User prompt
As the game progresses, let's say after 10 seconds, decrease the amount of hearts, and increase the speed of "slaps" and "screams" to make it harder for the player
User prompt
When hitting 3 blue squares, the couple dies. When hitting hearts it's fine, couple doesn't die
User prompt
Correct the code: I'm dying when intersect with a heart
User prompt
The heart is good, the couple doesn't die when consuming hearts.
User prompt
replace the green squares by slaps
Initial prompt
Until Death to us Apart
/**** * Classes ****/ // Assets will be automatically created and loaded by the LK engine based on their usage in the code. // Class for the Couple var Couple = Container.expand(function () { var self = Container.call(this); var coupleGraphics = self.attachAsset('couple', { anchorX: 0.5, anchorY: 0.5 }); self.lives = 3; self.update = function () { // Update logic for the couple }; self.loseLife = function () { self.lives -= 1; if (self.lives <= 0) { LK.showGameOver(); } }; }); // Class for Falling Objects var FallingObject = Container.expand(function (type) { var self = Container.call(this); var assetId = type === 'heart' ? 'heart' : type === 'scream' ? 'scream' : 'slap'; var fallingObjectGraphics = self.attachAsset(assetId, { anchorX: 0.5, anchorY: 0.5 }); self.type = type; self.speed = 5; self.update = function () { self.y += self.speed; if (self.y > 2732) { self.destroy(); } }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 // Init game with black background }); /**** * Game Code ****/ // Initialize game variables var couple = game.addChild(new Couple()); couple.x = 2048 / 2; couple.y = 2732 - 200; var fallingObjects = []; var score = 0; // Function to handle movement function handleMove(x, y, obj) { couple.x = x; } // Function to spawn falling objects function spawnFallingObject() { var type = Math.random() < 0.7 ? 'heart' : Math.random() < 0.5 ? 'scream' : 'slap'; var newObject = new FallingObject(type); newObject.x = Math.random() * 2048; newObject.y = 0; fallingObjects.push(newObject); game.addChild(newObject); } // Game update function game.update = function () { for (var i = fallingObjects.length - 1; i >= 0; i--) { if (fallingObjects[i].intersects(couple)) { if (fallingObjects[i].type === 'heart') { score += 10; } else { couple.loseLife(); } fallingObjects[i].destroy(); fallingObjects.splice(i, 1); } } if (LK.ticks % 60 === 0) { spawnFallingObject(); } }; // Event listeners game.move = handleMove; game.down = handleMove; game.up = function (x, y, obj) { // Handle touch release };
/****
* Classes
****/
// Assets will be automatically created and loaded by the LK engine based on their usage in the code.
// Class for the Couple
var Couple = Container.expand(function () {
var self = Container.call(this);
var coupleGraphics = self.attachAsset('couple', {
anchorX: 0.5,
anchorY: 0.5
});
self.lives = 3;
self.update = function () {
// Update logic for the couple
};
self.loseLife = function () {
self.lives -= 1;
if (self.lives <= 0) {
LK.showGameOver();
}
};
});
// Class for Falling Objects
var FallingObject = Container.expand(function (type) {
var self = Container.call(this);
var assetId = type === 'heart' ? 'heart' : type === 'scream' ? 'scream' : 'slap';
var fallingObjectGraphics = self.attachAsset(assetId, {
anchorX: 0.5,
anchorY: 0.5
});
self.type = type;
self.speed = 5;
self.update = function () {
self.y += self.speed;
if (self.y > 2732) {
self.destroy();
}
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000 // Init game with black background
});
/****
* Game Code
****/
// Initialize game variables
var couple = game.addChild(new Couple());
couple.x = 2048 / 2;
couple.y = 2732 - 200;
var fallingObjects = [];
var score = 0;
// Function to handle movement
function handleMove(x, y, obj) {
couple.x = x;
}
// Function to spawn falling objects
function spawnFallingObject() {
var type = Math.random() < 0.7 ? 'heart' : Math.random() < 0.5 ? 'scream' : 'slap';
var newObject = new FallingObject(type);
newObject.x = Math.random() * 2048;
newObject.y = 0;
fallingObjects.push(newObject);
game.addChild(newObject);
}
// Game update function
game.update = function () {
for (var i = fallingObjects.length - 1; i >= 0; i--) {
if (fallingObjects[i].intersects(couple)) {
if (fallingObjects[i].type === 'heart') {
score += 10;
} else {
couple.loseLife();
}
fallingObjects[i].destroy();
fallingObjects.splice(i, 1);
}
}
if (LK.ticks % 60 === 0) {
spawnFallingObject();
}
};
// Event listeners
game.move = handleMove;
game.down = handleMove;
game.up = function (x, y, obj) {
// Handle touch release
};