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snowflakes respawn when y larger than gameHeight
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log LK.stageContainer.height
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when snowflakes leave bottom of screen, respawn them at the top
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spread snowflakes' initial x position in range -1100 to 1100
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spread snowflakes initial x-positions in range 0 to 2200
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make snowflakes fall in sine pattern
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make only 10 snowflakes
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create an overlay effect showing gentle snowfall on the entire game area
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let player face bullet spawn direction
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Fix Bug: 'TypeError: LK.removeListener is not a function' in this line: 'LK.removeListener('tick', recoilTick);' Line Number: 112
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when bullet spawned on player, move player 10px opposite direction of bullet direction over 10 frames
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remove bullets[i].bounceCounter++ in on tick function
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remove bouncecounter
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remove bounce boolean
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remove bounceback function
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remove hitareas
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remove function checkcollisions
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remove collision detection
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when a bullet hits the iceblocks, it should deflect on them
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remove hitarea for bullet
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Fix Bug: 'TypeError: Rectangle is not a constructor' in this line: 'bulletGraphics.hitArea = new Rectangle(0, 0, bulletGraphics.width, bulletGraphics.height);' Line Number: 39
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make Rectangle an alias for PIXI.Rectangle
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Fix Bug: 'TypeError: Rectangle is not a constructor' in this line: 'bulletGraphics.hitArea = new Rectangle(0, 0, bulletGraphics.width, bulletGraphics.height);' Line Number: 39
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replace recangle with pixi.rectangle
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Fix Bug: 'TypeError: Rectangle is not a constructor' in this line: 'bulletGraphics.hitArea = new Rectangle(0, 0, bulletGraphics.width, bulletGraphics.height);' Line Number: 39
function checkCollision(obj1, obj2) { var obj1Bounds = obj1.getBounds(); var obj2Bounds = obj2.getBounds(); return obj1Bounds.x < obj2Bounds.x + obj2Bounds.width && obj1Bounds.x + obj1Bounds.width > obj2Bounds.x && obj1Bounds.y < obj2Bounds.y + obj2Bounds.height && obj1Bounds.y + obj1Bounds.height > obj2Bounds.y; } var FloorTile = Container.expand(function () { var self = Container.call(this); var floorTileGraphics = self.createAsset('floorTile', 'Floor Tile', .5, .5); floorTileGraphics.width = 200; floorTileGraphics.height = 200; }); var IceBlock = Container.expand(function () { console.log('IceBlock class initialized'); var self = Container.call(this); console.log('Container called'); var iceBlockGraphics = self.createAsset('iceBlock', 'Ice Block', .5, .5); iceBlockGraphics.hitArea = iceBlockGraphics.getBounds(); console.log('IceBlock asset created'); self.destroyBlock = function () { console.log('Ice block destroyed:', self); self.destroy(); console.log('IceBlock destroyed'); }; }); var Player = Container.expand(function () { console.log('Player class initialized'); var self = Container.call(this); console.log('Container called'); var playerGraphics = self.createAsset('player', 'Player character', .5, .5); console.log('Player asset created'); self.shoot = function () {}; console.log('Shoot function added'); }); var Bullet = Container.expand(function () { console.log('Bullet class initialized'); var self = Container.call(this); console.log('Container called'); var bulletGraphics = self.createAsset('bullet', 'Bullet', .5, .5); bulletGraphics.hitArea = new Rectangle(0, 0, bulletGraphics.width, bulletGraphics.height); console.log('Bullet asset created'); self.direction = { x: 0, y: 0 }; self.speed = 10; self.bounce = false; self.bounceCounter = 0; self.move = function () { self.x += self.direction.x * self.speed; self.y += self.direction.y * self.speed; }; self.bounceBack = function () { if (self.bounceCounter >= 10) { self.direction.x *= -1; self.direction.y *= -1; console.log('Bullet direction reversed'); self.bounce = false; self.bounceCounter = 0; } }; console.log('Move and bounceBack functions added'); }); var Enemy = Container.expand(function () { console.log('Enemy class initialized'); var self = Container.call(this); console.log('Container called'); var enemyGraphics = self.createAsset('enemy', 'Enemy character', .5, .5); console.log('Enemy asset created'); self.move = function () {}; console.log('Move function added'); }); var Game = Container.expand(function () { console.log('Game class initialized'); var self = Container.call(this); console.log('Container called'); var iceBlocks = []; var blockSize = 200; var worldWidth = blockSize * 11; var worldHeight = blockSize * 15; console.log('Game world size:', worldWidth, 'x', worldHeight); for (var i = 0; i < worldWidth / blockSize; i++) { for (var j = 0; j < worldHeight / blockSize; j++) { if (i === 0 || i === worldWidth / blockSize - 1 || j === 0 || j === worldHeight / blockSize - 1) { var iceBlock = new IceBlock(); iceBlock.x = i * blockSize; iceBlock.y = j * blockSize; self.addChild(iceBlock); } else { var floorTile = new FloorTile(); floorTile.x = i * blockSize; floorTile.y = j * blockSize; self.addChild(floorTile); } } } var player = self.addChild(new Player()); console.log('Player added'); var bullets = []; console.log('Bullets array created'); var enemies = []; console.log('Enemies array created'); player.x = (LK.stageContainer.width - player.width) / 2 + 100; player.y = (LK.stageContainer.height - player.height) / 2 + 100; console.log('Player positioned away from the corner'); LK.on('tick', function () { for (var i = 0; i < bullets.length; i++) { bullets[i].move(); bullets[i].bounceCounter++; } for (var i = 0; i < enemies.length; i++) { enemies[i].move(); } for (var i = 0; i < bullets.length; i++) { for (var j = 0; j < iceBlocks.length; j++) { if (checkCollision(bullets[i], iceBlocks[j])) { if (!bullets[i].bounce) { bullets[i].bounceBack(); } break; } } } }); stage.on('down', function (obj) { var bullet = new Bullet(); console.log('Bullet created:', bullet); bullet.x = player.x; bullet.y = player.y; var pos = obj.event.getLocalPosition(self); var dx = pos.x - player.x; var dy = pos.y - player.y; var magnitude = Math.sqrt(dx * dx + dy * dy); bullet.direction.x = dx / magnitude; bullet.direction.y = dy / magnitude; bullets.push(bullet); self.addChild(bullet); }); });
function checkCollision(obj1, obj2) {
var obj1Bounds = obj1.getBounds();
var obj2Bounds = obj2.getBounds();
return obj1Bounds.x < obj2Bounds.x + obj2Bounds.width && obj1Bounds.x + obj1Bounds.width > obj2Bounds.x && obj1Bounds.y < obj2Bounds.y + obj2Bounds.height && obj1Bounds.y + obj1Bounds.height > obj2Bounds.y;
}
var FloorTile = Container.expand(function () {
var self = Container.call(this);
var floorTileGraphics = self.createAsset('floorTile', 'Floor Tile', .5, .5);
floorTileGraphics.width = 200;
floorTileGraphics.height = 200;
});
var IceBlock = Container.expand(function () {
console.log('IceBlock class initialized');
var self = Container.call(this);
console.log('Container called');
var iceBlockGraphics = self.createAsset('iceBlock', 'Ice Block', .5, .5);
iceBlockGraphics.hitArea = iceBlockGraphics.getBounds();
console.log('IceBlock asset created');
self.destroyBlock = function () {
console.log('Ice block destroyed:', self);
self.destroy();
console.log('IceBlock destroyed');
};
});
var Player = Container.expand(function () {
console.log('Player class initialized');
var self = Container.call(this);
console.log('Container called');
var playerGraphics = self.createAsset('player', 'Player character', .5, .5);
console.log('Player asset created');
self.shoot = function () {};
console.log('Shoot function added');
});
var Bullet = Container.expand(function () {
console.log('Bullet class initialized');
var self = Container.call(this);
console.log('Container called');
var bulletGraphics = self.createAsset('bullet', 'Bullet', .5, .5);
bulletGraphics.hitArea = new Rectangle(0, 0, bulletGraphics.width, bulletGraphics.height);
console.log('Bullet asset created');
self.direction = {
x: 0,
y: 0
};
self.speed = 10;
self.bounce = false;
self.bounceCounter = 0;
self.move = function () {
self.x += self.direction.x * self.speed;
self.y += self.direction.y * self.speed;
};
self.bounceBack = function () {
if (self.bounceCounter >= 10) {
self.direction.x *= -1;
self.direction.y *= -1;
console.log('Bullet direction reversed');
self.bounce = false;
self.bounceCounter = 0;
}
};
console.log('Move and bounceBack functions added');
});
var Enemy = Container.expand(function () {
console.log('Enemy class initialized');
var self = Container.call(this);
console.log('Container called');
var enemyGraphics = self.createAsset('enemy', 'Enemy character', .5, .5);
console.log('Enemy asset created');
self.move = function () {};
console.log('Move function added');
});
var Game = Container.expand(function () {
console.log('Game class initialized');
var self = Container.call(this);
console.log('Container called');
var iceBlocks = [];
var blockSize = 200;
var worldWidth = blockSize * 11;
var worldHeight = blockSize * 15;
console.log('Game world size:', worldWidth, 'x', worldHeight);
for (var i = 0; i < worldWidth / blockSize; i++) {
for (var j = 0; j < worldHeight / blockSize; j++) {
if (i === 0 || i === worldWidth / blockSize - 1 || j === 0 || j === worldHeight / blockSize - 1) {
var iceBlock = new IceBlock();
iceBlock.x = i * blockSize;
iceBlock.y = j * blockSize;
self.addChild(iceBlock);
} else {
var floorTile = new FloorTile();
floorTile.x = i * blockSize;
floorTile.y = j * blockSize;
self.addChild(floorTile);
}
}
}
var player = self.addChild(new Player());
console.log('Player added');
var bullets = [];
console.log('Bullets array created');
var enemies = [];
console.log('Enemies array created');
player.x = (LK.stageContainer.width - player.width) / 2 + 100;
player.y = (LK.stageContainer.height - player.height) / 2 + 100;
console.log('Player positioned away from the corner');
LK.on('tick', function () {
for (var i = 0; i < bullets.length; i++) {
bullets[i].move();
bullets[i].bounceCounter++;
}
for (var i = 0; i < enemies.length; i++) {
enemies[i].move();
}
for (var i = 0; i < bullets.length; i++) {
for (var j = 0; j < iceBlocks.length; j++) {
if (checkCollision(bullets[i], iceBlocks[j])) {
if (!bullets[i].bounce) {
bullets[i].bounceBack();
}
break;
}
}
}
});
stage.on('down', function (obj) {
var bullet = new Bullet();
console.log('Bullet created:', bullet);
bullet.x = player.x;
bullet.y = player.y;
var pos = obj.event.getLocalPosition(self);
var dx = pos.x - player.x;
var dy = pos.y - player.y;
var magnitude = Math.sqrt(dx * dx + dy * dy);
bullet.direction.x = dx / magnitude;
bullet.direction.y = dy / magnitude;
bullets.push(bullet);
self.addChild(bullet);
});
});
a penguin engineer Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
rectangular ice wall section, top down view Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
ice floor texture tile top down view Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
one cartoony snowball. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
white dot. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
button with arrow key pointing left. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
a large round playbutton Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
cartoony evil snowman character Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
icy treasure chest Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A snowcovered christmas tree decorated with snowballs.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.