User prompt
create an asset for big_obstacle and scatter them around the map when the game is started and reset just like regular obstacles
User prompt
add another class of obstacles called "big_obastacles" that has the same properties as the regular obstacle but is twice as big
User prompt
make the speed increasment of the enemies every 10 seconds
User prompt
use Helvetica fo r all the texts
User prompt
use helvetica bold for all the text
User prompt
use inter bold for all the texts
User prompt
use times new roman as a font for the displayed texts
User prompt
make the text of enemy speed display, the score and the wave bolder
User prompt
make it so the enemy speed display, the score and the wave as well as the heart assets are all 40 pixels away from the edges of the screen
User prompt
posioton the tutorial text in the center of the screen
User prompt
attach tototural text to gui.bottom
User prompt
display this text in fornt of evry other asset or background
User prompt
Add tutorial text to bottom center of the screen, which reads "Collect balls\nBe aware of monsters!". Make this text centered
User prompt
Use the build in system to report scores to the system
User prompt
fix what you just wrote
User prompt
rotate the balls with random speed and a random direction
User prompt
animnate the boost pads so they're pulsating and getting bigger and smaller
User prompt
fix all of this: "2. **Method Not Called:** Even if contact is detected, the `animateOnContact` method must be explicitly called for the animation to occur. If this call is missing or conditional on an unmet criterion, the animation won't happen. 3. **Incorrect Implementation:** The `animateOnContact` method itself might be implemented in a way that doesn't produce the expected visual effect, or the timing for the size increase and decrease might be too quick to notice. 4. **Rendering Issues:** There could be issues with how the game engine or the underlying framework handles rendering updates, though this is less likely if other animations and movements are displaying correctly."
User prompt
fix this issue "The game might not be checking for or correctly detecting the contact between the boost pad and the basket. Without this detection, the `animateOnContact` method cannot be triggered."
User prompt
msake it so the boost pad has an animation that makes it slightly bigger on contact with the basket
User prompt
scale the boost pad asset by 20% on contact with the basket
User prompt
make it so the boost pad gets 20% bigger for 5 frames if it's hit by the basket
User prompt
the enemy asset should be displayed where the enemy is, right now it is not visible
User prompt
move the bonus asset down so it*s displayed 30 pixels below the hearts assets
User prompt
the damage and lifes broke, fix it
/****
* 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.vx = Math.abs(self.vx);
// 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);
} else if (self.x > 2048) {
self.vx = -Math.abs(self.vx);
basketGraphics.rotation = Math.atan2(self.vy, self.vx);
}
if (self.y < 0) {
self.vy = Math.abs(self.vy);
// 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;
} else if (self.y > 2732) {
self.vy = -Math.abs(self.vy);
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
if (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('boostPad', {
anchorX: 0.5,
anchorY: 0.5
});
self.positionBoostpad = function () {
do {
self.x = Math.random() * 2048;
self.y = Math.random() * 2732;
} while (self.intersects(safeZone)); // Ensure boostpad does not spawn within safe zone
};
});
// 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 () {
do {
self.x = Math.random() * 2048;
self.y = Math.random() * 2732;
} while (self.intersects(safeZone)); // Ensure obstacle does not spawn within safe zone
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0xADD8E6 // Init game with light blue background
});
/****
* Game Code
****/
// Add the background to the game
var background = game.addChild(LK.getAsset('background', {
anchorX: 0.0,
anchorY: 0.0,
x: 0,
y: 0,
alpha: 0.5
}));
background.width = 2048;
background.height = 2732;
// 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.immunity = false; // Add immunity flag to basket
var immunityAsset = LK.getAsset('immunity', {
anchorX: 0.5,
anchorY: 0.0,
x: 1024,
y: 100,
// Move down 100 pixels
scaleX: 1.5,
// Make it even bigger
scaleY: 1.5,
// Make it even bigger
alpha: 1.0
});
immunityAsset.visible = false; // Initially hide the immunity asset
game.addChild(immunityAsset);
// Function to activate basket immunity
function activateImmunity() {
basket.immunity = true;
immunityAsset.visible = true;
LK.setTimeout(function () {
basket.immunity = false;
immunityAsset.visible = false;
}, 2000); // Immunity lasts for 2 seconds
}
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
// Define safe zone around basket spawn point
var safeZone = {
x: basket.x - 400,
y: basket.y - 400,
width: 800,
height: 800
};
// Start with only one enemy at the beginning of the game
var enemy = game.addChild(new Enemy());
do {
enemy.x = Math.random() * 2048;
enemy.y = Math.random() * 2732;
} while (enemy.intersects(safeZone)); // Ensure enemy does not spawn within safe zone
enemies.push(enemy);
for (var i = 0; i < 5; i++) {
var obstacle = game.addChild(new Obstacle());
do {
obstacle.x = Math.random() * 2048;
obstacle.y = Math.random() * (2732 - 400) + 200; // Avoid placing too close to the bottom
} while (obstacle.intersects(safeZone)); // Ensure obstacle does not spawn within safe zone
obstacles.push(obstacle);
}
// Limit the creation of boostpads to a maximum of three
for (var i = 0; i < 3; i++) {
var boostpad = game.addChild(new Boostpad());
do {
boostpad.x = Math.random() * 2048;
boostpad.y = Math.random() * 2732;
var tooClose = balls.some(function (ball) {
var dx = boostpad.x - ball.x;
var dy = boostpad.y - ball.y;
return Math.sqrt(dx * dx + dy * dy) < 2048 / 10;
});
} while (boostpad.intersects(safeZone) || tooClose); // Ensure boostpad does not spawn within safe zone or too close to balls
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 (!basket.immunity && enemies[j].intersects(basket)) {
playerLives--;
heartAssets[playerLives].visible = false; // Hide one heart asset
if (playerLives <= 0) {
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
} else {
// Temporarily activate immunity after losing a life
activateImmunity();
}
}
}
// 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 all balls are collected
if (balls.length === 0) {
// Reset obstacles, boostpads, and enemies
obstacles.forEach(function (obstacle) {
obstacle.destroy();
});
obstacles = [];
boostpads.forEach(function (boostpad) {
boostpad.destroy();
});
boostpads = [];
enemies.forEach(function (enemy) {
enemy.destroy();
});
enemies = [];
// Increment ball collection reset counter and activate immunity
ballCollectionResets++;
activateImmunity();
// Update wave counter text
waveTxt.setText('Wave: ' + (ballCollectionResets + 1));
// Spawn new set of balls, obstacles, boostpads, and enemies
for (var i = 0; i < 10; i++) {
var newBall = game.addChild(new Ball());
newBall.spawn();
balls.push(newBall);
}
// Adjust the number of enemies based on the number of times the game has been reset, capped at 5
var enemyCount = Math.min(ballCollectionResets + 1, 5);
for (var i = 0; i < 5; i++) {
var newObstacle = game.addChild(new Obstacle());
newObstacle.positionObstacle();
obstacles.push(newObstacle);
var newBoostpad = game.addChild(new Boostpad());
newBoostpad.positionBoostpad();
boostpads.push(newBoostpad);
}
for (var i = 0; i < enemyCount; i++) {
var newEnemy = game.addChild(new Enemy());
newEnemy.x = Math.random() * 2048;
newEnemy.y = Math.random() * 2732;
enemies.push(newEnemy);
}
}
// 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 player lives
var playerLives = 3;
// Initialize heart assets for lives display
var heartAssets = [];
for (var i = 0; i < playerLives; i++) {
var heart = LK.getAsset('heart', {
anchorX: 0,
anchorY: 0,
x: i * 60,
// Position hearts horizontally with a small gap
y: enemySpeedTxt.height + 10
});
heartAssets.push(heart);
LK.gui.topLeft.addChild(heart);
}
// Activate basket immunity at game start
activateImmunity();
// Initialize the first ball
spawnBall();
// Initialize ball collection reset counter
var ballCollectionResets = 0;
// 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);
// Create a text element to display the current wave of balls
var waveTxt = new Text2('Wave: 1', {
size: 50,
fill: "#ffffff"
});
waveTxt.anchor.set(1, 0); // Anchor to the top right corner, below the score
waveTxt.y = scoreTxt.height + 10; // Position it right below the score text
LK.gui.topRight.addChild(waveTxt);
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.