User prompt
How to fix the error that after the teleporter does not touch the cat it disappears, but then another one appears, this should not happen
User prompt
Every 5 points only 1 teleport appears, 2 teleports cannot appear in any way until another 5 points are scored
User prompt
After the teleport time has expired that is, for 3 seconds the teleport is removed, it will not be possible to see, interact, etc.
User prompt
Change: teleport appears every 5 points
User prompt
After the cat touches the teleport, a new teleport does not appear
User prompt
Add: A teleport appears every 3 points, only 1 teleport appears.
User prompt
Add a teleport (bonus) it appears at a random place on the field every 3 points, and if the cat does not touch it then it disappears after 3 seconds, but if the cat touches the teleport then the cat moves becomes not smooth, that is, the player can simply poke anywhere on the screen and the cat will simply move there, the effect on the cat lasts 5 seconds
User prompt
Make it so that when the bird touches the cloud it simply flies past and does not turn into a cloud dog
User prompt
add a bird (a new enemy) that flies vertically from above in zigzags downwards, if the cat touches it, we lose, the bird appears every 15 seconds
User prompt
Change the functions of the fish with the functions of the puffer fish, swap them
User prompt
Add so that the fish (which gives +1 point) appears randomly
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Ensure that the spawning logic for regular fish is correctly set up with an appropriate interval. If the interval is too long, set incorrectly, or the condition for spawning is never met, regular fish will not appear. Verify that the `LK.ticks` condition used for spawning regular fish is correctly implemented and that the interval aligns with the desired frequency of appearance. 2. **Review the Fish Class Implementation**: Make sure that the class representing regular fish is correctly defined and instantiated. Check for any errors in the class definition, such as incorrect asset references or issues in the `move` method that might prevent the fish from being displayed or moving correctly on the screen.
User prompt
Make sure that the spawning logic of common fish and puffer fish is clearly separated and correctly implemented. Each type of fish should have its own conditions and spawning intervals. If the spawning logic was combined or confused during the correction, it could lead to one type of fish spawning instead of the other. 3. **Check the class definitions**. If common fish and puffer fish are defined as separate classes or within the same class with different methods or properties, review these definitions to make sure they correctly identify an instance of the intended type of fish. A typo or copy-paste error in class definitions can lead to the creation of the wrong type of fish.
User prompt
Make sure that the asset references for common fish and puffer fish are correctly identified and used in the appropriate sections of the code. Each type of fish must have a unique asset identifier that distinguishes it from the other. The erroneous use of the puffer fish asset identifier instead of the identifier of a regular fish can lead to the appearance of the wrong type of fish.
User prompt
Spawning logic disabled or deleted**: If the code responsible for spawning ordinary fish has been disabled (commented out) or deleted, ordinary fish will not appear in the game. This could have been done intentionally during development or by mistake. **How to fix**: View the checkmark function in the game or any relevant section where the logic of appearance is implemented. If the spawning code of ordinary fish is missing or commented out, re-enable or rewrite the code, including the logic of spawning of ordinary fish at appropriate intervals.
User prompt
Locate the part of the game's tick function or any other relevant section where ordinary fish are spawned. This typically involves a conditional statement that checks if certain conditions are met (e.g., a specific interval of game ticks) before creating a new fish instance. 2. **Disable or Remove the Spawning Code**: Once you've identified where ordinary fish are spawned, you have a couple of options: - **Disable the Spawning**: You can temporarily disable the spawning of ordinary fish by commenting out the code responsible for their creation. This approach is useful if you might want to re-enable fish spawning later without having to rewrite the code. - **Remove the Spawning Code**: If you're certain that ordinary fish should never appear in the game again, you can permanently remove the code that spawns them. This makes the change irreversible unless you manually add the spawning logic back into the game code.
User prompt
Ensure that the collision detection between the character and the puffer fish is accurately implemented. This involves checking if the character's position overlaps with the position of any puffer fish instance on the screen. 2. **Adjusting the Scoring Logic**: Upon detecting a collision with a puffer fish, instead of increasing the score, you should subtract 1 point from the current score. This can be done by modifying the part of the code responsible for updating the score upon collision. Specifically, use a subtraction operation to decrease the score.
User prompt
Puffer fish does not add points but takes away
User prompt
Add a puffer fish (negative), it leaves the right screen and goes horizontally to the right, if the cat touches it, it refers to -1 point, fish_fugu appears at the beginning of 1 point (that is, by 2 points, 3, 4,5,6, 7,8,9, etc.)Only one puffer fish appears, and the puffer fish has its own image.
User prompt
Add a puffer fish (negative), it leaves the right screen and goes horizontally to the right, if the cat touches it, it refers to -1 point, fish_fugu appears at the beginning of 1 point (that is, by 2 points, 3, 4,5,6, 7,8,9, etc.)Only one puffer fish appears, and the puffer fish has its own image.
User prompt
Bring back the regular fish and the puffer fish will subtract one point
User prompt
Добавляем рыбу фугу (отрицательный бонус) он как и рыба выходит из правого экрана и идет горизонтально вправо, если кот его касается то -1 очко, рыба фугу появляется каждые 1 очко(то есть на 2 баллы, 3, 4,5,6,7,8,9 и т.д.)Появляется только одна рыба фугу, вторая появится, когда мы наберем 2 очка, и у рыбы фугу есть свое изображение.
User prompt
Only one puffer fish appears, the second one will appear when we score 2 points, and the puffer fish has its own image
User prompt
Add a puffer fish (negative bonus) he, like a fish, comes out of the right screen and goes horizontally to the right, if the cat touches him then -1 point, a puffer fish appears every 1 point(that is, at 2 points, 3, 4,5,6,7,8,9, etc.)
/**** * Classes ****/ // Assets will be automatically created based on usage in the code. // Character class var Character = Container.expand(function () { var self = Container.call(this); var characterGraphics = self.attachAsset('character', { anchorX: 0.5, anchorY: 0.5 }); self.targetX = self.x; // Initialize targetX self.targetY = self.y; // Initialize targetY self.update = function () { // Smoothly move the character towards the target position var dx = self.targetX - self.x; var dy = self.targetY - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 1) { self.x += dx * 0.05; self.y += dy * 0.05; } // Keep the character within the game boundaries if (self.x < 0) { self.x = 0; } else if (self.x > 2048) { self.x = 2048; } if (self.y < 0) { self.y = 0; } else if (self.y > 2732) { self.y = 2732; } }; }); // Cloud class var Cloud = Container.expand(function () { var self = Container.call(this); var cloudGraphics = self.attachAsset('cloud', { anchorX: 0.5, anchorY: 0.5, scaleX: 2, scaleY: 2 }); self.move = function () { // Cloud movement logic here self.y += 5; // The cloud moves downwards }; }); // Collectible class var Collectible = Container.expand(function () { var self = Container.call(this); var collectibleGraphics = self.attachAsset('collectible', { anchorX: 0.5, anchorY: 0.5 }); }); // EnemyCar class var EnemyCar = Container.expand(function () { var self = Container.call(this); var enemyCarGraphics = self.attachAsset('enemyCar', { anchorX: 0.5, anchorY: 0.5 }); self.timer = 180; // 3 seconds in ticks (60 ticks per second) self.speed = 0; // Initial speed self.move = function () { if (self.timer > 0) { // Wait for 3 seconds self.timer--; if (self.timer === 0) { // After 3 seconds, start moving at high speed self.speed = 30; // High speed } } else { // Move the enemy car to the left at high speed self.x -= self.speed; } }; }); // Fish class var Fish = Container.expand(function () { var self = Container.call(this); var fishGraphics = self.attachAsset('fish', { anchorX: 0.5, anchorY: 0.5 }); // Ensure fish moves at a consistent speed and checks for game boundaries self.move = function () { self.x -= 5; // Adjust speed if necessary // Check for game boundaries if (self.x < 0) { self.destroy(); // Remove fish if it moves off-screen } }; }); // GoldenFish class var GoldenFish = Container.expand(function () { var self = Container.call(this); var goldenFishGraphics = self.attachAsset('goldenFish', { anchorX: 0.5, anchorY: 0.5 }); self.move = function () { // GoldenFish movement logic here self.x -= 5; // The golden fish moves forward }; }); // MegaDog class var MegaDog = Container.expand(function () { var self = Container.call(this); var megaDogGraphics = self.attachAsset('megaDog', { anchorX: 0.5, anchorY: 0.5 }); self.move = function () { // MegaDog movement logic here self.x -= 2; // The mega dog moves forward }; }); // ObeseDog class var ObeseDog = Container.expand(function () { var self = Container.call(this); var obeseDogGraphics = self.attachAsset('obeseDog', { anchorX: 0.5, anchorY: 0.5 }); self.direction = 'left'; self.move = function () { // ObeseDog movement logic here if (self.direction === 'left') { self.x -= 5; // The obese dog moves left } else { self.x += 5; // The obese dog moves right } }; }); // Obstacle class var Obstacle = Container.expand(function () { var self = Container.call(this); var obstacleGraphics = self.attachAsset('obstacle', { anchorX: 0.5, anchorY: 0.5 }); self.move = function () { // Obstacle movement logic here self.x -= 5; // The obstacle (dog) moves forward }; }); // PufferFish class var PufferFish = Container.expand(function () { var self = Container.call(this); var pufferFishGraphics = self.attachAsset('pufferFish', { anchorX: 0.5, anchorY: 0.5 }); self.move = function () { // PufferFish movement logic here self.x -= 10; // The puffer fish moves to the left faster }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x87CEEB // Light blue background to represent the sky }); /**** * Game Code ****/ var enemyCars = []; var character = game.addChild(new Character()); character.x = 200; character.y = 2732 / 2; // Start in the middle of the screen vertically var obstacles = []; var collectibles = []; var pufferFishes = []; // Array to track PufferFish instances var score = 0; // Score display var scoreTxt = new Text2(score.toString(), { size: 150, fill: "#ffffff" }); LK.gui.top.addChild(scoreTxt); // Touch event to move the character game.on('down', function (obj) { var pos = obj.event.getLocalPosition(game); character.targetX = pos.x; // Set target position for character character.targetY = pos.y; // Set target position for character }); var fishes = []; var goldenFishes = []; var clouds = []; var obeseDogs = []; var megaDogs = []; // Game tick event LK.on('tick', function () { character.update(); // Move obstacles and check for collision with the character for (var i = obstacles.length - 1; i >= 0; i--) { obstacles[i].move(); if (obstacles[i].intersects(character)) { // Game over logic LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } // Check for collision with clouds for (var j = clouds.length - 1; j >= 0; j--) { if (obstacles[i].intersects(clouds[j])) { // Create an obese dog var newObeseDog = new ObeseDog(); newObeseDog.x = obstacles[i].x; newObeseDog.y = obstacles[i].y; obeseDogs.push(newObeseDog); game.addChild(newObeseDog); // Remove the obstacle and the cloud obstacles[i].destroy(); obstacles.splice(i, 1); clouds[j].destroy(); clouds.splice(j, 1); break; } } // Remove off-screen obstacles if (obstacles[i] && obstacles[i].x < -100) { obstacles[i].destroy(); obstacles.splice(i, 1); } } // Spawn obstacles if (LK.ticks % 120 == 0) { // Every 2 seconds var newObstacle = new Obstacle(); newObstacle.x = 2048; // Prevent dogs from appearing in the lane where the wall is do { newObstacle.y = Math.random() * 2732; } while (Math.abs(newObstacle.y - character.y) < character.height); obstacles.push(newObstacle); game.addChild(newObstacle); } // Check for collectible collision for (var j = collectibles.length - 1; j >= 0; j--) { if (collectibles[j].intersects(character)) { score += 10; // Increase score scoreTxt.setText(score.toString()); // Update score display collectibles[j].destroy(); collectibles.splice(j, 1); } } // Move fishes and check for collision with the character for (var k = fishes.length - 1; k >= 0; k--) { fishes[k].move(); if (fishes[k].intersects(character)) { score = Math.max(0, score - 1); // Decrease score by 1, ensuring it doesn't go below 0 scoreTxt.setText(score.toString()); // Update score display if (score % 10 == 0 && score != 0) { var newMegaDog = new MegaDog(); newMegaDog.x = 2048; newMegaDog.y = Math.random() * 2732; megaDogs.push(newMegaDog); game.addChild(newMegaDog); } fishes[k].destroy(); fishes.splice(k, 1); } // Remove off-screen fishes if (fishes[k] && fishes[k].x < -100) { fishes[k].destroy(); fishes.splice(k, 1); } } // Move golden fishes and check for collision with the character for (var l = goldenFishes.length - 1; l >= 0; l--) { goldenFishes[l].move(); if (goldenFishes[l].intersects(character)) { // Remove one obese dog if (obeseDogs.length > 0) { obeseDogs[0].destroy(); obeseDogs.splice(0, 1); } goldenFishes[l].destroy(); goldenFishes.splice(l, 1); } // Remove off-screen golden fishes if (goldenFishes[l] && goldenFishes[l].x < -100) { goldenFishes[l].destroy(); goldenFishes.splice(l, 1); } } // Spawn ordinary fishes if (LK.ticks % 180 == 0) { // Every 5 seconds var newFish = new Fish(); newFish.x = 2048; newFish.y = Math.random() * 2732; fishes.push(newFish); game.addChild(newFish); } // Spawn golden fishes if (LK.ticks % 900 == 0) { // Every 15 seconds var newGoldenFish = new GoldenFish(); newGoldenFish.x = 2048; newGoldenFish.y = Math.random() * 2732; goldenFishes.push(newGoldenFish); game.addChild(newGoldenFish); } // Spawn clouds if (LK.ticks % 300 == 0) { // Every 5 seconds var newCloud = new Cloud(); newCloud.x = Math.random() * 2048; newCloud.y = 0; clouds.push(newCloud); game.addChild(newCloud); } // Move clouds and check for collision with the character for (var l = clouds.length - 1; l >= 0; l--) { clouds[l].move(); if (clouds[l].intersects(character)) { // Game over logic LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } // Remove off-screen clouds if (clouds[l].y > 2732) { clouds[l].destroy(); clouds.splice(l, 1); } } // Move obese dogs and check for collision with the character for (var m = obeseDogs.length - 1; m >= 0; m--) { obeseDogs[m].move(); if (obeseDogs[m].intersects(character)) { // Game over logic LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } // Change direction when the obese dog reaches the edge of the screen if (obeseDogs[m].x <= 0 && obeseDogs[m].direction === 'left') { obeseDogs[m].direction = 'right'; } else if (obeseDogs[m].x >= 2048 && obeseDogs[m].direction === 'right') { obeseDogs[m].direction = 'left'; } // Remove off-screen obese dogs if (obeseDogs[m].x < -100 || obeseDogs[m].x > 2148) { obeseDogs[m].destroy(); obeseDogs.splice(m, 1); } // Move mega dogs and check for collision with the character for (var n = megaDogs.length - 1; n >= 0; n--) { megaDogs[n].move(); if (megaDogs[n].intersects(character)) { // Game over logic LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } // Remove off-screen mega dogs if (megaDogs[n].x < -100) { megaDogs[n].destroy(); megaDogs.splice(n, 1); } } } // Move PufferFishes and check for collision with the character for (var i = pufferFishes.length - 1; i >= 0; i--) { pufferFishes[i].move(); if (pufferFishes[i].intersects(character)) { score = Math.max(0, score - 1); // Decrease score by 1, ensuring it doesn't go below 0 scoreTxt.setText(score.toString()); // Update score display pufferFishes[i].destroy(); pufferFishes.splice(i, 1); } // Remove off-screen PufferFishes if (pufferFishes[i] && pufferFishes[i].x < -100) { pufferFishes[i].destroy(); pufferFishes.splice(i, 1); } } // Move enemy cars, check for off-screen, and end game on collision with character for (var i = enemyCars.length - 1; i >= 0; i--) { enemyCars[i].move(); if (enemyCars[i].intersects(character)) { // End game if character touches the car LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } if (enemyCars[i].x < -300) { // Assuming the width of the car is 300 enemyCars[i].destroy(); enemyCars.splice(i, 1); } } // Spawn enemy cars if (LK.ticks % 600 == 0) { // Every 10 seconds var newEnemyCar = new EnemyCar(); newEnemyCar.x = 2048; // Start from the right edge newEnemyCar.y = Math.random() * 2732; // Position randomly on the vertical axis game.addChild(newEnemyCar); enemyCars.push(newEnemyCar); // Add the newEnemyCar to the global enemyCars array for tracking } // Spawn PufferFish for negative scoring if (LK.ticks % 180 == 0 && score >= 1 && score % 2 == 0) { // Appears at the beginning of 1 point and every 2 points thereafter var newPufferFish = new PufferFish(); // Corrected to spawn PufferFish instead of Fish newPufferFish.x = 2048; // Start from the right edge newPufferFish.y = Math.random() * 2732; // Position randomly on the vertical axis game.addChild(newPufferFish); pufferFishes.push(newPufferFish); // Add the newPufferFish to the global pufferFishes array for tracking } // Spawn collectibles if (LK.ticks % 180 == 0) { // Every 3 seconds var newCollectible = new Collectible(); newCollectible.x = 2048; newCollectible.y = Math.random() * 2732; collectibles.push(newCollectible); game.addChild(newCollectible); } });
===================================================================
--- original.js
+++ change.js
@@ -84,11 +84,15 @@
var fishGraphics = self.attachAsset('fish', {
anchorX: 0.5,
anchorY: 0.5
});
+ // Ensure fish moves at a consistent speed and checks for game boundaries
self.move = function () {
- // Fish movement logic here
- self.x -= 5; // The fish moves forward
+ self.x -= 5; // Adjust speed if necessary
+ // Check for game boundaries
+ if (self.x < 0) {
+ self.destroy(); // Remove fish if it moves off-screen
+ }
};
});
// GoldenFish class
var GoldenFish = Container.expand(function () {
@@ -286,9 +290,9 @@
goldenFishes.splice(l, 1);
}
}
// Spawn ordinary fishes
- if (LK.ticks % 300 == 0) {
+ if (LK.ticks % 180 == 0) {
// Every 5 seconds
var newFish = new Fish();
newFish.x = 2048;
newFish.y = Math.random() * 2732;
cat. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Dog which goes to the left. 2D, Without background
Wall. 2D, Without background
cartoon fish. 2D, Without background
cartoon cloud. 2D, Without background
Cloud Dog. 2D
cartoon golden fish. 2D
Mega dog. 2D cartoon, no background
Bird. 2D cartoon, no background
Red car 2D. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Puffer fish. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
teleport 2D. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.