Code edit (6 edits merged)
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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 = 0.2; // Set opacity to 20% self.speed = -0.1; // Move from right to left, half the ocean speed self.update = function () { self.x += self.speed; if (self.x < -cityGraphics.width) { self.x = 2048; // 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 = 0.4; // 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 + 245; // Consolidated vertical position adjustment var city2 = game.addChild(new City()); city2.y = 2732 * 0.8 - city2.height / 2 + 245; // Consolidated vertical position adjustment city2.x = 2048; // Offset the second city to create a continuous loop // 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(city1); game.addChild(city2); 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 });
===================================================================
--- original.js
+++ change.js
@@ -9,9 +9,9 @@
anchorY: 0.5,
scaleX: 5,
scaleY: 5
});
- cityGraphics.alpha = 0.3; // Set opacity to 30%
+ cityGraphics.alpha = 0.2; // Set opacity to 20%
self.speed = -0.1; // Move from right to left, half the ocean speed
self.update = function () {
self.x += self.speed;
if (self.x < -cityGraphics.width) {
@@ -157,11 +157,11 @@
****/
// 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 + 225; // Consolidated vertical position adjustment
+city1.y = 2732 * 0.8 - city1.height / 2 + 245; // Consolidated vertical position adjustment
var city2 = game.addChild(new City());
-city2.y = 2732 * 0.8 - city2.height / 2 + 225; // Consolidated vertical position adjustment
+city2.y = 2732 * 0.8 - city2.height / 2 + 245; // Consolidated vertical position adjustment
city2.x = 2048; // Offset the second city to create a continuous loop
// Initialize cloud layers with random heights
var cloud1 = game.addChild(new Cloud());
cloud1.x = 2048 / 2;
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.