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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 BananaEffect = Container.expand(function () { var self = Container.call(this); self.init = function (x, y) { // Create multiple banana particles for (var i = 0; i < 8; i++) { var particle = self.attachAsset('banana', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.2, scaleY: 0.2, alpha: 0.8 }); // Calculate angle for particle direction var angle = Math.PI * 2 * (i / 8); // Position particle particle.x = 0; particle.y = 0; // Calculate target position for the tween var targetX = Math.cos(angle) * 100; var targetY = Math.sin(angle) * 100; // Animate particle tween(particle, { x: targetX, y: targetY, alpha: 0, rotation: Math.random() * Math.PI * 2, scaleX: 0.05, scaleY: 0.05 }, { duration: 800 + Math.random() * 400, easing: tween.easeOut }); } // Set position of the effect self.x = x; self.y = y; // Auto-destroy after all animations complete LK.setTimeout(function () { self.destroy(); }, 1500); }; return self; }); 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 }); } else if (self.type === "heart") { self.graphics = self.attachAsset('heart', { anchorX: 0.5, anchorY: 0.5 }); } else if (self.type === "rottenBanana") { self.graphics = self.attachAsset('rottenBanana', { 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(); // Create banana effect at tap position createBananaEffect(self.x, self.y); self.remove(false); } else if (self.type === "bomb") { // Lost a life by tapping bomb LK.getSound('explosion').play(); decreaseLife(); self.remove(); } else if (self.type === "heart") { // Gained a life by tapping heart LK.getSound('pop').play(); increaseLife(); self.remove(); } else if (self.type === "rottenBanana") { // Lost a life by tapping rotten banana LK.getSound('explosion').play(); decreaseLife(); self.remove(); } }; self.remove = function (createSouls) { self.active = false; // Create soul effect based on item type, but only if createSouls is not false if (createSouls !== false) { if (self.type === "banana") { createSoulEffect(self.x, self.y, 3); } else if (self.type === "heart") { createSoulEffect(self.x, self.y, 5); } else if (self.type === "bomb" || self.type === "rottenBanana") { // No souls for negative items } } tween(self, { alpha: 0, scaleX: 0.3, scaleY: 0.3 }, { duration: 200, onFinish: function onFinish() { self.destroy(); } }); }; return self; }); var Soul = Container.expand(function () { var self = Container.call(this); self.init = function (x, y) { // Create soul graphics var soulGraphics = self.attachAsset('heart', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.5, scaleY: 0.5, alpha: 0.7 }); // Set initial position self.x = x; self.y = y; // Randomize direction slightly self.targetX = Math.random() * 300 - 150 + x; self.targetY = y - 300 - Math.random() * 200; // Always float upward // Start the float animation tween(self, { x: self.targetX, y: self.targetY, alpha: 0, scaleX: 0.1, scaleY: 0.1 }, { duration: 1500 + Math.random() * 1000, easing: tween.easeOut, 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; var extraHeartSpawned = false; var extraHeartCaught = false; var gameStarted = 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, stroke: 0x000000, strokeThickness: 8, bold: true }); scoreText.anchor.set(0.5, 0); scoreText.x = SCREEN_WIDTH / 2; scoreText.y = 50; game.addChild(scoreText); // Create click to play text var clickToPlayText = new Text2('Click to Start', { size: 120, fill: 0xFFFFFF, stroke: 0x000000, strokeThickness: 8, bold: true }); clickToPlayText.anchor.set(0.5, 0.5); clickToPlayText.x = SCREEN_WIDTH / 2; clickToPlayText.y = SCREEN_HEIGHT / 2; game.addChild(clickToPlayText); // 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 create floating soul effect function createSoulEffect(x, y, count) { count = count || 1; for (var i = 0; i < count; i++) { var soul = new Soul(); soul.init(x, y); game.addChild(soul); } } // Function to create banana effect when banana is clicked function createBananaEffect(x, y) { var effect = new BananaEffect(); effect.init(x, y); game.addChild(effect); } // Function to increase life function increaseLife() { if (lives < MAX_LIVES) { lives++; initLives(); extraHeartCaught = true; // Mark that a heart was caught } } // Function to decrease life function decreaseLife() { // Create soul effect at heart position that was lost var heartIndex = lives - 1; if (heartIndex >= 0 && heartsContainer.children[heartIndex]) { var heartPos = heartsContainer.children[heartIndex]; var globalPos = heartsContainer.toGlobal({ x: heartPos.x + 50, y: heartPos.y + 50 }); var gamePos = game.toLocal(globalPos); createSoulEffect(gamePos.x, gamePos.y, 7); } 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; gameStarted = false; LK.getSound('gameover').play(); LK.effects.flashScreen(0xff0000, 1000); // Create many soul effects from the center of the screen for (var i = 0; i < 20; i++) { LK.setTimeout(function () { createSoulEffect(SCREEN_WIDTH / 2 + (Math.random() * 400 - 200), SCREEN_HEIGHT / 2 + (Math.random() * 400 - 200), 1); }, i * 50); } // 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); // Show click to play text again clickToPlayText.visible = true; } // Function to spawn a new falling item function spawnItem() { var score = LK.getScore(); var isBomb = score >= BOMB_THRESHOLD_SCORE && Math.random() < 0.3; var isRottenBanana = score >= 30 && Math.random() < 0.3; // Heart spawning logic var isHeart = false; // First heart when score is 50 and health is 1 if (score >= 50 && lives === 1 && !extraHeartSpawned) { isHeart = true; extraHeartSpawned = true; } // If player didn't catch the first heart, spawn another one after 20 more score else if (score >= 70 && lives === 1 && extraHeartSpawned && !extraHeartCaught) { isHeart = true; } var itemType = "banana"; if (isHeart) { itemType = "heart"; } else if (isBomb) { itemType = "bomb"; } else if (isRottenBanana) { itemType = "rottenBanana"; } var item = new FallingItem(); // Use special speed for heart when score > 100 and low health if (itemType === "heart" && score > 100 && lives === 1) { item.init(itemType, 16); // Set heart falling speed to 16x } else if (itemType === "heart" && score >= 50 && lives === 1) { item.init(itemType, 10); // Medium speed for hearts when score is between 50-100 } else { item.init(itemType, currentSpeed); } fallingItems.push(item); game.addChild(item); return item; } // Update game state each frame game.update = function () { if (!gameStarted || 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 && item.lastY !== undefined && item.active && 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 || item.type === "rottenBanana" && item.active) { // Bomb or rotten banana fell off screen - remove it with no penalty item.destroy(); fallingItems.splice(i, 1); } } // Remove destroyed items from array if (!item || !item.active || item.alpha <= 0) { fallingItems.splice(i, 1); } } // Spawn new items at intervals spawnCounter++; // Get current score for difficulty calculations var score = LK.getScore(); // Hearts will be spawned based on specific conditions in spawnItem function 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 >= 200) { speedMultiplier = 20; } else if (score >= 190) { speedMultiplier = 19; } else if (score >= 180) { speedMultiplier = 18; } else if (score >= 170) { speedMultiplier = 17; } else if (score >= 160) { speedMultiplier = 16; } else if (score >= 150) { speedMultiplier = 15; } else if (score >= 140) { speedMultiplier = 14; } else if (score >= 130) { speedMultiplier = 13; } else if (score >= 120) { speedMultiplier = 12; } else if (score >= 110) { speedMultiplier = 11; } else if (score >= 100) { speedMultiplier = 10.5; } else if (score >= 90) { speedMultiplier = 10; } else if (score >= 80) { speedMultiplier = 9.5; } else if (score >= 70) { speedMultiplier = 9; } else if (score >= 60) { speedMultiplier = 8.5; } else if (score >= 50) { speedMultiplier = 8; } else if (score >= 40) { speedMultiplier = 7.5; } else if (score >= 30) { speedMultiplier = 7; } else if (score >= 20) { speedMultiplier = 6.5; } else if (score >= 10) { speedMultiplier = 6; } else if (score >= 5) { speedMultiplier = 4; } 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; extraHeartSpawned = false; // Reset heart spawn tracking extraHeartCaught = false; // Reset heart catch tracking fallingItems = []; // Initialize UI initLives(); scoreText.setText('Score: 0'); // Play background music LK.playMusic('gameMusic'); } // Set up click handler to start game game.down = function () { if (!gameStarted) { gameStarted = true; clickToPlayText.visible = false; initGame(); } }; // Initialize but don't start the game yet lives = MAX_LIVES; initLives();
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--- original.js
+++ change.js
Pixel banana. In-Game asset. High contrast. No shadows
Pixel art Bomb.. In-Game asset. High contrast. No shadows
Pixel art Heart. In-Game asset. High contrast. No shadows
Pixel art Forest background. In-Game asset. High contrast. No shadows
Purple color "+1" in pixels art style . No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
Simple empty clean pixel art background in brown. In-Game asset. 2d. High contrast. No shadows. Game menu background.
Menu button. Pixel art dark brown.. In-Game asset. 2d. High contrast. No shadows No writing inside