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Actually, let's move the boat up by another 10 pixels and make it go half as fast as it's going now.
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Let's move the boat up by about 10 pixels.
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The boat should go three times as fast as it's moving right now, and it should sit at the very top of the water layer.
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The boat should have its own unique image.
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There should be no collision on the boat.
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Every 30 seconds, let's have a boat go across the screen from right to left at about the same speed as the clouds.
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Raise the vertical position of the city by 20 pixels.
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Let's lower the opacity of the city to 40% opacity.
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'height')' in or related to this line: 'city2.y = 2732 * 0.8 - city2.height / 2 + 225; // Consolidated vertical position adjustment' Line Number: 182
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Let's raise the vertical position of the city by 25 pixels.
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'height')' in or related to this line: 'city2.y = 2732 * 0.8 - city2.height / 2 + 250; // Consolidated vertical position adjustment' Line Number: 182
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Please clean up the code for the city position.
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Lower the vertical position of the city by another 50 pixels.
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Lower the vertical placement of the city by 100 pixels.
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Lower the vertical position by about 50 pixels of the city.
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the of the city so that it's behind the ocean layer Z level.
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The city should move half as slow as the ocean.
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the city should move just as slow as the ocean.
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The city image should only ever be on-screen at once. They should be back-to-back so that there are no gaps between the tiles.
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The city image should be at 30% opacity.
/****
* Classes
****/
// City class
var City = Container.expand(function () {
var self = Container.call(this);
var cityGraphics = self.attachAsset('cityTile', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 5,
scaleY: 5
});
cityGraphics.alpha = 0.3; // Set opacity to 30%
self.speed = -2; // Move from right to left, faster than clouds
self.update = function () {
self.x += self.speed;
if (self.x < -cityGraphics.width / 2) {
self.x = 2048 + cityGraphics.width / 2; // Reset position to the right
}
};
});
// Cloud class
var Cloud = Container.expand(function () {
var self = Container.call(this);
var cloudGraphics = self.attachAsset('cloud', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 5,
scaleY: 5
});
cloudGraphics.alpha = 0.3; // Set opacity to 30%
self.speed = -1; // Move from right to left
self.update = function () {
self.x += self.speed;
if (self.x < -cloudGraphics.width) {
self.x = 2048 + cloudGraphics.width; // Reset position to the right
}
};
});
// Fish class
var Fish = Container.expand(function () {
var self = Container.call(this);
var fishGraphics = self.attachAsset('pelican', {
anchorX: 0.5,
anchorY: 0.5
});
fishGraphics.alpha = 0.8; // Set alpha to 80% opaque
self.speed = 2;
self.direction = 1; // 1 for right, -1 for left
self.update = function () {
self.x += self.speed * self.direction;
if (self.x > 2048 || self.x < 0) {
self.direction *= -1; // Change direction
fishGraphics.scale.x *= -1; // Flip the direction of the image
}
};
});
// The assets will be automatically created and loaded by the LK engine
// Jet class
var Jet = Container.expand(function () {
var self = Container.call(this);
var jetGraphics = self.attachAsset('jet', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 15;
self.update = function () {
self.x -= self.speed;
if (self.x < -100) {
self.destroy();
}
};
});
// Obstacle class
var Obstacle = Container.expand(function () {
var self = Container.call(this);
var obstacleGraphics = self.attachAsset('obstacle', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = -5;
self.update = function () {
self.x += self.speed;
self.children.forEach(function (child) {
if (child instanceof Text2) {
child.x = self.x;
}
});
if (self.x < -100) {
self.destroy();
}
};
self.createPipe = function (gapY, gapHeight) {
var topPipe = LK.getAsset('obstacle', {
anchorX: 0.5,
anchorY: 1.0,
height: gapY
});
var bottomPipe = LK.getAsset('obstacle', {
anchorX: 0.5,
anchorY: 0.0,
y: gapY + gapHeight,
height: 2732 - (gapY + gapHeight)
});
self.addChild(topPipe);
self.addChild(bottomPipe);
};
});
// Pelican class
var Pelican = Container.expand(function () {
var self = Container.call(this);
var pelicanGraphics = self.attachAsset('pelicanSVG', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 0;
self.update = function () {
self.speed += 0.5; // Gravity effect
self.y += self.speed;
if (self.y < 0) {
self.y = 0;
}
if (self.y > 2732) {
LK.effects.flashScreen(0xff0000, 1000);
LK.stopMusic();
LK.stopMusic();
LK.showGameOver();
}
// Check if pelican is in the ocean layer
if (self.y > 2732 * 0.8) {
pelicanGraphics.alpha = 0.8; // Set to 80% opaque
if (self.y < 2732 * 0.8 + 10) {
// Check if pelican is at the top part of the ocean layer
createSplashEffect(self.x, self.y);
}
} else {
pelicanGraphics.alpha = 1; // Set to fully opaque
}
};
self.dive = function () {
self.speed = 10; // Increase speed for diving
};
self.fly = function () {
self.speed = -15; // Increase upward speed for flying
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x87CEEB
});
/****
* Game Code
****/
// Initialize city layers to create a continuous loop similar to the ocean
var city1 = game.addChild(new City());
city1.x = 0;
city1.y = 2732 * 0.8 - city1.height / 2; // Position directly above the ocean layer
var city2 = game.addChild(new City());
city2.x = 2048; // Offset the second city to create a continuous loop
city2.y = 2732 * 0.8 - city2.height / 2; // Position directly above the ocean layer
// Initialize cloud layers with random heights
var cloud1 = game.addChild(new Cloud());
cloud1.x = 2048 / 2;
cloud1.y = Math.random() * 2732 * 0.5; // Random height within the top half
var cloud2 = game.addChild(new Cloud());
cloud2.x = 2048 / 2 + 1024; // Offset the second cloud
cloud2.y = Math.random() * 2732 * 0.5; // Random height within the top half
function createSplashEffect(x, y) {
var splash = LK.getAsset('splash', {
anchorX: 0.5,
anchorY: 0.5
});
splash.x = x;
splash.y = y;
splash.alpha = 1;
splash.update = function () {
this.alpha -= 0.05; // Fade out the splash
if (this.alpha <= 0) {
this.destroy();
}
};
LK.getSound('splash').play(); // Play splash sound
game.addChild(splash);
}
game.pipesPassed = 0;
game.jetsAppear = false;
// Forest green color
// No start screen, game begins immediately
// Forest green color for pipes
// Forest green color for pipes
// Add a light blue layer at the bottom 20% of the screen
var bottomLayer1 = LK.getAsset('ocean', {
width: 2048,
height: 2732 * 0.2,
color: 0xADD8E6,
anchorX: 0.5,
anchorY: 0.0
});
bottomLayer1.x = 2048 / 2;
bottomLayer1.y = 2732 * 0.8;
game.addChild(bottomLayer1);
var bottomLayer2 = LK.getAsset('ocean', {
width: 2048,
height: 2732 * 0.2,
color: 0xADD8E6,
anchorX: 0.5,
anchorY: 0.0
});
bottomLayer2.x = 2048 / 2 + 2048;
bottomLayer2.y = 2732 * 0.8;
game.addChild(bottomLayer2);
var scoreTxt = new Text2('0', {
size: 150,
fill: "#ffffff"
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
var pelican = game.addChild(new Pelican());
var fish = game.addChild(new Fish());
fish.x = 1024; // Start in the middle of the screen
fish.y = 2732 * 0.9; // Position in the bottom layer
pelican.speed = 0; // Initial speed
pelican.x = 500;
pelican.y = 1366;
var obstacles = [];
var oceanSwayDirection = 1;
var oceanSwaySpeed = 0.5;
game.update = function () {
// Add a gentle sway to the ocean layer
bottomLayer1.x -= oceanSwaySpeed * 0.2;
bottomLayer2.x -= oceanSwaySpeed * 0.2;
if (bottomLayer1.x < -2048 / 2) {
bottomLayer1.x = bottomLayer2.x + 2048;
}
if (bottomLayer2.x < -2048 / 2) {
bottomLayer2.x = bottomLayer1.x + 2048;
}
bottomLayer1.y += oceanSwaySpeed * oceanSwayDirection * 0.5;
bottomLayer2.y += oceanSwaySpeed * oceanSwayDirection * 0.5;
if (bottomLayer1.y > 2732 * 0.8 + 0.5 || bottomLayer1.y < 2732 * 0.8 - 0.5) {
oceanSwayDirection *= -1;
}
if (LK.ticks % 400 == 0 && !game.jetsAppear) {
var newObstacle = new Obstacle();
newObstacle.x = 2048;
var gapY = Math.random() * (2000 - 600); // Random gap position
var pelicanHeight = LK.getAsset('pelican', {}).height;
var maxGapHeight = pelicanHeight * 10;
var initialGapHeight = 2000 * 0.2;
var minGapHeight = initialGapHeight / 2;
var gapHeight = Math.max(minGapHeight, Math.min(initialGapHeight, maxGapHeight) - LK.getScore() * 0.1); // Decrease gapHeight over time but not less than half its initial size
newObstacle.createPipe(gapY, gapHeight);
obstacles.push(newObstacle);
game.addChild(newObstacle);
game.pipesPassed++;
if (game.pipesPassed % 8 == 0) {
game.jetsAppear = true;
game.jetsTimer = 0;
LK.getSound('alert').play();
}
}
for (var i = obstacles.length - 1; i >= 0; i--) {
if (obstacles[i].x < -50) {
obstacles[i].destroy();
obstacles.splice(i, 1);
LK.setScore(LK.getScore() + 1); // Add 1 point to the score
scoreTxt.setText(LK.getScore()); // Update the score text
}
if (pelican.intersects(obstacles[i])) {
LK.effects.flashScreen(0xff0000, 1000);
LK.stopMusic();
LK.getSound('arcadefail').play();
LK.showGameOver();
}
fish.update();
cloud1.update();
cloud2.update();
city1.update();
city2.update();
if (pelican.intersects(fish)) {
fish.destroy();
fish = game.addChild(new Fish());
fish.x = 1024; // Reset fish position
fish.y = 2732 * 0.9;
LK.setScore(LK.getScore() + 10); // Add 10 points to the score
scoreTxt.setText(LK.getScore()); // Update the score text
LK.getSound('specialscore1').play(); // Play the sound Special Score 1
// Create and display the "YUM" text
var yumText = new Text2('YUM', {
size: 150,
fill: "#FFA500"
});
yumText.anchor.set(0.5, 0);
yumText.x = pelican.x;
yumText.y = pelican.y;
yumText.alpha = 1;
yumText.update = function () {
this.y -= 2; // Move the text upwards
this.alpha -= 0.02; // Fade out the text
if (this.alpha <= 0) {
this.destroy();
}
};
game.addChild(yumText);
// Create and display the "+10" text
var plusTenText = new Text2('+10', {
size: 150,
fill: "#FFA500"
});
plusTenText.anchor.set(0.5, 0);
plusTenText.x = pelican.x;
plusTenText.y = pelican.y - 200; // Position it above the "YUM" text
plusTenText.alpha = 1;
plusTenText.update = function () {
this.y -= 2; // Move the text upwards
this.alpha -= 0.02; // Fade out the text
if (this.alpha <= 0) {
this.destroy();
}
};
game.addChild(plusTenText);
}
// Add the jet to the game
if (game.jetsAppear) {
game.jetsTimer++;
if (game.jetsTimer >= 300) {
// 5 seconds have passed
game.jetsAppear = false;
} else if (LK.ticks % 60 == 0) {
// Every second
if (game.jetsTimer == 0) {
// When the first jet appears
// Play the alert sound
LK.getSound('alert').play();
var crowsText = new Text2('CROWS!', {
size: 200,
fill: "#ffffff"
});
crowsText.anchor.set(0.5, 0.5);
crowsText.x = 2048 / 2;
crowsText.y = 2732 / 2;
game.addChild(crowsText);
// Remove the "CROWS!" text after 2 seconds
LK.setTimeout(function () {
crowsText.destroy();
}, 2000);
}
for (var i = 0; i < 3; i++) {
var newJet = new Jet();
newJet.x = 2048 + i * 500; // Start from the right side of the screen and spread out the jets
newJet.y = Math.random() * 2732; // Random y position
game.addChild(newJet);
}
}
}
// Check for collision with the jet
for (var i = game.children.length - 1; i >= 0; i--) {
if (game.children[i] instanceof Jet && pelican.intersects(game.children[i])) {
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
}
}
// Increment score for every two seconds the pelican stays alive
if (LK.ticks % 120 == 0) {
LK.setScore(LK.getScore() + 1);
scoreTxt.setText(LK.getScore());
}
}
};
game.down = function (x, y, obj) {
pelican.fly();
LK.getSound('flap').play();
// Create and display the "FLAP" image
var flapImage = LK.getAsset('flapImage', {
anchorX: 0.5,
anchorY: 0.5
});
flapImage.x = pelican.x;
flapImage.y = pelican.y;
flapImage.alpha = 1;
flapImage.update = function () {
this.alpha -= 0.25; // Fade out the image
if (this.alpha <= 0) {
this.destroy();
pelican.visible = true; // Make the pelican visible again
}
};
game.addChild(flapImage);
pelican.visible = false; // Hide the pelican when the flap image is on screen
};
game.up = function (x, y, obj) {
// No action needed on mouse up
};
// Start the music when the game begins
LK.playMusic('soundtrack', {
volume: 0.3
});
8-bit profile of pelican flying straight. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
8-bit profile of fish for arcade game. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
8-bit profile of pelican flapping it's wings downward. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
8-bit silhouette of tugboat. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
8-bit "YUM" dialog bubble. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.