User prompt
make the color of said asset black
User prompt
create an asset the same size as the background at 50% opacity
User prompt
create a drop shadow behind the basket to seperate it form the background
User prompt
Please fix the bug: 'TypeError: ball is undefined' in or related to this line: 'var dy = ball.y - self.y;' Line Number: 137
User prompt
create an asset for the background that fills the entirety of the screen
User prompt
make the safe zone around the spawn of the basket twice as big
User prompt
create an asset for the background that fills the entirety of the screen
User prompt
use the boost pad asset for the boost pads
User prompt
make it so no enemies, obstacles or boost pads can spawn within a save zone around where the basket is spawned at the beginning of the game
User prompt
the basket gets slower over time the more often you click to shoot. Make it so it always goes as fast and as far as right at the start
User prompt
make it so there is fail save for when the basket is accelerated a lot through multiple boost pads and gets shot out of bounds
User prompt
Please fix the bug: 'TypeError: ball is undefined' in or related to this line: 'var dx = ball.x - self.x;' Line Number: 127
User prompt
update display the enemy speed at the top left corner in percentage
User prompt
make the speed increasment +30% instead of +20%
User prompt
make it so the speed is capped after five speed increasements. also display the enemy speed at the top left corner in percentage
User prompt
make it so the enemies move +20% faster towards the player every five seconds
User prompt
make the aspeed increasment five times as fast
User prompt
make it so the enemies get slowly faster
User prompt
make it so the enemy has to touch the center of the basket for the game to end
User prompt
make it so enemies spawn randomly and slowly move towards the basket. If the basket is hit by the enemy on any side, the game is over. Create an asset for the enemy
User prompt
make it so levekl one is sleected when the basket hits the level 1 button
User prompt
there is a ball at the bottom of the screen of the menu, remove that
User prompt
make it so in the lecvel selection screen there are no balls, also if the basket hits the button for level one a first level is initiated with balls, obstacles and boost pads, also there is no score in the menu screen
User prompt
add a level menu at the start of the game. When you start the game there's a different background as an asset and five buttons for There are five levels. Make it so the obstacles and balls can be changed individually for every level. Physics, the size of the baskets, the basket shooting function and physics and other assets are to be global though
User prompt
make it so everything that appears and every function in the code that is there after you click on the level selection is like before I created the level selection menu
/**** * Classes ****/ // Ball class var Ball = Container.expand(function () { var self = Container.call(this); var ballGraphics = self.attachAsset('ball', { anchorX: 0.5, anchorY: 0.5 }); self["throw"] = function () { // Throw logic for the ball }; self.spawn = function () { self.x = Math.random() * 2048; self.y = Math.random() * 2732; }; }); // Assets will be automatically created based on usage in the code. // Basket class var Basket = Container.expand(function () { var self = Container.call(this); var basketGraphics = self.attachAsset('basket', { anchorX: 0.5, anchorY: 0.5 }); self.drawArrow = function (pos) { // Calculate the distance and direction of the drag var dx = pos.x - self.x; var dy = pos.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); var direction = Math.atan2(dy, dx); // Remove the previous arrow if it exists if (self.arrow) { self.arrow.destroy(); } // Create a new arrow asset self.arrow = LK.getAsset('arrow', { anchorX: 0.0, // Anchor at the start of the arrow anchorY: 0.5, // Center vertically x: self.x, y: self.y, scaleX: Math.min(Math.max(distance / 100, 1), 0.3 * Math.sqrt(2048 * 2048 + 2732 * 2732) / 100), // Stretch the arrow in the direction of the cursor, but ensure it's at least 1 to allow it to extend outside the screen and not more than 40% of the screen size scaleY: 1, rotation: direction }); // Correctly align the basket's opening with the arrow direction without additional rotation basketGraphics.rotation = direction; // Add the arrow to the game game.addChild(self.arrow); }; self.move = function () { // Move the basket self.x += self.vx; self.y += self.vy; // Apply friction self.vx *= 0.99; self.vy *= 0.99; // Check for collision with the edges of the screen and bounce off if (self.x < 0 || self.x > 2048) { self.vx *= -1; // Correctly adjust the basket's rotation to align with the new direction of movement, ensuring the opening follows the path basketGraphics.rotation = Math.atan2(self.vy, self.vx); } if (self.y < 0 || self.y > 2732) { self.vy *= -1; // Adjust the basket's rotation to follow the path of reflection, ensuring the opening is correctly aligned basketGraphics.rotation = Math.atan2(self.vy, self.vx) + Math.PI / 2; } // Check for collision with obstacles and boostpads, bounce off obstacles, and reflect with increased speed on boostpads for (var i = 0; i < obstacles.length; i++) { if (self.intersects(obstacles[i])) { // Calculate the angle of reflection var dx = self.x - obstacles[i].x; var dy = self.y - obstacles[i].y; var angle = Math.atan2(dy, dx); // Reflect the velocity self.vx = Math.cos(angle) * Math.sqrt(self.vx * self.vx + self.vy * self.vy); self.vy = Math.sin(angle) * Math.sqrt(self.vx * self.vx + self.vy * self.vy); // Adjust the basket's rotation to follow the path of reflection, ensuring the opening faces the correct direction basketGraphics.rotation = Math.atan2(self.vy, self.vx); } } for (var j = 0; j < boostpads.length; j++) { if (self.intersects(boostpads[j])) { // Calculate the angle of reflection var dxPad = self.x - boostpads[j].x; var dyPad = self.y - boostpads[j].y; var anglePad = Math.atan2(dyPad, dxPad); // Reflect the velocity and increase speed self.vx = Math.cos(anglePad) * 1.6 * Math.sqrt(self.vx * self.vx + self.vy * self.vy); self.vy = Math.sin(anglePad) * 1.6 * Math.sqrt(self.vx * self.vx + self.vy * self.vy); // Adjust the basket's rotation to follow the path of reflection with increased speed, ensuring the opening faces the correct direction basketGraphics.rotation = Math.atan2(self.vy, self.vx); // Mark the basket as having been boosted for double scoring self.boosted = true; } } }; self.shoot = function (pos) { // Calculate the distance and direction of the drag var dx = self.x - pos.x; var dy = self.y - pos.y; var distance = Math.sqrt(dx * dx + dy * dy); var direction = Math.atan2(dy, dx); // Set the velocity of the basket to go 50% further than the cursor's end location self.vx = -Math.cos(direction) * distance * 1.5 / 100; self.vy = -Math.sin(direction) * distance * 1.5 / 100; }; self.isBallHitByOpening = function (ball) { // Calculate the angle between the basket's direction and the ball var dx = ball.x - self.x; var dy = ball.y - self.y; var angle = Math.atan2(dy, dx); // Check if the ball is within the opening angle of the basket return Math.abs(angle - basketGraphics.rotation) < Math.PI / 4; }; }); // Boostpad class var Boostpad = Container.expand(function () { var self = Container.call(this); var boostpadGraphics = self.attachAsset('obstacle', { // Reuse obstacle asset for simplicity anchorX: 0.5, anchorY: 0.5, tint: 0xFFD700 // Gold color to differentiate from obstacles }); self.positionBoostpad = function () { // Positioning logic for the boostpad, similar to obstacle }; }); // Enemy class var Enemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('obstacle', { anchorX: 0.5, anchorY: 0.5, tint: 0xFF0000 // Red color to differentiate enemies }); self.moveTowardsBasket = function (basket) { var dx = basket.x - self.x; var dy = basket.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); this.speed = this.speed || 2; // Initialize speed if not set var speed = this.speed; // Use the enemy's current speed self.x += dx / distance * speed; self.y += dy / distance * speed; }; }); // Obstacle class var Obstacle = Container.expand(function () { var self = Container.call(this); var obstacleGraphics = self.attachAsset('obstacle', { anchorX: 0.5, anchorY: 0.5 }); self.positionObstacle = function () { // Positioning logic for the obstacle }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0xADD8E6 // Init game with light blue background }); /**** * Game Code ****/ // Create a text element to display enemy speed percentage var enemySpeedTxt = new Text2('Enemy Speed: 100%', { size: 50, fill: "#ffffff" }); enemySpeedTxt.anchor.set(0, 0); // Anchor to the top left corner LK.gui.topLeft.addChild(enemySpeedTxt); // Update the enemy speed display text in the game tick event LK.on('tick', function () { var speedPercentage = Math.min(speedIncreaseCount * 30, 100); // Calculate speed percentage, capped at 100% enemySpeedTxt.setText('Enemy Speed: ' + speedPercentage + '%'); // Existing game tick code... }); // Initialize game elements var basket = game.addChild(new Basket()); basket.x = 1024; // Center horizontally basket.y = 2732 - 2732 / 4; // Position 1/4 of the screen size away from the bottom basket.visible = true; // Ensure the basket is always visible var balls = []; for (var i = 0; i < 10; i++) { var ball = game.addChild(new Ball()); ball.spawn(); balls.push(ball); } var obstacles = []; var boostpads = []; // Array to store boostpad instances var enemies = []; // Array to store enemy instances // Create obstacles, boostpads, and enemies at random positions for (var i = 0; i < 5; i++) { var enemy = game.addChild(new Enemy()); enemy.x = Math.random() * 2048; enemy.y = Math.random() * (2732 - 400) + 200; // Avoid placing too close to the bottom enemies.push(enemy); } for (var i = 0; i < 5; i++) { var obstacle = game.addChild(new Obstacle()); obstacle.x = Math.random() * 2048; obstacle.y = Math.random() * (2732 - 400) + 200; // Avoid placing too close to the bottom obstacles.push(obstacle); // Create and position boostpads var boostpad = game.addChild(new Boostpad()); boostpad.x = Math.random() * 2048; boostpad.y = Math.random() * (2732 - 400) + 200; // Avoid placing too close to the bottom boostpads.push(boostpad); } // Initialize enemy speed increase factor and timer var enemySpeedIncreaseFactor = 1.3; // 30% speed increase var enemySpeedIncreaseInterval = 5000; // Increase speed every 5 seconds var speedIncreaseCount = 0; // Initialize speed increase count LK.setInterval(function () { if (speedIncreaseCount < 5) { // Check if speed has been increased less than 5 times enemies.forEach(function (enemy) { enemy.speed *= enemySpeedIncreaseFactor; }); speedIncreaseCount++; // Increment the speed increase count } }, enemySpeedIncreaseInterval); // Function to spawn a new ball function spawnBall() { var ball = new Ball(); ball.x = 1024; // Start from the center horizontally ball.y = 2732 - 150; // Start a little above the basket balls.push(ball); game.addChild(ball); } // Touch event to throw a ball var initialPos; game.on('down', function (obj) { var event = obj.event; initialPos = event.getLocalPosition(game); basket.shoot(initialPos); }); game.on('move', function (obj) { var event = obj.event; var pos = event.getLocalPosition(game); basket.drawArrow(pos); }); // Game tick event LK.on('tick', function () { // Move enemies towards the basket and check for collision for (var j = enemies.length - 1; j >= 0; j--) { enemies[j].moveTowardsBasket(basket); if (enemies[j].intersects(basket) && basket.isBallHitByOpening(enemies[j])) { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } } // Update balls for (var i = balls.length - 1; i >= 0; i--) { balls[i]["throw"](); basket.move(); // Check for collision with basket if (balls[i].intersects(basket) && basket.isBallHitByOpening(balls[i])) { balls[i].destroy(); balls.splice(i, 1); // Increase the score and update the score counter score++; // Check if the basket was boosted and the ball was hit in the same shot if (basket.boosted && basket.isBallHitByOpening(balls[i])) { score++; // Additional score for boosted basket // Display bonus asset for one second in the top left corner when a bonus is hit var bonusAsset = LK.getAsset('bonus', { x: 150, // Move away from the corner y: 150, // Move away from the corner anchorX: 0, anchorY: 0, scaleX: 3, // Make it three times as big scaleY: 3 // Make it three times as big }); game.addChild(bonusAsset); LK.setTimeout(function () { bonusAsset.destroy(); }, 1000); } // Reset boosted state after checking for bonus basket.boosted = false; scoreTxt.setText('Score: ' + score); } // Remove balls that are off-screen or collide with obstacles if (balls[i] && (balls[i].y < 0 || obstacles.some(function (obstacle) { return balls[i].intersects(obstacle); }))) { balls[i].destroy(); balls.splice(i, 1); } } }); // Initialize the first ball spawnBall(); // Create a score counter var score = 0; var scoreTxt = new Text2('Score: 0', { size: 50, fill: "#ffffff" }); scoreTxt.anchor.set(1, 0); // Anchor to the top right corner LK.gui.topRight.addChild(scoreTxt);
===================================================================
--- original.js
+++ change.js
@@ -180,9 +180,9 @@
enemySpeedTxt.anchor.set(0, 0); // Anchor to the top left corner
LK.gui.topLeft.addChild(enemySpeedTxt);
// Update the enemy speed display text in the game tick event
LK.on('tick', function () {
- var speedPercentage = Math.min(speedIncreaseCount * 20, 100); // Calculate speed percentage, capped at 100%
+ var speedPercentage = Math.min(speedIncreaseCount * 30, 100); // Calculate speed percentage, capped at 100%
enemySpeedTxt.setText('Enemy Speed: ' + speedPercentage + '%');
// Existing game tick code...
});
// Initialize game elements
in-game asset. 2d. basketball. blank background. minimalistic flat graphic. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Single Game Texture. In-Game asset. 2d. Blank background. super simplistic arrow from left to right. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Single Game Texture. In-Game asset. 2d. flat graphic orange red. Basketball saying "bonus" white font. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Single Game Texture. In-Game asset. 2d. flat minimalistic graphic. Boost pad with a lightning icon on the top. Top view. Blank background. High contrast. No shadows.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
in-game asset. 2d. monster head from top view. blank background. minimalistic flat graphic. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
in-game asset. 2d. shield graphic green. blank background. minimalistic flat graphic. Single Game Texture. In-Game asset. 2d. High contrast. No shadows.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
in-game asset. 2d. flat 2d graphic of a blueish rectangle that looks like the top of a crate. blank background. minimalistic flat graphic. Single Game Texture. In-Game asset. 2d. High contrast. No shadows.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
in-game asset. yellow lighting bolt. small black outline. blank background. minimalistic flat graphic. Single Game Texture. 2d. Blank background. High contrast. No shadows.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
in-game asset. 2d. magnet graphic recentgular with text saying "Magnetism". blank background. minimalistic flat graphic. Single Game Texture. In-Game asset. High contrast. No shadows. red and blue. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.