User prompt
Make the power-up tell you when your five seconds is over so the player knows when their power-up is done for.
User prompt
Can you please add power-ups that make you invincible for like five seconds
User prompt
make bacround asset
User prompt
Move the flies and bees a little down.
User prompt
Make flies and bees a little higher.
User prompt
Still meek, flies and bees hot lower.
User prompt
Make piranhas jump less high.
User prompt
Make flies and bees a little lower.
User prompt
Make more flies.
User prompt
Make the player able to catch the flies.
User prompt
Make the drop a little less high.
User prompt
Make the jump high enough so the piranha can reach the flies and the bees.
User prompt
Please make it able for the piranha to jump up and eat the flies.
User prompt
Make both flies and bees move left in a loop, and also make the jump higher so the player can reach the flies and bees.
User prompt
Whenever you jump, make sure that you can reach the flies and bees. Also, make the bees flying and make the flies flying too.
Initial prompt
snap dragon
/****
* Classes
****/
// Bee class representing the bees to avoid
var Bee = Container.expand(function () {
var self = Container.call(this);
var beeGraphics = self.attachAsset('bee', {
anchorX: 0.5,
anchorY: 0.5
});
self.update = function () {
// Bees move left in a loop
self.x -= 5;
if (self.x < -100) {
self.x = 2048 + 100;
}
};
});
// Fly class representing the flies to be eaten
var Fly = Container.expand(function () {
var self = Container.call(this);
var flyGraphics = self.attachAsset('fly', {
anchorX: 0.5,
anchorY: 0.5
});
self.update = function () {
// Flies move left in a loop
self.x -= 5;
if (self.x < -100) {
self.x = 2048 + 100;
}
};
});
//<Assets used in the game will automatically appear here>
//<Write imports for supported plugins here>
// Prana class representing the player character
var Prana = Container.expand(function () {
var self = Container.call(this);
var pranaGraphics = self.attachAsset('prana', {
anchorX: 0.5,
anchorY: 0.5
});
self.jumpHeight = -60;
self.gravity = 2;
self.velocityY = 0;
self.update = function () {
self.velocityY += self.gravity;
self.y += self.velocityY;
// Prevent Prana from falling below the screen
if (self.y > 2732 - pranaGraphics.height / 2) {
self.y = 2732 - pranaGraphics.height / 2;
self.velocityY = 0;
}
};
self.jump = function () {
self.velocityY = self.jumpHeight;
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x87CEEB // Light blue background
});
/****
* Game Code
****/
// Initialize game elements
var prana = game.addChild(new Prana());
prana.x = 2048 / 2;
prana.y = 2732 - 100;
var flies = [];
var bees = [];
// Function to spawn flies
function spawnFly() {
var fly = new Fly();
fly.x = Math.random() * 2048;
fly.y = Math.random() * (2732 / 2); // Spawn flies a bit higher
flies.push(fly);
game.addChild(fly);
}
// Function to spawn bees
function spawnBee() {
var bee = new Bee();
bee.x = Math.random() * 2048;
bee.y = Math.random() * (2732 / 2); // Spawn bees a bit higher
bees.push(bee);
game.addChild(bee);
}
// Spawn initial flies and bees
for (var i = 0; i < 10; i++) {
spawnFly();
spawnBee();
}
// Handle game updates
game.update = function () {
prana.update();
// Update movement for each fly
for (var i = 0; i < flies.length; i++) {
flies[i].update();
}
// Update movement for each bee
for (var i = 0; i < bees.length; i++) {
bees[i].update();
}
// Check for collisions with flies
for (var i = flies.length - 1; i >= 0; i--) {
if (prana.intersects(flies[i])) {
flies[i].destroy();
flies.splice(i, 1);
// Increase score when prana catches a fly
LK.setScore(LK.getScore() + 1);
}
}
// Check for collisions with bees
for (var i = bees.length - 1; i >= 0; i--) {
if (prana.intersects(bees[i])) {
// Handle game over or other actions
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
}
}
// Periodically spawn new flies and bees
if (LK.ticks % 60 === 0) {
spawnFly();
}
if (LK.ticks % 180 === 0) {
spawnBee();
}
};
// Handle touch events for jumping
game.down = function (x, y, obj) {
if (prana.y >= 2732 - prana.height / 2) {
prana.jump();
}
}; ===================================================================
--- original.js
+++ change.js
@@ -76,17 +76,17 @@
// Function to spawn flies
function spawnFly() {
var fly = new Fly();
fly.x = Math.random() * 2048;
- fly.y = Math.random() * (2732 / 2) + 2732 / 2; // Spawn flies a bit lower
+ fly.y = Math.random() * (2732 / 2); // Spawn flies a bit higher
flies.push(fly);
game.addChild(fly);
}
// Function to spawn bees
function spawnBee() {
var bee = new Bee();
bee.x = Math.random() * 2048;
- bee.y = Math.random() * (2732 / 2) + 2732 / 2; // Spawn bees a bit lower
+ bee.y = Math.random() * (2732 / 2); // Spawn bees a bit higher
bees.push(bee);
game.addChild(bee);
}
// Spawn initial flies and bees
pixel hungery plant. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
pixel bee faceing left. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
pixel fly facing left. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
jungle. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
rain drop. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows