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сделать поворот на 85 градусов по часовой стрелке только в том случае, если игрок повернулся на 85 градусов против часовой
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везде где совершены повороты игрока на 90 градусов, поменять на 85
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Please fix the bug: 'ReferenceError: combinedRadius is not defined' in or related to this line: 'child.lastWasIntersecting = distance < combinedRadius;' Line Number: 662
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при пересечении учитывать радиус ширины и высоты Player
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везде где совершены повороты игрока на 80 градусов, поменять на 90
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пересечания не работают, исправь
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игрок проходит под obstacle8 или obstacle9 и не нажата button_bot, то game over, иначе нет
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Tell me how to add a check, if the player passes by (in the width of the image) obstrucle8 or obstrucle9 and the bot button is not pressed, Then game over
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Change collision detection from object intersection to radius-based for obstacle
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Добавь сложность, только через текущие obstucles
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прибавь сложность в игре
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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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===================================================================
--- original.js
+++ change.js
@@ -167,9 +167,9 @@
/****
* Game Code
****/
var obstacles = [];
-var obstacleInterval = 220; // Initial interval for obstacle creation
+var obstacleInterval = 180; // Initial interval for obstacle creation, increased frequency
var intervalDecreaseTimer = LK.setInterval(function () {
if (obstacleInterval > 70) {
obstacleInterval -= 10; // Decrease interval by 10 every 10 seconds
}
@@ -220,15 +220,15 @@
y: 2732 / 2 + 100,
rotation: Math.PI / 9
}, {
assetId: 'obstacle8',
- x: 2162,
- y: 2732 / 2 + 98,
+ x: 2164,
+ y: 2732 / 2 + 97,
rotation: Math.PI / 9
}, {
assetId: 'obstacle9',
- x: 2162,
- y: 2732 / 2 + 98,
+ x: 2164,
+ y: 2732 / 2 + 97,
rotation: Math.PI / 9
}];
function createRandomObstacle() {
var randomIndex = Math.floor(Math.random() * obstaclePositions.length);
@@ -308,9 +308,9 @@
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 otherImageSpeed = 25; // Increased initial speed for other images
var speedIncreaseTimer = LK.setInterval(function () {
otherImageSpeed += 0.2; // Increase speed by 1 every 5 seconds
}, 10000);
var oblakoInstances = []; // Array to track oblako instances
@@ -513,9 +513,9 @@
newNiz.x = 2048 / 2 + 2000;
newNiz.y = 2732 + 580;
newNiz.rotation = Math.PI / 9;
game.setChildIndex(newNiz, 0);
-}, 2000);
+}, 1500); //{4g} // Increased frequency of 'niz' creation
var ball = game.addChild(LK.getAsset('Ball', {
anchorX: 0.5,
anchorY: 0.5
}));
@@ -651,19 +651,19 @@
}
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.x -= 4 * Math.cos(child.rotation); // Increased speed for domImage
+ child.y -= 4 * Math.sin(child.rotation); // Increased 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'
+ child.x -= 2 * Math.cos(child.rotation); // Increased speed for 'Oblako'
+ child.y -= 2 * Math.sin(child.rotation); // Increased 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
}
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