User prompt
the outline is still there. remove it
User prompt
remove any outline form the texts
User prompt
add an white outline of 5 pixels around the texts
User prompt
add an dark blue outline of 5 pixels around the texts
User prompt
the enemy speed meter broke and the asset isn't displayed, fix that
User prompt
the rotation of the asset "woosh" should follow the direction of the path the enemy is moving on. If there are multiple enemies create multiple different rotations
User prompt
the enemy speed meter broke and the asset isn't displayed, fix that
User prompt
creat a "woosh" asset that is displayed every 10 seconds when the enemies get faster. the asset's rotation is corresponding to the enemies current direction. The asset is displayed 10 pixels behind the enemy's position at the time of the speed increasment
User prompt
make it so whenever 10 seconds pass and the enemies get faster there is a short line facing their current direction behind them for half a second
User prompt
increase the spawn rate of "medikit" by 2 times and "slowDown" by 3 times
User prompt
I want to add another item that can be picked up just like "medikit". create a new function and a class as well as an asset for "revive" which is an item that spawns randomly and upon colliding with it refills a life if one is missing
User prompt
I want to add another item that can be picked up just like "medikit". create a new function and a class as well as an asset for "slow down" which is an item that spawns randomly and upon colliding with it slows down the enemys by 70%
User prompt
create different durations of immunity. When a medi kit is hit the immunity duration is five seconds, while at the start of the game and after a reset when all the balls are collected it is the same as before
User prompt
make it so there is a function to detect collision with the media kit. If the basket hits the media kit, an immunity effect is triggered
User prompt
increase the spawn rate of medi kits so there is one very few seconds
User prompt
make it so when you collect a medi kit it disappears
User prompt
Please fix the bug: 'Timeout.tick error: game.contains is not a function' in or related to this line: 'if (game.contains(mediaKit)) {' Line Number: 250
User prompt
make it so when the basket hit's a medi kit you get 5 seconds of immunity which is also displayed with the community asset at the top of thescreen
User prompt
no medi kits are spanwing right now, scatter them randomly
User prompt
create a new function and a class as well as an asset for "media kit" which is an item that spawns randomly and activates 5 seconds of immunity if collected, which means touched by the basket
User prompt
make it so it turns 70% red
User prompt
make it so the screen turns 30% red for half a second if you lose a life
User prompt
make it so a boost pad does not accerlate the vasket further if it has been deflected of another boost pad right before hitting it, so if there's been no click by the player between two deflections of boost pads
User prompt
give the obstacles different sizes ranging from 1 times its current size up to 2x it's current size
User prompt
make big_obstacles also spawn after all balls are collected and the game is reset
/****
* 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;
};
});
// BigObstacle class
var BigObstacle = Container.expand(function () {
var self = Container.call(this);
var bigObstacleGraphics = self.attachAsset('obstacle', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 2,
// Scale horizontally by 2
scaleY: 2 // Scale vertically by 2
});
self.positionBigObstacle = function () {
do {
self.x = Math.random() * 2048;
self.y = Math.random() * 2732;
} while (self.intersects(safeZone)); // Ensure big obstacle does not spawn within safe zone
};
});
// 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('enemy', {
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",
font: "Helvetica"
});
enemySpeedTxt.anchor.set(0, 0); // Anchor to the top left corner
enemySpeedTxt.x = 40;
enemySpeedTxt.y = 40;
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);
}
// Scatter big_obstacles around the map on game start and after each reset
for (var i = 0; i < 3; i++) {
var bigObstacle = game.addChild(new BigObstacle());
bigObstacle.positionBigObstacle();
obstacles.push(bigObstacle);
}
// 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);
}
// Add big_obstacles spawning after each reset
for (var i = 0; i < 3; i++) {
var newBigObstacle = game.addChild(new BigObstacle());
newBigObstacle.positionBigObstacle();
obstacles.push(newBigObstacle);
}
// 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 = 10000; // Increase speed every 10 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: heartAssets[heartAssets.length - 1].y + 80,
// 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;
LK.setScore(score); // Report the current score to the system
scoreTxt.setText('Score: ' + LK.getScore()); // Update the score display text
}
// 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: 40 + i * 60,
// Position hearts horizontally with a small gap starting 40px from the left edge
y: enemySpeedTxt.height + 50 // Position hearts 40px below the enemy speed display
});
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",
font: "Helvetica"
});
scoreTxt.anchor.set(1, 0); // Anchor to the top right corner
scoreTxt.x = -40;
scoreTxt.y = 40;
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",
font: "Helvetica"
});
waveTxt.anchor.set(1, 0); // Anchor to the top right corner, below the score
waveTxt.x = -40;
waveTxt.y = scoreTxt.height + 50; // Position it right below the score text with 40px padding from the top
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.