User prompt
let it be a single background asset
User prompt
add background
User prompt
When you throw a dart at the screen, let it randomly hit anywhere. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Please fix the bug: 'Uncaught TypeError: LK.effects.shakeScreen is not a function' in or related to this line: 'LK.effects.shakeScreen(100, 10);' Line Number: 121
User prompt
adjust the animations according to the new face, adjust the mouth, nose, and eyes. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
As we slap, the face should randomly escape to different places on the screen. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Please fix the bug: 'Uncaught TypeError: LK.effects.shakeScreen is not a function' in or related to this line: 'LK.effects.shakeScreen(100, 10);' Line Number: 123
Code edit (1 edits merged)
Please save this source code
User prompt
Face Slap Challenge
User prompt
Let's just have a human face without using a camera and slap it.
Initial prompt
Let there be a human face and a game where we slap it, with each slap increasing the score by one.
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var Face = Container.expand(function () { var self = Container.call(this); // Face base var faceGraphics = self.attachAsset('face', { anchorX: 0.5, anchorY: 0.5 }); // Eyes var leftEye = self.attachAsset('eye', { anchorX: 0.5, anchorY: 0.5, x: -50, y: -40 }); var rightEye = self.attachAsset('eye', { anchorX: 0.5, anchorY: 0.5, x: 50, y: -40 }); // Mouth var mouth = self.attachAsset('mouth', { anchorX: 0.5, anchorY: 0.5, x: 0, y: 40 }); // Red overlay for slap effect (initially invisible) var redOverlay = self.attachAsset('redOverlay', { anchorX: 0.5, anchorY: 0.5, alpha: 0 }); self.isBeingSlapped = false; self.lastSlapTime = 0; self.getSlapped = function () { if (self.isBeingSlapped) return; self.isBeingSlapped = true; self.lastSlapTime = Date.now(); // Visual feedback - red overlay redOverlay.alpha = 0.6; tween(redOverlay, { alpha: 0 }, { duration: 300 }); // Face reaction - bounce and scale tween(self, { scaleX: 1.2, scaleY: 0.9 }, { duration: 100, onFinish: function onFinish() { tween(self, { scaleX: 1, scaleY: 1 }, { duration: 200 }); } }); // Eyes reaction - make them "X" shaped by scaling tween(leftEye, { scaleY: 0.2 }, { duration: 150, onFinish: function onFinish() { tween(leftEye, { scaleY: 1 }, { duration: 200 }); } }); tween(rightEye, { scaleY: 0.2 }, { duration: 150, onFinish: function onFinish() { tween(rightEye, { scaleY: 1 }, { duration: 200 }); } }); // Mouth reaction - open wide tween(mouth, { scaleX: 1.5, scaleY: 2 }, { duration: 150, onFinish: function onFinish() { tween(mouth, { scaleX: 1, scaleY: 1 }, { duration: 300 }); } }); // Screen shake effect removed - not supported by LK engine // Play sounds var sounds = ['slap', 'ouch']; var randomSound = sounds[Math.floor(Math.random() * sounds.length)]; LK.getSound(randomSound).play(); // Face escapes to random position on screen var escapeX = 200 + Math.random() * (2048 - 400); // Random X within screen bounds var escapeY = 400 + Math.random() * (2732 - 800); // Random Y within screen bounds // Ensure face doesn't escape too close to current position var minDistance = 300; var currentDistance = Math.sqrt(Math.pow(escapeX - self.x, 2) + Math.pow(escapeY - self.y, 2)); if (currentDistance < minDistance) { // Force to opposite side of screen escapeX = self.x < 1024 ? 1600 + Math.random() * 300 : 200 + Math.random() * 300; escapeY = self.y < 1366 ? 1800 + Math.random() * 500 : 400 + Math.random() * 500; } tween(self, { x: escapeX, y: escapeY }, { duration: 800, easing: tween.easeOut }); // Reset slap state LK.setTimeout(function () { self.isBeingSlapped = false; }, 300); }; self.down = function (x, y, obj) { self.getSlapped(); }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x87CEEB }); /**** * Game Code ****/ var face = game.addChild(new Face()); face.x = 1024; face.y = 1366; var scoreTxt = new Text2('Slaps: 0', { size: 60, fill: 0x000000 }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); var slaps = 0; var gameTime = 0; var timeLimit = 30000; // 30 seconds var gameEnded = false; var timerTxt = new Text2('Time: 30', { size: 50, fill: 0x000000 }); timerTxt.anchor.set(1, 0); timerTxt.x = -20; timerTxt.y = 20; LK.gui.topRight.addChild(timerTxt); // Instructions var instructionTxt = new Text2('Tap the face to slap it!', { size: 40, fill: 0x333333 }); instructionTxt.anchor.set(0.5, 0); instructionTxt.y = 100; LK.gui.top.addChild(instructionTxt); game.down = function (x, y, obj) { if (gameEnded) return; // Check if clicking on the face var facePos = face.toGlobal({ x: 0, y: 0 }); var gamePos = game.toLocal(facePos); var distance = Math.sqrt(Math.pow(x - gamePos.x, 2) + Math.pow(y - gamePos.y, 2)); if (distance <= 150) { // Face radius slaps++; LK.setScore(slaps); scoreTxt.setText('Slaps: ' + slaps); } }; game.update = function () { if (gameEnded) return; gameTime += 16.67; // Approximate ms per frame at 60fps var remainingTime = Math.max(0, Math.ceil((timeLimit - gameTime) / 1000)); timerTxt.setText('Time: ' + remainingTime); // Check for game end if (gameTime >= timeLimit) { gameEnded = true; // Final score message var finalMessage = 'Great job! You slapped ' + slaps + ' times!'; if (slaps >= 50) { finalMessage = 'Amazing! ' + slaps + ' slaps! You are a slapping master!'; LK.showYouWin(); } else if (slaps >= 30) { finalMessage = 'Good work! ' + slaps + ' slaps! Not bad at all!'; LK.showGameOver(); } else { finalMessage = 'You got ' + slaps + ' slaps. Try harder next time!'; LK.showGameOver(); } return; } // Face tries to escape more frequently and unpredictably if (LK.ticks % 240 === 0) { // Every 4 seconds - face attempts to escape var escapeX = Math.random() < 0.5 ? 200 + Math.random() * 400 : 1448 + Math.random() * 400; var escapeY = Math.random() < 0.5 ? 400 + Math.random() * 600 : 1732 + Math.random() * 600; tween(face, { x: escapeX, y: escapeY }, { duration: 1500, easing: tween.easeInOut }); } // Additional random dodging behavior if (LK.ticks % 120 === 0 && Math.random() < 0.3) { // 30% chance every 2 seconds for quick dodge var dodgeX = face.x + (Math.random() - 0.5) * 400; var dodgeY = face.y + (Math.random() - 0.5) * 400; // Keep within screen bounds dodgeX = Math.max(200, Math.min(1848, dodgeX)); dodgeY = Math.max(400, Math.min(2300, dodgeY)); tween(face, { x: dodgeX, y: dodgeY }, { duration: 600, easing: tween.easeOut }); } };
===================================================================
--- original.js
+++ change.js
@@ -111,17 +111,25 @@
// Play sounds
var sounds = ['slap', 'ouch'];
var randomSound = sounds[Math.floor(Math.random() * sounds.length)];
LK.getSound(randomSound).play();
- // Random movement after slap
- var randomX = (Math.random() - 0.5) * 100;
- var randomY = (Math.random() - 0.5) * 100;
+ // Face escapes to random position on screen
+ var escapeX = 200 + Math.random() * (2048 - 400); // Random X within screen bounds
+ var escapeY = 400 + Math.random() * (2732 - 800); // Random Y within screen bounds
+ // Ensure face doesn't escape too close to current position
+ var minDistance = 300;
+ var currentDistance = Math.sqrt(Math.pow(escapeX - self.x, 2) + Math.pow(escapeY - self.y, 2));
+ if (currentDistance < minDistance) {
+ // Force to opposite side of screen
+ escapeX = self.x < 1024 ? 1600 + Math.random() * 300 : 200 + Math.random() * 300;
+ escapeY = self.y < 1366 ? 1800 + Math.random() * 500 : 400 + Math.random() * 500;
+ }
tween(self, {
- x: 1024 + randomX,
- y: 1366 + randomY
+ x: escapeX,
+ y: escapeY
}, {
- duration: 500,
- easing: tween.elasticOut
+ duration: 800,
+ easing: tween.easeOut
});
// Reset slap state
LK.setTimeout(function () {
self.isBeingSlapped = false;
@@ -209,21 +217,34 @@
LK.showGameOver();
}
return;
}
- // Make face slightly move around randomly every few seconds
- if (LK.ticks % 180 === 0) {
- // Every 3 seconds
- var randomX = 1024 + (Math.random() - 0.5) * 200;
- var randomY = 1366 + (Math.random() - 0.5) * 200;
- // Keep face within bounds
- randomX = Math.max(200, Math.min(1848, randomX));
- randomY = Math.max(400, Math.min(2300, randomY));
+ // Face tries to escape more frequently and unpredictably
+ if (LK.ticks % 240 === 0) {
+ // Every 4 seconds - face attempts to escape
+ var escapeX = Math.random() < 0.5 ? 200 + Math.random() * 400 : 1448 + Math.random() * 400;
+ var escapeY = Math.random() < 0.5 ? 400 + Math.random() * 600 : 1732 + Math.random() * 600;
tween(face, {
- x: randomX,
- y: randomY
+ x: escapeX,
+ y: escapeY
}, {
- duration: 1000,
+ duration: 1500,
easing: tween.easeInOut
});
}
+ // Additional random dodging behavior
+ if (LK.ticks % 120 === 0 && Math.random() < 0.3) {
+ // 30% chance every 2 seconds for quick dodge
+ var dodgeX = face.x + (Math.random() - 0.5) * 400;
+ var dodgeY = face.y + (Math.random() - 0.5) * 400;
+ // Keep within screen bounds
+ dodgeX = Math.max(200, Math.min(1848, dodgeX));
+ dodgeY = Math.max(400, Math.min(2300, dodgeY));
+ tween(face, {
+ x: dodgeX,
+ y: dodgeY
+ }, {
+ duration: 600,
+ easing: tween.easeOut
+ });
+ }
};
\ No newline at end of file