Code edit (3 edits merged)
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Let's move the instruction text up 300 pixels.
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Let's triple the size of the water splash.
Code edit (1 edits merged)
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Only display the text hi there when there is absolutely nothing moving on screen and all of the obstacles are motionless.
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If there is no movement happening on the game screen, display the words Hi there in the middle of the screen.
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Do you know why the crow's text is not appearing on screen? Is it a child of something else?
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Do you know why the crow's text and the lyric sound are not playing after every eight obstacles?
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The anchor for the crow's text should not be a child of anything. It should be on its own.
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Since the alert sound doesn't always trigger, let's move it so that it triggers after every 8 obstacles.
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with a very large gap between obstacles.
Code edit (1 edits merged)
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The right and left edge of the ocean tiles should slightly overlap by about 20 pixels.
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That didn't seem to work. I'm still seeing very, very small gaps between the top and bottom obstacle. That gap needs to be wider vertically.
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I see. It's a little too hard at the beginning sometimes, so let's make it so the smallest gap is 400 pixels.
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Increase the size of the jets by 25%.
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Increase the size of the fish by 50 percent.
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Reset the player character's rotation when the player flaps.
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Slow the rotation of the player character by half.
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Reset the rotation of the player's character when the player flaps.
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Reset the rotation when the player flaps.
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This should also apply to the flap animation.
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As the pelican is falling towards the ground, we want to rotate it clockwise until the right side is facing straight down. And it will never go beyond facing straight down. It will...
===================================================================
--- original.js
+++ change.js
@@ -286,12 +286,12 @@
// 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 - 20; // Overlap by 20 pixels
+ bottomLayer1.x = bottomLayer2.x + 2048;
}
if (bottomLayer2.x < -2048 / 2) {
- bottomLayer2.x = bottomLayer1.x + 2048 - 20; // Overlap by 20 pixels
+ 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) {
@@ -404,9 +404,9 @@
size: 200,
fill: "#ffffff"
});
crowsText.anchor.set(0.5, 0.5);
- crowsText.x = 2048 / 2;
+ crowsText.x = 1024 / 2;
crowsText.y = 2732 / 2;
game.addChild(crowsText);
// Remove the "CROWS!" text after 2 seconds
LK.setTimeout(function () {
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.