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Please fix the bug: 'ReferenceError: seedGraphics is not defined' in or related to this line: 'seedGraphics.tint = 0x00FF00;' Line Number: 82
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Please fix the bug: 'Timeout.tick error: Cannot read properties of undefined (reading 'destroy')' in or related to this line: 'self.destroy();' Line Number: 153
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in the game update function, arrange clouds so that the ones with higher Y value appear in front of the other ones.
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please fix this code so it adds a new rtainshower instance as intended: rainshowerGraphics = self.add(new RainShower(), { anchorX: 0.5, anchorY: 0 });
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where it says '// flip the rainshower asset horizontally.', please flip the rainshower graphics horizontally
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where it says self.rainshower.flip.x *= -1; please make the rainshower asset of the waterballon flip horizontally
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Please fix the bug: 'Uncaught TypeError: self.attachAssetAt is not a function' in or related to this line: 'self.attachAssetAt('rainpour', self.children.length - 1);' Line Number: 109
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the particles in the pop function should make a regular circular explosion with width 500px
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the waterbaloon pop function should replace the waterballoon with a particle effect of water droplets spraying down, darkening the field below.
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igive each balloon a random rotation on spawn
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/**** * Classes ****/ // BigRedButton class var BigRedButton = Container.expand(function () { var self = Container.call(this); var buttonGraphics = self.attachAsset('bigRedButton', { anchorX: 0.5, anchorY: 0.5 }); }); // OldFarmer class var OldFarmer = Container.expand(function () { var self = Container.call(this); var farmerGraphics = self.attachAsset('oldFarmer', { anchorX: 0.5, anchorY: 0.5 }); }); // Particle class var Particle = Container.expand(function () { var self = Container.call(this); var particleGraphics = self.attachAsset('waterDroplet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = { x: 0, y: 0 }; self.update = function () { self.x += self.speed.x; self.y += self.speed.y; if (self.y > 2732) { self.destroy(); } }; }); // Seed class var Seed = Container.expand(function () { var self = Container.call(this); self.watered = false; self.water = function () { self.watered = true; // Change color to indicate watering seedGraphics.tint = 0x00FF00; }; }); //<Assets used in the game will automatically appear here> // WaterBalloon class var WaterBalloon = Container.expand(function () { var self = Container.call(this); var balloonGraphics = self.attachAsset('waterBalloon', { anchorX: 0.5, anchorY: 0.5 }); self.speed = { x: 0, y: 0 }; self.alpha = 0.7; self.hw = self.width / 2; self.hh = self.height / 2; self.fullyEnteredStage = false; self.update = function () { self.x += self.speed.x; self.y += self.speed.y; if (self.fullyEnteredStage) { if (self.x < self.hw) { self.speed.x *= -1; self.x = self.hw; } else if (self.x > 2048 - self.hw) { self.x = 2048 - self.hw; self.speed.x *= -1; } if (self.y < self.hh) { self.y = self.hh; self.speed.y *= -1; } else if (self.y > 2732 - self.hh) { self.y = 2732 - self.hh; self.speed.y *= -1; } } else { if (self.x > self.hw && self.x < 2048 - self.hw) { if (self.y > self.hh && self.y < 2732 - self.hw) { self.fullyEnteredStage = true; } } } }; self.pop = function () { // Create a circular explosion of particles for (var i = 0; i < 360; i += 18) { var particle = new Particle(); var angle = i * Math.PI / 180; var radius = 250; // Half of the desired explosion width particle.x = self.x + Math.cos(angle); particle.y = self.y + Math.sin(angle); particle.speed.x = radius / 100 * Math.cos(angle); particle.speed.y = radius / 100 * Math.sin(angle); game.addChild(particle); } // Destroy the water balloon self.destroy(); }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x87CEEB // Light blue background to represent the sky }); /**** * Game Code ****/ var background = game.attachAsset('background', { anchorX: 0.5, anchorY: 0, scaleX: 1, scaleY: 1 }); background.x = 1024; //background.width / 2; // Create a semi-transparent black window behind the instruction text var instructionWindow = LK.getAsset('blackWindow', { width: 2048, height: 2732, color: 0x000000, alpha: 0.7, shape: 'box', anchorX: 0.5 }); game.addChild(instructionWindow); // Add instruction text var instructionText = new Text2("The weather's been dry lately, but we finally got our new WATER BALLOON SYSTEM in place!\n\nJust push THE RED BUTTON when the BALLOONS are over the SEEDS, and we'll have a GREAT harvest!\n\nTap once to begin.", { size: 62, weight: 800, font: 'Verdana, sans-serif', fill: "#aaffaa", align: "center", wordWrap: true, wordWrapWidth: 1948, stroke: '#000000', strokeThickness: 15 }); instructionText.anchor.set(0.5, 0); instructionText.x = 1024; instructionText.y = 400; instructionWindow.width = instructionText.width + 100; instructionWindow.height = instructionText.height + 100; instructionWindow.x = instructionText.x; instructionWindow.y = instructionText.y - 50; game.addChild(instructionText); var seedTypes = ['pumpkin1']; var seedPositions = [[150, 700], [270, 1200], [270, 1600], [270, 2300], [525, 800], [800, 2000], [920, 820], [1300, 750], [1550, 500], [1800, 750], [1600, 1100], [1625, 1550], [1700, 2000], [1700, 2350]]; var seeds = []; var waterBalloons = []; var balloonSpeedMaster = 3; var score = 0; var scoreTxt = new Text2('0', { size: 150, fill: "#ffffff" }); // Add the big red button to the game var bigRedButton = new BigRedButton(); bigRedButton.x = 1024; // Center of the screen bigRedButton.y = 2632 - bigRedButton.height / 2; // Bottom of the screen game.addChild(bigRedButton); // Add the old farmer to the game var oldFarmer = new OldFarmer(); oldFarmer.x = instructionText.x - oldFarmer.width - 500; // Left side of the instructions oldFarmer.y = instructionText.y - oldFarmer.height / 2 - 50; // Above the instructions game.addChild(oldFarmer); scoreTxt.anchor.set(0.5, 0); var seeds = []; LK.gui.top.addChild(scoreTxt); // Handle touch events bigRedButton.down = function (x, y, obj) { bigRedButton.attachAsset('buttonPressed', { anchorX: 0.5, anchorY: 0.5 }); if (seeds.length === 0) { oldFarmer.alpha = 0; instructionText.alpha = 0; instructionWindow.alpha = 0; for (var i = 0; i < seedPositions.length; i++) { var seedType = seedTypes[Math.floor(Math.random() * seedTypes.length)]; var seed = new Seed(); seed.attachAsset(seedType, { anchorX: 0.5, anchorY: 0.5 }); seed.x = seedPositions[i][0]; // Position from seedPositions array seed.y = seedPositions[i][1]; // Position from seedPositions array seeds.push(seed); game.addChild(seed); } } if (waterBalloons.length === 0) { // Spawn 5 waterballoons at random offscreen-positions for (var i = 0; i < 5; i++) { var waterBalloon = new WaterBalloon(); //waterBalloon.rotation = Math.random() * Math.PI * 2; // Assign a random rotation between 0 and 2PI radians waterBalloon.rotation = Math.PI / 3 - Math.PI / 2; if (Math.random() > 0.5) { if (Math.random() > 0.5) { waterBalloon.x = -400; waterBalloon.speed.x = 1; } else { waterBalloon.x = 2048 + 400; waterBalloon.speed.x = -1; } waterBalloon.y = Math.random() * 2732; waterBalloon.speed.y = waterBalloon.y > 1366 ? -1 : 1; } else { if (Math.random() > 0.5) { waterBalloon.y = -400; waterBalloon.speed.y = 1; } else { waterBalloon.y = 2732 + 400; waterBalloon.speed.y = -1; } waterBalloon.x = Math.random() * 2048; waterBalloon.speed.x = waterBalloon.x > 1024 ? -1 : 1; } var diff = Math.random() * 0.5; if (Math.random() > 0.5) { waterBalloon.speed.x += diff; waterBalloon.speed.y -= diff; } else { waterBalloon.speed.x -= diff; waterBalloon.speed.y += diff; } waterBalloon.speed.x *= balloonSpeedMaster; waterBalloon.speed.y *= balloonSpeedMaster; waterBalloons.push(waterBalloon); game.addChild(waterBalloon); } } else { for (var i = 0; i < waterBalloons.length; i++) { waterBalloons[i].pop(); } } // Switch back to unpressed state of button after 1 second. LK.setTimeout(function () { bigRedButton.attachAsset('bigRedButton', { anchorX: 0.5, anchorY: 0.5 }); }, 1000); }; // Update game state game.update = function () { for (var i = 0; i < waterBalloons.length; i++) { waterBalloons[i].update(); } };
===================================================================
--- original.js
+++ change.js
@@ -93,12 +93,12 @@
for (var i = 0; i < 360; i += 18) {
var particle = new Particle();
var angle = i * Math.PI / 180;
var radius = 250; // Half of the desired explosion width
- particle.x = self.x + radius * Math.cos(angle);
- particle.y = self.y + radius * Math.sin(angle);
- particle.speed.x = radius * Math.cos(angle);
- particle.speed.y = radius * Math.sin(angle);
+ particle.x = self.x + Math.cos(angle);
+ particle.y = self.y + Math.sin(angle);
+ particle.speed.x = radius / 100 * Math.cos(angle);
+ particle.speed.y = radius / 100 * Math.sin(angle);
game.addChild(particle);
}
// Destroy the water balloon
self.destroy();
A straight top down perspective illustration of a large empty field with fertile, plowed but unplanted brown soil.There should be a farmhouse near the top.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
An ungerminated plant seed.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A fluffy white cloud. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A lush pumpkin at the foot of its green stalk.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Erase the inpainted area.
A corn seed.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A single yellow corn seed.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A corn plant in early stage of growth.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A young, unripe corn plant.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A Delicious strawberry.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Delete the inpainted area.
A nice green pea pod.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
An interface element which is a gray circle with a question mark inside it.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A little golden star.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
erase the white outline parts in the image.