User prompt
Never overlap objects.
User prompt
Increase the amount of hearts that fall and avoid objects in a straight line.
User prompt
less density in the object. I don't want two or three objects overlapping or coming.
User prompt
Keep everything as it is right now, except for the spacing between the different objects and the different lines. The spacing must be bigger.
User prompt
At first, show up hearts and the other different objects, always in different lines, with less
User prompt
Create more separation between the different objects that show up, putting them in different lines.
User prompt
Hearts need to come in separate lines when compared to the other objects.
User prompt
as a background, instead of a "black screen", replace it with the "background" asset to fill the entire screen with the image.
User prompt
Decrease the number of hearts to half
User prompt
No objects in straight lines.
User prompt
randomize the position of every object falling.
User prompt
If five hearts fall through the cracks without the player catching them, the player loses.
User prompt
Increase the number of slaps and screams by 500%.
User prompt
Increase the speed of falling objects by 200,000%.
User prompt
Increase the speed of falling by 1000%.
User prompt
increase the speed of falling by 200%
User prompt
Decrease the number of ARDs spawning by 20%.
User prompt
Increase the number of hearts, slaps and screams by 30%.
User prompt
Increase the number of screams and slaps by 100%.
User prompt
Decrease the number of hearts falling by 50%.
User prompt
Decrease the number of hearts falling.
User prompt
Further decrease the number of ARTs spawning.
User prompt
Increase the amount of screams and slaps that spawn
User prompt
Now, decrease the number of hearts that fall.
User prompt
for each 10 seconds that go by, progressively increase the speed of fall of the "screams" and "slaps"
/**** * 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 = FallingObject.prototype.speed || 5; self.update = function () { self.y += self.speed; if (self.y > 2732) { if (self.type === 'heart') { fallenHearts++; if (fallenHearts >= 5) { LK.showGameOver(); } } self.destroy(); } }; }); /**** * Initialize Game ****/ var game = new LK.Game(); /**** * Game Code ****/ var background = game.attachAsset('Background', { anchorX: 0, anchorY: 0, width: 2048, height: 2732 }); // Initialize game variables var couple = game.addChild(new Couple()); couple.x = 2048 / 2; couple.y = 2732 - 200; var fallingObjects = []; var score = 0; var gameTime = 0; var fallenHearts = 0; // New variable to keep track of fallen hearts // Function to handle movement function handleMove(x, y, obj) { couple.x = x; } // Function to spawn falling objects function spawnFallingObject(type) { var newObject = new FallingObject(type); newObject.x = Math.random() * (2048 - newObject.width); newObject.y = 0; // Check if the new object overlaps with any existing object for (var i = 0; i < fallingObjects.length; i++) { if (newObject.intersects(fallingObjects[i])) { return; // If it overlaps, do not add the new object } } 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 % 240 === 0) { gameTime++; if (gameTime % 10 === 0) { FallingObject.prototype.speed += 3000; } if (Math.random() < 0.52) { for (var i = 0; i < 3; i++) { spawnFallingObject('scream'); spawnFallingObject('slap'); } } } if (LK.ticks % 240 === 0) { spawnFallingObject('heart'); } }; // Event listeners game.move = handleMove; game.down = handleMove; game.up = function (x, y, obj) { // Handle touch release };
===================================================================
--- original.js
+++ change.js
@@ -74,8 +74,14 @@
function spawnFallingObject(type) {
var newObject = new FallingObject(type);
newObject.x = Math.random() * (2048 - newObject.width);
newObject.y = 0;
+ // Check if the new object overlaps with any existing object
+ for (var i = 0; i < fallingObjects.length; i++) {
+ if (newObject.intersects(fallingObjects[i])) {
+ return; // If it overlaps, do not add the new object
+ }
+ }
fallingObjects.push(newObject);
game.addChild(newObject);
}
// Game update function