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Please fix the bug: 'ReferenceError: isHeartAlreadyFalling is not defined' in or related to this line: 'if (!isHeartAlreadyFalling()) {' Line Number: 360
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'active')' in or related to this line: 'if (!item.active || item.alpha <= 0) {' Line Number: 413
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When we click on the bananas, the heart effect appears. Delete it. Just leave the banana effect. Fix it and do it
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When we click on the bananas, change it to a banana effect. do this
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If the score is 50 and there is 1 life, only 1 heart will come. If no heart is taken, 1 more heart will come after 20 scores. Do this
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When our health is low, if the heart that appears reaches the minimum requirement of 50 points, if it has 1 health, it will appear and this will now be automatic for 50+, but the chance of appearing will be 40%.
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Better dynamically adjust souls' positions ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Add a click to play text when the game is opened and start only when the game is clicked to start
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Now let's change the appearance of the score to make it thicker. Let's do it
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Rotten bananas will drop, which have the same acceleration and drop rate as bombs, and will decrease our health when touched. They will spawn when the score exceeds 30. Create a new Asset. Let's do it
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Rotten bananas will drop, which have the same acceleration and drop rate as bombs, and will decrease our health when touched. They will spawn when the score exceeds 30.
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Cennet server error. Fix this Error
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'lastY')' in or related to this line: 'if (item.lastY < SCREEN_HEIGHT && item.y >= SCREEN_HEIGHT) {' Line Number: 228. Fix this Error
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If we are low on health after 100 points, let the falling speed of the incoming heart be 16x
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If he has passed 100 points and only has 1 heart left, only 1 heart will spawn on the screen and think about it. If he can't catch it, he won't be able to get it, but if he clicks, he will get 1 life. After getting the life, it will not appear again.
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What you will add: bananas 14x after 150 scores, 15x after 160 scores, 16x after 170 scores, 17x after 180 scores, 18x after 190 scores, 19x after 200 scores, 20x. Do this banana acceleration.
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What you will add: bananas 9x after 90 scores, 9.5x after 100 scores, 10x after 110 scores, 10.5x after 120 scores, 11x after 130 scores, 12x after 140 scores, 13x. Do this banana acceleration.
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Things to add: Bananas increase 6x after 30 scores, 6.5x after 40 scores, 7x after 50 scores, 7.5x after 60 scores, 8x after 70 scores and 8.5x after 80 scores. Add these bananas to the speedup code.
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Increase your speed in this order. After 5 scores 2x, after 10 scores 3x, after 20 scores 5x% etc. I want you to do this.
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Please fix the bug: 'Uncaught TypeError: tween.to is not a function' in or related to this line: 'tween.to(self, 0.2, {' Line Number: 79 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var FallingItem = Container.expand(function () { var self = Container.call(this); self.type = "banana"; // default type self.speed = 2; // default speed self.lastY = 0; self.active = true; self.graphics = null; self.init = function (type, speed) { self.type = type || "banana"; self.speed = speed || 2; // Remove any existing graphics if (self.graphics) { self.removeChild(self.graphics); } // Create the appropriate graphics based on type if (self.type === "banana") { self.graphics = self.attachAsset('banana', { anchorX: 0.5, anchorY: 0.5 }); } else if (self.type === "bomb") { self.graphics = self.attachAsset('bomb', { anchorX: 0.5, anchorY: 0.5 }); } // Set initial position self.x = Math.random() * (2048 - 200) + 100; self.y = -100; self.lastY = self.y; // Interactive for tapping self.interactive = true; }; self.update = function () { if (!self.active) return; self.lastY = self.y; self.y += self.speed; }; self.down = function (x, y, obj) { if (!self.active) return; if (self.type === "banana") { // Scored a point by tapping banana LK.setScore(LK.getScore() + 1); LK.getSound('pop').play(); self.remove(); } else if (self.type === "bomb") { // Lost a life by tapping bomb LK.getSound('explosion').play(); decreaseLife(); self.remove(); } }; self.remove = function () { self.active = false; tween(self, { alpha: 0, scaleX: 0.3, scaleY: 0.3 }, { duration: 200, onFinish: function onFinish() { self.destroy(); } }); }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ ; // Game constants var SCREEN_WIDTH = 2048; var SCREEN_HEIGHT = 2732; var MAX_LIVES = 3; var BOMB_THRESHOLD_SCORE = 15; var SPAWN_INTERVAL_INITIAL = 60; // frames var MIN_SPAWN_INTERVAL = 20; // frames var INTERVAL_DECREMENT = 1; // Game variables var fallingItems = []; var lives = MAX_LIVES; var spawnCounter = 0; var currentSpawnInterval = SPAWN_INTERVAL_INITIAL; var currentSpeed = 2; var isGameOver = false; // Add background var background = game.addChild(LK.getAsset('background', { anchorX: 0, anchorY: 0 })); // Initialize score text var scoreText = new Text2('Score: 0', { size: 80, fill: 0xFFFFFF }); scoreText.anchor.set(0.5, 0); scoreText.x = SCREEN_WIDTH / 2; scoreText.y = 50; game.addChild(scoreText); // Create hearts container var heartsContainer = new Container(); heartsContainer.x = 50; heartsContainer.y = 50; game.addChild(heartsContainer); // Initialize hearts display function initLives() { // Clear existing hearts while (heartsContainer.children.length > 0) { heartsContainer.removeChildAt(0); } // Add hearts based on current lives for (var i = 0; i < lives; i++) { var heart = LK.getAsset('heart', { anchorX: 0, anchorY: 0, x: i * 100, y: 0 }); heartsContainer.addChild(heart); } } // Function to decrease life function decreaseLife() { lives--; initLives(); // Shake the screen LK.effects.flashScreen(0xff0000, 300); // Check for game over if (lives <= 0) { gameOver(); } } // Function to handle game over function gameOver() { if (isGameOver) return; isGameOver = true; LK.getSound('gameover').play(); LK.effects.flashScreen(0xff0000, 1000); // Remove all falling items for (var i = fallingItems.length - 1; i >= 0; i--) { fallingItems[i].destroy(); } fallingItems = []; // Show game over screen LK.setTimeout(function () { LK.showGameOver(); }, 1000); } // Function to spawn a new falling item function spawnItem() { var isBomb = LK.getScore() >= BOMB_THRESHOLD_SCORE && Math.random() < 0.3; var itemType = isBomb ? "bomb" : "banana"; var item = new FallingItem(); item.init(itemType, currentSpeed); fallingItems.push(item); game.addChild(item); return item; } // Update game state each frame game.update = function () { if (isGameOver) return; // Update all falling items for (var i = fallingItems.length - 1; i >= 0; i--) { var item = fallingItems[i]; // Check if item has fallen off screen if (item.lastY < SCREEN_HEIGHT && item.y >= SCREEN_HEIGHT) { if (item.type === "banana" && item.active) { // Missed a banana - lose a life decreaseLife(); item.remove(); } else if (item.type === "bomb" && item.active) { // Bomb fell off screen - remove it with no penalty item.destroy(); fallingItems.splice(i, 1); } } // Remove destroyed items from array if (!item.active || item.alpha <= 0) { fallingItems.splice(i, 1); } } // Spawn new items at intervals spawnCounter++; if (spawnCounter >= currentSpawnInterval) { spawnItem(); spawnCounter = 0; // Increase difficulty based on score thresholds var score = LK.getScore(); // Set speed multiplier based on score thresholds var speedMultiplier = 1; if (score >= 20) { speedMultiplier = 5; } else if (score >= 10) { speedMultiplier = 3; } else if (score >= 5) { speedMultiplier = 2; } currentSpeed = 2 * speedMultiplier; currentSpawnInterval = Math.max(MIN_SPAWN_INTERVAL, SPAWN_INTERVAL_INITIAL - score * INTERVAL_DECREMENT); } // Update score text scoreText.setText('Score: ' + LK.getScore()); }; // Initialize the game function initGame() { // Reset game variables lives = MAX_LIVES; LK.setScore(0); spawnCounter = 0; currentSpawnInterval = SPAWN_INTERVAL_INITIAL; currentSpeed = 2; isGameOver = false; fallingItems = []; // Initialize UI initLives(); scoreText.setText('Score: 0'); // Play background music LK.playMusic('gameMusic'); } // Start the game initGame();
===================================================================
--- original.js
+++ change.js
@@ -91,9 +91,8 @@
var MAX_LIVES = 3;
var BOMB_THRESHOLD_SCORE = 15;
var SPAWN_INTERVAL_INITIAL = 60; // frames
var MIN_SPAWN_INTERVAL = 20; // frames
-var SPEED_INCREMENT = 0.1;
var INTERVAL_DECREMENT = 1;
// Game variables
var fallingItems = [];
var lives = MAX_LIVES;
@@ -201,11 +200,20 @@
spawnCounter++;
if (spawnCounter >= currentSpawnInterval) {
spawnItem();
spawnCounter = 0;
- // Increase difficulty based on score
+ // Increase difficulty based on score thresholds
var score = LK.getScore();
- currentSpeed = 2 + score * SPEED_INCREMENT;
+ // Set speed multiplier based on score thresholds
+ var speedMultiplier = 1;
+ if (score >= 20) {
+ speedMultiplier = 5;
+ } else if (score >= 10) {
+ speedMultiplier = 3;
+ } else if (score >= 5) {
+ speedMultiplier = 2;
+ }
+ currentSpeed = 2 * speedMultiplier;
currentSpawnInterval = Math.max(MIN_SPAWN_INTERVAL, SPAWN_INTERVAL_INITIAL - score * INTERVAL_DECREMENT);
}
// Update score text
scoreText.setText('Score: ' + LK.getScore());
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