anchorY: 0.5 })); newDom.x = 2048 / 2 + 2170; // Center image horizontally newDom.y = 2732 / 2 + 450; // Center image vertically newDom.rotation = Math.PI / 9; // Rotate image by 20 degrees clockwise newDom.alpha = 0.2; // Set transparency to 20% newDom.blendMode = BLEND_MODES.NORMAL; // Ensure transparency does not sum up domImages.push(newDom); }, 12500); }, 2220); // Set a random interval between 4 to 8 seconds to create SUNDUK function randomSundukCreation() { var randomTime = Math.floor(Math.random() * (10000 - 4000 + 1)) + 4000; LK.setTimeout(function () { createSunduk(); randomSundukCreation(); // Call again for continuous random creation }, randomTime); } // Start the random SUNDUK creation randomSundukCreation(); // Function to create SUNDUK image function createSunduk() { var sunduk = game.addChild(LK.getAsset('Sunduk', { anchorX: 0.5, anchorY: 0.5 })); sunduk.x = 2090; // Center image horizontally sunduk.y = Math.floor(Math.random() * (2732 - 2332 + 1)) + 2332; // Random height between 2332 and 2732 sunduk.rotation = Math.PI / 9; // Rotate image by 20 degrees clockwise sunduk.alpha = 0.5; // Set transparency to 50% } // Function to create UFO image function createUfo() { var ufo = game.addChild(LK.getAsset('Ufo', { anchorX: 0.5, anchorY: 0.5 })); ufo.x = 2090; // Center image horizontally ufo.y = Math.floor(Math.random() * (2732 - 2332 + 1)) + 2332; // Random height between 2332 and 2732 ufo.rotation = Math.PI / 9; // Rotate image by 20 degrees clockwise ufo.alpha = 0.5; // Set transparency to 50% } // Create a new image 123 every 3 seconds on the right side of the screen var image123Timer = LK.setInterval(function () { var newImage123 = game.addChild(LK.getAsset('123', { anchorX: 0.5, anchorY: 0.5 })); newImage123.x = 2048 + newImage123.width / 2; // Position on the right side of the screen newImage123.y = 2732 / 2 + 1290; // Move image down by 600 pixels newImage123.rotation = Math.PI / 9; // Rotate image by 20 degrees clockwise }, 1400); LK.setTimeout(function () { vzriv = game.addChild(LK.getAsset('Vzriv', { anchorX: 0.5, anchorY: 0.5 })); vzriv.x = vzriv.width / 2 + 90; // Position Vzriv at the left center of the screen vzriv.y = 2732 / 2 - 280; // Center Vzriv vertically game.setChildIndex(player, game.children.length - 1); // Move player to the top game.setChildIndex(buttonBot, game.children.length - 1); // Ensure buttonBot is on top game.setChildIndex(buttonTop, game.children.length - 1); // Ensure buttonTop is on top // Remove Vzriv 2.1 seconds after the game starts LK.setTimeout(function () { vzriv.destroy(); }, 2100); }, 1860); // Add image 123 to the center of the screen var image123 = game.addChild(LK.getAsset('123', { anchorX: 0.5, anchorY: 0.5 })); image123.x = 2048 / 2; // Center image horizontally image123.y = 2732 / 2 + 280; // Move image 123 down by 280 pixels image123.rotation = Math.PI / 9; // Rotate image 123 by 20 degrees clockwise // Add 'Dom' image to the center of the screen var domImage = game.addChild(LK.getAsset('Dom', { anchorX: 0.5, anchorY: 0.5 })); domImage.x = 2048 / 2 + 70; // Center image horizontally domImage.y = 2732 / 2 - 305; // Center image vertically domImage.rotation = Math.PI / 9; // Rotate image by 20 degrees clockwise domImage.alpha = 0.2; // Set transparency to 50% domImage.blendMode = BLEND_MODES.NORMAL; // Ensure transparency does not sum up // Add a glow effect to the 'Dom' image tween(domImage, { alpha: 0.2 }, { duration: 1000, yoyo: true, repeat: Infinity }); // Add image 'niz' to the bottom of the screen var niz = game.addChild(LK.getAsset('NIZ', { anchorX: 0.5, // Center horizontally anchorY: 0.5 // Align to the bottom })); niz.x = 2048 / 2 - 150; // Center image horizontally niz.y = 2732 - 200; // Position image at the bottom of the screen niz.rotation = Math.PI / 9; game.setChildIndex(niz, 0); // Move 'niz' to the back layer // Function to create ALMAZ image function createAlmaz() { var almaz = game.addChild(LK.getAsset('almaz', { anchorX: 0.5, anchorY: 0.5 })); almaz.x = 2090; // Center image horizontally almaz.y = Math.floor(Math.random() * (2732 - 2332 + 1)) + 2332; // Random height between 2332 and 2732 almaz.rotation = Math.PI / 9; // Rotate image by 20 degrees clockwise almaz.alpha = 0.7; // Set transparency to 70% } // Function to create SKELET image function createSkelet() { var skelet = game.addChild(LK.getAsset('Skelet', { anchorX: 0.5, anchorY: 0.5 })); skelet.x = 2090; // Center image horizontally skelet.y = Math.floor(Math.random() * (2732 - 2332 + 1)) + 2332; // Random height between 2332 and 2732 skelet.rotation = Math.PI / 9; // Rotate image by 20 degrees clockwise skelet.alpha = 0.5; // Set transparency to 50% } // Set a random interval between 4 to 8 seconds to create ALMAZ function randomAlmazCreation() { var randomTime = Math.floor(Math.random() * (10000 - 4000 + 1)) + 4000; LK.setTimeout(function () { createAlmaz(); randomAlmazCreation(); // Call again for continuous random creation }, randomTime); } // Start the random ALMAZ creation randomAlmazCreation(); // Set a random interval between 4 to 8 seconds to create SKELET function randomSkeletCreation() { var randomTime = Math.floor(Math.random() * (10000 - 4000 + 1)) + 4000; LK.setTimeout(function () { createSkelet(); randomSkeletCreation(); // Call again for continuous random creation }, randomTime); } // Start the random SKELET creation randomSkeletCreation(); // Set a random interval between 4 to 8 seconds to create UFO function randomUfoCreation() { var randomTime = Math.floor(Math.random() * (10000 - 4000 + 1)) + 4000; LK.setTimeout(function () { createUfo(); randomUfoCreation(); // Call again for continuous random creation }, randomTime); } // Start the random UFO creation randomUfoCreation(); // Create 'niz' every 2 seconds, except for the first instance var nizTimer = LK.setInterval(function () { var newNiz = game.addChild(LK.getAsset('NIZ', { anchorX: 0.5, anchorY: 0.5 })); newNiz.x = 2048 / 2 + 2000; newNiz.y = 2732 + 580; newNiz.rotation = Math.PI / 9; game.setChildIndex(newNiz, 0); }, 1400); var ball = game.addChild(LK.getAsset('Ball', { anchorX: 0.5, anchorY: 0.5 })); ball.x = ball.width / 2 - 100; // Shift ball 100 pixels to the left ball.y = 2732 / 2 - 300; // Center ball vertically LK.setTimeout(function () { tween(ball, { x: ball.x + 400 }, { duration: 360, // Reduced duration to double the speed easing: tween.linear, onFinish: function onFinish() { ball.destroy(); // Remove the ball after it moves 200 pixels } }); }, 1500); game.down = function (x, y, obj) {}; var player = game.addChild(new Player()); player.x = player.width / 2 + 200; // Position player 200 units to the right of the center left of the screen player.y = 2732 / 2 - 250; // Move player 150 units down player.rotation = Math.PI / 12; // Set initial rotation to 15 degrees clockwise // Add background to the game var background = game.addChild(LK.getAsset('background_1', { anchorX: 0.5, anchorY: 0.5 })); game.setChildIndex(background, 0); // Move background to the bottom background.x = 2048 / 2; // Center background horizontally background.y = 2732 / 2 + 150; // Move background down by 550 pixels background.rotation = Math.PI / 9; // Rotate background by 20 degrees clockwise // Move background_1 towards its left side var backgroundCounter = 0; var backgroundTimer = LK.setInterval(function () { var newBackground = game.addChild(LK.getAsset('background_1', { anchorX: 0.5, anchorY: 0.5 })); newBackground.x = 2048 / 2 + 2500; // Move background 2048 pixels to the right newBackground.y = 2732 / 2 + 1060; // Move background down by 1100 pixels newBackground.rotation = Math.PI / 9; // Rotate background by 20 degrees clockwise backgroundCounter++; if (backgroundCounter === 1) { LK.clearInterval(backgroundTimer); backgroundTimer = LK.setInterval(function () { var newBackground = game.addChild(LK.getAsset('background_1', { anchorX: 0.5, anchorY: 0.5 })); newBackground.x = 2048 / 2 + 2500; // Move background 2048 pixels to the right newBackground.y = 2732 / 2 + 1060; // Move background down by 1100 pixels newBackground.rotation = Math.PI / 9; // Rotate background by 20 degrees clockwise }, 2000); } else if (backgroundCounter === 2) { LK.clearInterval(backgroundTimer); backgroundTimer = LK.setInterval(function () { var newBackground = game.addChild(LK.getAsset('background_1', { anchorX: 0.5, anchorY: 0.5 })); newBackground.x = 2048 / 2 + 2500; // Move background 2048 pixels to the right newBackground.y = 2732 / 2 + 1060; // Move background down by 1100 pixels newBackground.rotation = Math.PI / 9; // Rotate background by 20 degrees clockwise }, 1800); } }, 400); var gameStarted = false; // Removed score increment from timer var gameStartTimer = LK.setTimeout(function () { gameStarted = true; }, 2000); // Add BUTTON_TOP to the game var buttonTop = game.addChild(new ButtonTop()); buttonTop.x = 2048 - buttonTop.width / 2 - 50; // Position buttonTop 50 units to the left of the right edge of the screen buttonTop.y = 2732 - buttonTop.height / 2 - 350; // Position buttonTop 370 units above the bottom edge of the screen // Add BUTTON_BOT to the game var buttonBot = game.addChild(new ButtonBot()); buttonBot.x = 2048 - buttonBot.width / 2 - 50; // Position buttonBot 50 units to the left of the right edge of the screen buttonBot.y = 2732 - buttonBot.height / 2 - 20; // Position buttonBot 20 units above the bottom edge of the screen game.update = function () { if (!gameStarted) { buttonTop.interactive = false; buttonBot.interactive = false; return; } buttonTop.interactive = true; buttonBot.interactive = true; // Update lastY and lastX for player player.lastY = player.y; player.lastX = player.x; // Create a random obstacle when the player has moved a certain distance if (player.x - lastObstacleX >= obstacleDistance) { createRandomObstacle(); lastObstacleX = player.x; // Update the last obstacle position } game.children.forEach(function (child) { if (child !== player && child !== buttonTop && child !== buttonBot) { if (child === monetka && player.intersects(monetka)) { monetka.destroy(); LK.setScore(LK.getScore() + 1); // Increase score by 1 scoreText.setText(LK.getScore().toString()); // Update score display return; } if (obstacles.includes(child) && player.intersects(child)) { LK.showGameOver(); // Trigger game over when player collides with any obstacle return; } if (child.lastWasIntersecting === undefined) { child.lastWasIntersecting = false; } if (child.lastX === undefined) { child.lastX = child.x; } if (child.lastY === undefined) { child.lastY = child.y; } if (child === domImage) { if (child.lastX === undefined) { child.lastX = child.x; } if (child.lastY === undefined) { child.lastY = child.y; } if (child.lastX === undefined) { child.lastX = child.x; } if (child.lastY === undefined) { child.lastY = child.y; } child.x -= 3 * Math.cos(child.rotation); // Set speed for domImage child.y -= 3 * Math.sin(child.rotation); // Set speed for domImage child.lastX = child.x; child.lastY = child.y; } else if (domImages.includes(child)) { child.x -= 3 * Math.cos(child.rotation); // Set speed for newDom images child.y -= 3 * Math.sin(child.rotation); // Set speed for newDom images } else { if (child === oblako || oblakoInstances.includes(child)) { child.x -= 1 * Math.cos(child.rotation); // Set speed for 'Oblako' child.y -= 1 * Math.sin(child.rotation); // Set speed for 'Oblako' } else { child.x -= otherImageSpeed * Math.cos(child.rotation); // Apply increased speed for other images child.y -= otherImageSpeed * Math.sin(child.rotation); // Apply increased speed for other images } } if (child.y + child.height / 2 < 0 || child.x - child.width / 2 > 2048 || child.y - child.height / 2 > 2732) { // If the image is completely off the screen child.destroy(); // Remove the image } } game.setChildIndex(player, game.children.length - 1); // Move player to the top game.setChildIndex(buttonBot, game.children.length - 1); // Ensure buttonBot is on top game.setChildIndex(buttonTop, game.children.length - 1); // Ensure buttonTop is on top }); // Add shaking effect to the player if (gameStarted) { if (LK.ticks < 130) { // Strong shake for the first second (assuming 60 FPS) player.x = player.lastX + Math.sin(LK.ticks / 0.5) * 10; player.y = player.lastY + Math.cos(LK.ticks / 0.5) * 10; } else { player.x = player.lastX + Math.sin(LK.ticks / 0.5) * 3; player.y = player.lastY + Math.cos(LK.ticks / 0.5) * 3; } if (vzriv && vzriv.parent) { vzriv.destroy(); } } };
===================================================================
--- original.js
+++ change.js
@@ -167,8 +167,12 @@
/****
* Game Code
****/
var obstacles = [];
+var player = game.addChild(new Player());
+player.x = player.width / 2 + 200; // Position player 200 units to the right of the center left of the screen
+player.y = 2732 / 2 - 250; // Move player 150 units down
+player.rotation = Math.PI / 12; // Set initial rotation to 15 degrees clockwise
var lastObstacleX = player.x; // Track the last X position where an obstacle was created
var obstacleDistance = 300; // Distance between obstacles
function createObstacle(assetId, x, y, rotation) {
var obstacle = game.addChild(LK.getAsset(assetId, {
создать мультяшного сидячего персонажа. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
snowball. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
белая стрелочка вниз. Ровная. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Алмаз, мультяшный. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Скелет дракона. Мультяшный. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Ufo (летающая тарелка). Мультяшная. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Пингвин в снегу. Мультяшный. Головой в снегу. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Мультяшный рыбак зимой сидит рыбачит. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Человек летит на параплане. Мультяшный. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Куст в снегу мультяшный. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Дирижабль, мультяшный. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Рука белая. Иконка. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Монетка золотая мультяшная. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
снежинка. мультяшная. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
text: New Record! Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows