User prompt
that they don't bounce
User prompt
make more animals
User prompt
“It detects defeat as soon as the animal begins to fall. I want the game to only display ‘You Lost’ if an already placed animal ends up completely outside the box, not while it’s falling. The box boundary should be slightly higher than the actual edge, and only trigger if an animal is already stationary and passes it.
User prompt
The box is the boundary of the game, and if an animal crosses that boundary, the game should detect that and display the defeat message.
User prompt
“I want a preview of the next character or animal to drop in one corner of the screen. This way, the player can see it and plan where to drop it. I want it to update every time a new one drops. The image needs to be clear and representative of the character.”
User prompt
I want two identical animals to merge almost instantly when they touch, without waiting several seconds. I want the different animals to continue bouncing normally and not merge. The merge needs to be fast and fluid to be fun.
User prompt
I want an animal to land on top of the other if it touches it, not pass through it. It should behave like real physics, like balls bouncing and stacking. Enable solid collisions between the animals.
User prompt
better leave it as before
User prompt
If there are no two identical animals, the one you throw stays on top.
User prompt
but I touch the screen and I lose in this game you can never lose This game is infinite
Code edit (1 edits merged)
Please save this source code
User prompt
Merge Madness: Character Drop
User prompt
It's a game where you drop characters or animals into a box. When two identical ones come together, they merge and a new one appears, either weirder or funnier. The goal is to keep combining without filling up the box, because if you can't move anything else, you lose. Each time you merge, the character changes shape: it can be a cat with glasses, a giant duck, or a capybara with a hat. The higher you go, the crazier it gets. It's simple, yet very addictive. It's played with just one finger, has bouncing physics, and it's fun to see what new character appears after each merge. En español
Initial prompt
It's a game where you drop characters or animals into a box. When two identical ones come together, they merge and a new one appears, either weirder or funnier. The goal is to keep combining without filling up the box, because if you can't move anything else, you lose. Each time you merge, the character changes shape: it can be a cat with glasses, a giant duck, or a capybara with a hat. The higher you go, the crazier it gets. It's simple, yet very addictive. It's played with just one finger, has bouncing physics, and it's fun to see what new character appears after each merge.
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
var Character = Container.expand(function (level) {
var self = Container.call(this);
self.level = level || 1;
self.merging = false;
self.settled = false;
self.velocityX = 0;
self.velocityY = 0;
self.gravity = 0.5;
self.bounce = 0.3;
self.friction = 0.98;
var graphics = self.attachAsset('character' + self.level, {
anchorX: 0.5,
anchorY: 0.5
});
self.radius = graphics.width / 2;
// Add character labels for visual feedback
var levelText = new Text2(self.level.toString(), {
size: 40,
fill: 0x000000
});
levelText.anchor.set(0.5, 0.5);
self.addChild(levelText);
self.update = function () {
if (self.merging) return;
// Apply gravity
self.velocityY += self.gravity;
// Apply velocity
self.x += self.velocityX;
self.y += self.velocityY;
// Apply friction
self.velocityX *= self.friction;
// Check collision with walls
if (self.x - self.radius <= leftWall.x + leftWall.width / 2) {
self.x = leftWall.x + leftWall.width / 2 + self.radius;
self.velocityX = Math.abs(self.velocityX) * self.bounce;
if (self.velocityX > 1) {
LK.getSound('bounce').play();
}
}
if (self.x + self.radius >= rightWall.x - rightWall.width / 2) {
self.x = rightWall.x - rightWall.width / 2 - self.radius;
self.velocityX = -Math.abs(self.velocityX) * self.bounce;
if (self.velocityX < -1) {
LK.getSound('bounce').play();
}
}
// Check collision with floor
if (self.y + self.radius >= floor.y - floor.height / 2) {
self.y = floor.y - floor.height / 2 - self.radius;
self.velocityY = -Math.abs(self.velocityY) * self.bounce;
if (Math.abs(self.velocityY) < 2) {
self.velocityY = 0;
self.settled = true;
}
if (Math.abs(self.velocityY) > 1) {
LK.getSound('bounce').play();
}
}
// Check for collisions with other characters
for (var i = 0; i < characters.length; i++) {
var other = characters[i];
if (other !== self && !other.merging && !self.merging) {
var distance = Math.sqrt(Math.pow(self.x - other.x, 2) + Math.pow(self.y - other.y, 2));
var minDistance = self.radius + other.radius;
// Check for collision
if (distance < minDistance && distance > 0) {
// Calculate collision normal
var normalX = (other.x - self.x) / distance;
var normalY = (other.y - self.y) / distance;
// Separate objects
var overlap = minDistance - distance;
var separationX = normalX * overlap * 0.5;
var separationY = normalY * overlap * 0.5;
self.x -= separationX;
self.y -= separationY;
other.x += separationX;
other.y += separationY;
// Calculate relative velocity
var relativeVelX = self.velocityX - other.velocityX;
var relativeVelY = self.velocityY - other.velocityY;
// Calculate collision velocity in collision normal direction
var collisionVelocity = relativeVelX * normalX + relativeVelY * normalY;
// Only resolve if objects are moving towards each other
if (collisionVelocity > 0) {
// Calculate collision impulse
var restitution = 0.4; // Bounce factor
var impulse = -(1 + restitution) * collisionVelocity;
// Apply impulse to velocities
self.velocityX += impulse * normalX;
self.velocityY += impulse * normalY;
other.velocityX -= impulse * normalX;
other.velocityY -= impulse * normalY;
// Play bounce sound if collision is significant
if (Math.abs(impulse) > 1) {
LK.getSound('bounce').play();
}
}
// Check for merging only if same level and close enough
if (other.level === self.level && distance < minDistance - 5) {
self.mergeWith(other);
break;
}
}
}
}
};
self.mergeWith = function (other) {
if (self.merging || other.merging) return;
if (self.level >= 8) return; // Max level reached
self.merging = true;
other.merging = true;
// Calculate merge position
var mergeX = (self.x + other.x) / 2;
var mergeY = (self.y + other.y) / 2;
// Play merge sound
LK.getSound('merge').play();
// Create merge effect
tween(self, {
alpha: 0,
scaleX: 1.2,
scaleY: 1.2
}, {
duration: 200,
easing: tween.easeOut
});
tween(other, {
alpha: 0,
scaleX: 1.2,
scaleY: 1.2
}, {
duration: 200,
easing: tween.easeOut,
onFinish: function onFinish() {
// Remove old characters
var selfIndex = characters.indexOf(self);
var otherIndex = characters.indexOf(other);
if (selfIndex > -1) characters.splice(selfIndex, 1);
if (otherIndex > -1) characters.splice(otherIndex, 1);
self.destroy();
other.destroy();
// Create new character
var newCharacter = new Character(self.level + 1);
newCharacter.x = mergeX;
newCharacter.y = mergeY;
newCharacter.velocityY = -5; // Small upward bounce
characters.push(newCharacter);
gameContainer.addChild(newCharacter);
// Update score
LK.setScore(LK.getScore() + self.level * 10);
scoreText.setText(LK.getScore());
// Spawn effect
tween(newCharacter, {
scaleX: 1,
scaleY: 1
}, {
duration: 300,
easing: tween.bounceOut
});
newCharacter.scaleX = 0.5;
newCharacter.scaleY = 0.5;
}
});
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x87CEEB
});
/****
* Game Code
****/
// Sound effects
// Drop zone indicator
// Container walls
// Pink circle - ultimate
// Orange circle - capybara with hat
// Purple circle - capybara
// Yellow circle - giant duck
// Green circle - duck
// Blue circle - cat with glasses
// Teal circle - cat
// Red circle - basic
// Character assets - progression from simple to complex
// Game variables
var characters = [];
var nextCharacterLevel = 1;
var dropPosition = 1024; // Center of screen
var gameOver = false;
var dropCooldown = 0;
// Create game container
var gameContainer = new Container();
game.addChild(gameContainer);
// Create container walls and floor
var leftWall = gameContainer.attachAsset('wall', {
anchorX: 0.5,
anchorY: 0.5,
x: 624,
y: 1866
});
var rightWall = gameContainer.attachAsset('wall', {
anchorX: 0.5,
anchorY: 0.5,
x: 1424,
y: 1866
});
var floor = gameContainer.attachAsset('floor', {
anchorX: 0.5,
anchorY: 0.5,
x: 1024,
y: 2166
});
// Create drop zone indicator
var dropZone = gameContainer.attachAsset('dropZone', {
anchorX: 0.5,
anchorY: 0.5,
x: dropPosition,
y: 1400,
alpha: 0.3
});
// Create UI elements
var scoreText = new Text2('0', {
size: 80,
fill: 0xFFFFFF
});
scoreText.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreText);
scoreText.y = 100;
var nextCharacterText = new Text2('Next: Level 1', {
size: 60,
fill: 0xFFFFFF
});
nextCharacterText.anchor.set(0.5, 0);
LK.gui.top.addChild(nextCharacterText);
nextCharacterText.y = 200;
// Game over line
var gameOverLine = new Container();
var lineGraphics = LK.getAsset('floor', {
anchorX: 0.5,
anchorY: 0.5,
width: 800,
height: 5
});
lineGraphics.tint = 0xFF0000;
lineGraphics.alpha = 0.5;
gameOverLine.addChild(lineGraphics);
gameOverLine.x = 1024;
gameOverLine.y = 1450;
gameContainer.addChild(gameOverLine);
// Check if there are any matching characters for the given level
function hasMatchingCharacters(level) {
var count = 0;
for (var i = 0; i < characters.length; i++) {
if (characters[i].level === level && !characters[i].merging) {
count++;
if (count >= 2) return true;
}
}
return false;
}
// Generate next character level (weighted towards lower levels)
function generateNextCharacter() {
var rand = Math.random();
if (rand < 0.4) return 1;
if (rand < 0.7) return 2;
if (rand < 0.85) return 3;
if (rand < 0.95) return 4;
return 5;
}
// Check if game is over - disabled for infinite gameplay
function checkGameOver() {
// Game over functionality removed - infinite game
return false;
}
// Drop character
function dropCharacter() {
if (dropCooldown > 0) return;
var character = new Character(nextCharacterLevel);
character.x = dropPosition;
character.y = 1300;
character.velocityY = 2;
characters.push(character);
gameContainer.addChild(character);
// Play drop sound
LK.getSound('drop').play();
// Generate next character
nextCharacterLevel = generateNextCharacter();
nextCharacterText.setText('Next: Level ' + nextCharacterLevel);
// Set cooldown
dropCooldown = 30; // 0.5 seconds at 60fps
}
// Handle mouse/touch input
game.move = function (x, y, obj) {
// Update drop position
dropPosition = Math.max(leftWall.x + leftWall.width / 2 + 60, Math.min(rightWall.x - rightWall.width / 2 - 60, x));
dropZone.x = dropPosition;
};
game.down = function (x, y, obj) {
// Update drop position and drop character
dropPosition = Math.max(leftWall.x + leftWall.width / 2 + 60, Math.min(rightWall.x - rightWall.width / 2 - 60, x));
dropZone.x = dropPosition;
dropCharacter();
};
// Main game loop
game.update = function () {
// Update cooldown
if (dropCooldown > 0) {
dropCooldown--;
}
// Update drop zone alpha based on cooldown
dropZone.alpha = dropCooldown > 0 ? 0.1 : 0.3;
// Clean up destroyed characters
for (var i = characters.length - 1; i >= 0; i--) {
if (characters[i].destroyed) {
characters.splice(i, 1);
}
}
};
// Initialize first character level
nextCharacterLevel = generateNextCharacter();
nextCharacterText.setText('Next: Level ' + nextCharacterLevel); ===================================================================
--- original.js
+++ change.js
@@ -63,16 +63,52 @@
if (Math.abs(self.velocityY) > 1) {
LK.getSound('bounce').play();
}
}
- // Check for merging with other characters
+ // Check for collisions with other characters
for (var i = 0; i < characters.length; i++) {
var other = characters[i];
- if (other !== self && other.level === self.level && !other.merging && !self.merging) {
+ if (other !== self && !other.merging && !self.merging) {
var distance = Math.sqrt(Math.pow(self.x - other.x, 2) + Math.pow(self.y - other.y, 2));
- if (distance < self.radius + other.radius - 10) {
- self.mergeWith(other);
- break;
+ var minDistance = self.radius + other.radius;
+ // Check for collision
+ if (distance < minDistance && distance > 0) {
+ // Calculate collision normal
+ var normalX = (other.x - self.x) / distance;
+ var normalY = (other.y - self.y) / distance;
+ // Separate objects
+ var overlap = minDistance - distance;
+ var separationX = normalX * overlap * 0.5;
+ var separationY = normalY * overlap * 0.5;
+ self.x -= separationX;
+ self.y -= separationY;
+ other.x += separationX;
+ other.y += separationY;
+ // Calculate relative velocity
+ var relativeVelX = self.velocityX - other.velocityX;
+ var relativeVelY = self.velocityY - other.velocityY;
+ // Calculate collision velocity in collision normal direction
+ var collisionVelocity = relativeVelX * normalX + relativeVelY * normalY;
+ // Only resolve if objects are moving towards each other
+ if (collisionVelocity > 0) {
+ // Calculate collision impulse
+ var restitution = 0.4; // Bounce factor
+ var impulse = -(1 + restitution) * collisionVelocity;
+ // Apply impulse to velocities
+ self.velocityX += impulse * normalX;
+ self.velocityY += impulse * normalY;
+ other.velocityX -= impulse * normalX;
+ other.velocityY -= impulse * normalY;
+ // Play bounce sound if collision is significant
+ if (Math.abs(impulse) > 1) {
+ LK.getSound('bounce').play();
+ }
+ }
+ // Check for merging only if same level and close enough
+ if (other.level === self.level && distance < minDistance - 5) {
+ self.mergeWith(other);
+ break;
+ }
}
}
}
};
make an ant. In-Game asset. High contrast. No shadows
make a bee. In-Game asset. High contrast. No shadows
make a butterfly. In-Game asset. High contrast. No shadows
make a bird. In-Game asset. High contrast. No shadows
create a cat. In-Game asset. High contrast. No shadows
Create a dog. In-Game asset. High contrast. No shadows
Create a tigre. In-Game asset. High contrast. No shadows
Create a oso. In-Game asset. High contrast. No shadows
make a hippopotamus. In-Game asset. High contrast. No shadows
make an elephant. In-Game asset. High contrast. No shadows
make a giraffe. In-Game asset. High contrast. No shadows
make a whale. In-Game asset. High contrast. No shadows