User prompt
The brains are displayed on the screen in a horizontal row, updating dynamically as lives are lost. If the player loses one life (due to collisions with an email), one brain disappears. When all three brains are gone, the game ends, and a 'Game Over' screen is triggered. Provide logic for: Displaying the brain icons on the screen at the start of the game. Updating the icons when a life is lost. Resetting the icons when the game restarts.
User prompt
Each time a shouting person falls to the ground, a counter increases by 1. When the counter reaches 3, the game ends, and a 'Game Over' screen is triggered. Include logic for resetting the counter when the game restarts. Write the code assuming a game framework like Unity (C#) or a similar 2D engine. Provide clear comments for collision detection, counter management, and game-over logic
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'setText')' in or related to this line: 'self.text.setText('Lives: ' + self.lives);' Line Number: 64
User prompt
Please fix the bug: 'Uncaught TypeError: self.setText is not a function' in or related to this line: 'self.setText('Lives: ' + self.lives);' Line Number: 64
User prompt
If an email (envelope object) collides with the player, one life is deducted, and the remaining lives are displayed on the screen. When the player has 0 lives, the game ends, and a 'Game Over' screen is triggered. The code should include collision detection, life management, and UI updates for displaying lives. Write this assuming a game framework like Unity (C#) or a similar 2D engine. Provide clear comments for all key logic
User prompt
add the "background" asset, as a background.
User prompt
Write code for a 2D retro-style game where a bullet is fired to neutralize shouting people. The bullet should move upwards from the HR player's position and check for collisions with shouting people. If a collision is detected, the shouting person is removed from the game, and a score is incremented. The bullet should not interact with other objects like envelopes. Write the code assuming a game framework like Unity (C#) or another 2D game engine. Provide clear comments for the logic.
Initial prompt
HR Mayhem
/****
* Classes
****/
// Class for BrainIcon
var BrainIcon = Container.expand(function () {
var self = Container.call(this);
var brainGraphics = self.attachAsset('Lives', {
anchorX: 0.5,
anchorY: 0.5
});
});
// Class for Envelopes
var Envelope = Container.expand(function () {
var self = Container.call(this);
var envelopeGraphics = self.attachAsset('envelope', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 5;
self.update = function () {
self.y += self.speed;
};
});
// Class for HR Gun Bullets
var HRBullet = Container.expand(function () {
var self = Container.call(this);
var bulletGraphics = self.attachAsset('hrBullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = -10;
self.update = function () {
self.y += self.speed;
for (var i = 0; i < shoutingPeople.length; i++) {
if (self.intersects(shoutingPeople[i])) {
shoutingPeople[i].destroy();
shoutingPeople.splice(i, 1);
LK.setScore(LK.getScore() + 1);
break;
}
}
};
});
// Assets will be automatically created and loaded by the LK engine based on their usage in the code.
// Class for the HR character
var HRCharacter = Container.expand(function () {
var self = Container.call(this);
var hrGraphics = self.attachAsset('hrCharacter', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 10;
self.update = function () {
// Update logic for HR character
};
});
// Class for Player Lives
var PlayerLives = Container.expand(function () {
var self = Container.call(this);
self.lives = 3; // Player starts with 3 lives
self.text = new Text2('Lives: ' + self.lives, {
size: 50,
fill: "#ffffff"
});
self.updateLives = function (lives) {
self.lives = lives;
self.text.setText('Lives: ' + self.lives);
};
self.updateLives(self.lives);
});
// Class for Shouting People
var ShoutingPerson = Container.expand(function () {
var self = Container.call(this);
var personGraphics = self.attachAsset('shoutingPerson', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 3;
self.update = function () {
self.y += self.speed;
};
self.destroyed = false;
self.destroy = function () {
if (!self.destroyed) {
self.destroyed = true;
Container.prototype.destroy.call(self);
}
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000 // Init game with black background
});
/****
* Game Code
****/
// Add the 'background' asset as a background to the game.
var background = game.attachAsset('background', {
anchorX: 0.0,
anchorY: 0.0,
x: 0,
y: 0
});
// Initialize game variables
var hrCharacter = game.addChild(new HRCharacter());
hrCharacter.x = 2048 / 2;
hrCharacter.y = 2732 - 150;
// Initialize Player Lives
var playerLives = game.addChild(new PlayerLives());
playerLives.x = 50;
playerLives.y = 50;
// Initialize Brain Icons
var brainIcons = [];
for (var i = 0; i < 3; i++) {
var newBrainIcon = new BrainIcon();
newBrainIcon.x = 50 + i * 120;
newBrainIcon.y = 150;
brainIcons.push(newBrainIcon);
game.addChild(newBrainIcon);
}
var envelopes = [];
var shoutingPeople = [];
var hrBullets = [];
// Function to handle movement
function handleMove(x, y, obj) {
hrCharacter.x = x;
hrCharacter.y = y;
}
// Function to handle shooting
function shootHRGun() {
var newBullet = new HRBullet();
newBullet.x = hrCharacter.x;
newBullet.y = hrCharacter.y;
hrBullets.push(newBullet);
game.addChild(newBullet);
}
// Game event listeners
game.down = function (x, y, obj) {
handleMove(x, y, obj);
shootHRGun();
};
game.move = handleMove;
game.update = function () {
// Reset the counter when the game restarts
fallenShoutingPeople = 0;
// Reset brain icons
for (var i = brainIcons.length - 1; i >= 0; i--) {
brainIcons[i].destroy();
brainIcons.splice(i, 1);
}
for (var i = 0; i < playerLives.lives; i++) {
var newBrainIcon = new BrainIcon();
newBrainIcon.x = 50 + i * 120;
newBrainIcon.y = 150;
brainIcons.push(newBrainIcon);
game.addChild(newBrainIcon);
}
// Update envelopes
for (var i = envelopes.length - 1; i >= 0; i--) {
envelopes[i].update();
if (envelopes[i].y > 2732) {
envelopes[i].destroy();
envelopes.splice(i, 1);
}
// Check for collision with player
if (hrCharacter.intersects(envelopes[i])) {
envelopes[i].destroy();
envelopes.splice(i, 1);
playerLives.updateLives(playerLives.lives - 1); // Deduct one life
// Update brain icons
var lastBrainIcon = brainIcons.pop();
lastBrainIcon.destroy();
}
}
// Initialize a counter for shouting people that fall to the ground
var fallenShoutingPeople = 0;
// Update shouting people
for (var j = shoutingPeople.length - 1; j >= 0; j--) {
shoutingPeople[j].update();
if (shoutingPeople[j].y > 2732 || shoutingPeople[j].destroyed) {
shoutingPeople[j].destroy();
shoutingPeople.splice(j, 1);
// Increase the counter each time a shouting person falls to the ground
fallenShoutingPeople++;
}
}
// Update HR bullets
for (var k = hrBullets.length - 1; k >= 0; k--) {
hrBullets[k].update();
if (hrBullets[k].y < 0) {
hrBullets[k].destroy();
hrBullets.splice(k, 1);
}
}
// Check if player has 0 lives or if 3 shouting people have fallen to the ground
if (playerLives.lives <= 0 || fallenShoutingPeople >= 3) {
LK.showGameOver(); // Show game over screen
} else {
// Spawn new envelopes and shouting people
if (LK.ticks % 60 == 0) {
var newEnvelope = new Envelope();
newEnvelope.x = Math.random() * 2048;
newEnvelope.y = 0;
envelopes.push(newEnvelope);
game.addChild(newEnvelope);
var newShoutingPerson = new ShoutingPerson();
newShoutingPerson.x = Math.random() * 2048;
newShoutingPerson.y = 0;
shoutingPeople.push(newShoutingPerson);
game.addChild(newShoutingPerson);
}
}
}; ===================================================================
--- original.js
+++ change.js
@@ -1,7 +1,15 @@
/****
* Classes
****/
+// Class for BrainIcon
+var BrainIcon = Container.expand(function () {
+ var self = Container.call(this);
+ var brainGraphics = self.attachAsset('Lives', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+});
// Class for Envelopes
var Envelope = Container.expand(function () {
var self = Container.call(this);
var envelopeGraphics = self.attachAsset('envelope', {
@@ -104,8 +112,17 @@
// Initialize Player Lives
var playerLives = game.addChild(new PlayerLives());
playerLives.x = 50;
playerLives.y = 50;
+// Initialize Brain Icons
+var brainIcons = [];
+for (var i = 0; i < 3; i++) {
+ var newBrainIcon = new BrainIcon();
+ newBrainIcon.x = 50 + i * 120;
+ newBrainIcon.y = 150;
+ brainIcons.push(newBrainIcon);
+ game.addChild(newBrainIcon);
+}
var envelopes = [];
var shoutingPeople = [];
var hrBullets = [];
// Function to handle movement
@@ -129,8 +146,20 @@
game.move = handleMove;
game.update = function () {
// Reset the counter when the game restarts
fallenShoutingPeople = 0;
+ // Reset brain icons
+ for (var i = brainIcons.length - 1; i >= 0; i--) {
+ brainIcons[i].destroy();
+ brainIcons.splice(i, 1);
+ }
+ for (var i = 0; i < playerLives.lives; i++) {
+ var newBrainIcon = new BrainIcon();
+ newBrainIcon.x = 50 + i * 120;
+ newBrainIcon.y = 150;
+ brainIcons.push(newBrainIcon);
+ game.addChild(newBrainIcon);
+ }
// Update envelopes
for (var i = envelopes.length - 1; i >= 0; i--) {
envelopes[i].update();
if (envelopes[i].y > 2732) {
@@ -141,8 +170,11 @@
if (hrCharacter.intersects(envelopes[i])) {
envelopes[i].destroy();
envelopes.splice(i, 1);
playerLives.updateLives(playerLives.lives - 1); // Deduct one life
+ // Update brain icons
+ var lastBrainIcon = brainIcons.pop();
+ lastBrainIcon.destroy();
}
}
// Initialize a counter for shouting people that fall to the ground
var fallenShoutingPeople = 0;
Envelope. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
bullet. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
shouting person. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows. Retro.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Single Game Texture. In-Game asset. 2D. Blank background. High contrast. No shadows. A pixel-art HR professional wearing a suit and tie, glasses, and holding an oversized cartoonish gun. The character should have a confident stance, professional yet whimsical, styled for a retro game. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Single Game Texture. In-Game asset. 2D. Blank background. High contrast. No shadows. A pixel-art retro office background featuring cubicles, filing cabinets, and scattered papers. The design is simple but vibrant, with blocky shapes and bright colors suitable for a static 2D game environment.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Brain. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.