User prompt
Make the hippo jump faster
User prompt
add one more bird
User prompt
remove the background
User prompt
Make sure the watermelons are close to a branch so you can grab them
User prompt
Improves the hippo's movement when clicking on a branch
User prompt
improve the game and make it smoother
User prompt
If the hippo does not reach a branch he must fall down
User prompt
add more branches and reduce the amount of watermelons
User prompt
Remove complety the effect of the hippo getting bigger when he grabs watermelons
User prompt
Please fix the bug: 'TypeError: setTimeout is not a function' in or related to this line: 'setTimeout(function () {' Line Number: 365
User prompt
Make Hippo open his mouth when he grabs watermelon
User prompt
hippo still stuck on top of the screen
User prompt
reduce more the growing effect when grabbing watermelons
User prompt
Hippo gets to big when he grabs watermelons, reduce the effect a little
User prompt
Make the hippo grow bigger as he grabs watermelons
/**** * Classes ****/ var Bird = Container.expand(function () { var self = Container.call(this); var birdGraphics = self.attachAsset('bird', { anchorX: 0.5, anchorY: 0.5 }); self.direction = Math.random() < 0.5 ? -1 : 1; self.originalX = self.direction === 1 ? 0 : 2048; self._move_migrated = function () {}; self._update_migrated = function () { self.x += self.direction * 1.5; // Further reduce speed for smoother movement if (self.direction === -1) { birdGraphics.scale.x = -1; } else { birdGraphics.scale.x = 1; } if (self.x < 0 || self.x > 2048) { self.x = self.originalX; } self.y = Math.max(300, Math.min(2732 - 50 - self.height, self.y + Math.random() * 10 - 5)); }; }); var Branch = Container.expand(function () { var self = Container.call(this); var branchGraphics = self.attachAsset('branch', { anchorX: 0.5, anchorY: 0.5 }); self._move_migrated = function () {}; self._update_migrated = function () {}; }); var Hippo = Container.expand(function () { var self = Container.call(this); var hippoGraphics = self.attachAsset('hippo', { anchorX: 0.5, anchorY: 0.5, scaleX: 1, scaleY: 1 }); var hippoMouthOpen = false; self.vx = 0; self.vy = 0; self.gravity = 0.5; self.jumping = false; self.jump = function (target, branches) { if (target && !self.jumping) { self.jumping = true; var dx = target.x - self.x; var dy = target.y - self.y; if (dy > 0) { self.jumping = false; return; } var distance = Math.sqrt(dx * dx + dy * dy); self.vx = dx / distance * 25; // Increase speed for faster jump self.vy = dy / distance * 25; // Increase speed for faster jump self.jumpingFrom = branches; } }; self._update_migrated = function () { self.x = Math.max(0, Math.min(2048 - self.width, self.x + self.vx * 0.9)); // Apply easing effect if (self.vx > 0) { hippoGraphics.scale.x = -1; } else if (self.vx < 0) { hippoGraphics.scale.x = 1; } // Render hippo with mouth open if state is true if (hippoMouthOpen) { hippoGraphics.scale.y = 1.2; // Example of mouth open effect } else { hippoGraphics.scale.y = 1; } self.y += self.vy * 0.9; // Apply easing effect self.vy += self.gravity; if (self.vy > 0) { self.jumpingFrom = []; // Check if hippo is not intersecting any branch var onBranch = branches.some(function (branch) { return self.intersects(branch); }); if (!onBranch) { self.vy += self.gravity; // Continue falling } } if (self.y > 2732 - self.height) { self.y = 2732 - self.height; self.vy = -self.vy * 0.3; // Further reduce velocity for smoother bounce self.vx *= 0.3; // Further reduce horizontal velocity if (Math.abs(self.vy) < 1) { // Stop bouncing if velocity is too low self.vy = 0; self.vx = 0; self.jumping = false; } // Removed bounce effect and scale animation } }; }); var Spider = Container.expand(function () { var self = Container.call(this); var spiderGraphics = self.attachAsset('spider', { anchorX: 0.5, anchorY: 0.5 }); self.idle = true; self.moveDown = false; self.moveUp = false; self.state = 'idle'; self.originalY = self.y; self._update_migrated = function () { switch (self.state) { case 'idle': self.state = 'moveDown'; break; case 'moveDown': self.y += 1.5; // Further reduce speed for smoother movement if (self.y >= self.originalY + 3 * self.height) { self.state = 'moveUp'; } break; case 'moveUp': self.y -= 5; if (self.y <= self.originalY) { self.state = 'idle'; } break; default: break; } }; }); var TopBranch = Container.expand(function () { var self = Container.call(this); var topBranchGraphics = self.attachAsset('topBranch', { anchorY: 0.5 }); self.x = 0; self.y = 0; self.width = 2048; self._move_migrated = function () {}; self._update_migrated = function () {}; }); var Vine = Container.expand(function () { var self = Container.call(this); var vineGraphics = self.attachAsset('vine', { anchorX: 0.5, anchorY: 0.5 }); }); var Watermelon = Container.expand(function () { var self = Container.call(this); var watermelonGraphics = self.attachAsset('watermelon', { anchorX: 0.5, anchorY: 0.5 }); watermelonGraphics.scale.x = 2; watermelonGraphics.scale.y = 2; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ game.setupLevel = function () { for (var i = 0; i < branches.length; i++) { branches[i].destroy(); } branches = []; for (var i = 0; i < 25; i++) { // Increase the number of branches var newBranch = new Branch(); newBranch.x = Math.random() * 2048; // Randomize x position newBranch.y = Math.random() * 2300; // Randomize y position branches.push(newBranch); game.addChild(newBranch); if (i % 5 === 0) { // Reduce the number of watermelons var watermelonPrize = new Watermelon(); watermelonPrize.x = newBranch.x; watermelonPrize.y = newBranch.y - 50; // Position watermelon closer to the branch game.addChild(watermelonPrize); watermelons.push(watermelonPrize); } } for (var i = 0; i < birds.length; i++) { birds[i].destroy(); } birds = []; for (var i = 0; i < level + 1; i++) { // Reduce the number of birds // Add two more birds // Increase number of birds var newBird = new Bird(); newBird.x = Math.random() * 2048; newBird.y = i * (2732 / (2 + level)) + 300; birds.push(newBird); game.addChild(newBird); } for (var i = 0; i < watermelons.length; i++) { watermelons[i].destroy(); } watermelons = []; for (var i = 0; i < 20; i++) { // Reduce the number of watermelons for smoother gameplay // Increase the number of watermelons var newWatermelon = new Watermelon(); newWatermelon.x = Math.random() * 2048; newWatermelon.y = Math.random() * 2732; // Randomize y position across the entire screen game.addChild(newWatermelon); watermelons.push(newWatermelon); } for (var i = 0; i < spiders.length; i++) { spiders[i].destroy(); } spiders = []; for (var i = 0; i < Math.max(1, level - 1); i++) { // Reduce the number of spiders // Decrease number of spiders by one var newSpider = new Spider(); var eligibleBranches = branches.filter(function (branch) { return branch.y < 2732 * 2 / 3; }); var randomBranch = eligibleBranches[Math.floor(Math.random() * eligibleBranches.length)]; newSpider.x = randomBranch.x; newSpider.y = randomBranch.y + randomBranch.height; newSpider.originalY = newSpider.y; game.addChild(newSpider); spiders.push(newSpider); } var eligibleBranches = branches.filter(function (branch) { return branch.y < 2732 * 2 / 3; }); var randomBranch = eligibleBranches[Math.floor(Math.random() * eligibleBranches.length)]; newSpider.x = randomBranch.x; newSpider.y = randomBranch.y + randomBranch.height; newSpider.originalY = newSpider.y; game.addChild(newSpider); spiders.push(newSpider); // Add a new spider that moves horizontally var newSpiderHorizontal = new Spider(); newSpiderHorizontal.x = Math.random() * 2048; newSpiderHorizontal.y = Math.random() * 2732; newSpiderHorizontal.originalX = newSpiderHorizontal.x; newSpiderHorizontal._update_migrated = function () { switch (this.state) { case 'idle': this.state = 'moveRight'; break; case 'moveRight': this.x += 5; if (this.x >= this.originalX + 3 * this.width) { this.state = 'moveLeft'; } break; case 'moveLeft': this.x -= 5; if (this.x <= this.originalX) { this.state = 'idle'; } break; default: break; } }; game.addChild(newSpiderHorizontal); spiders.push(newSpiderHorizontal); var newVine = new Vine(); var vineBranch = eligibleBranches[Math.floor(Math.random() * eligibleBranches.length)]; newVine.x = vineBranch.x; newVine.y = vineBranch.y + 400; game.addChild(newVine); branches.sort(function (a, b) { return a.y - b.y; }); }; var branches = []; var birds = []; var watermelons = []; var spiders = []; var level = 1; var hippo = game.addChild(new Hippo()); hippo.x = 1024; hippo.y = 2732 - hippo.height - 100; // Adjusted initial position to prevent getting stuck // Removed initial upward velocity for the jump game.setupLevel(); var levelTxt = new Text2('Level: ' + level, { size: 75, fill: '#ffffff' }); levelTxt.anchor.set(0, 0); LK.gui.topLeft.addChild(levelTxt); var watermelonCount = 0; var watermelonTxt = new Text2('Watermelons: ' + watermelonCount, { size: 75, fill: '#ffffff' }); watermelonTxt.anchor.set(1, 0); LK.gui.topRight.addChild(watermelonTxt); // Removed duplicate hippo creation LK.on('tick', function () { hippo._update_migrated(); for (var i = 0; i < branches.length; i++) { branches[i]._update_migrated(); if (branches[i].y > 2732) { branches[i].destroy(); branches.splice(i, 1); i--; } } for (var i = 0; i < birds.length; i++) { birds[i]._update_migrated(); } for (var i = 0; i < branches.length; i++) { if (!hippo.jumpingFrom.includes(branches[i]) && hippo.intersects(branches[i])) { hippo.vx = 0; hippo.vy = 0; hippo.jumping = false; // Removed code to prevent hippo from landing on the branch } } if (hippo.y <= 0) { hippo.y = 0; hippo.vy = 0; } for (var i = 0; i < birds.length; i++) { if (hippo.intersects(birds[i])) { LK.showGameOver(); } birds[i]._update_migrated(); } for (var i = 0; i < watermelons.length; i++) { if (hippo.intersects(watermelons[i])) { watermelons[i].destroy(); watermelons.splice(i, 1); watermelonCount++; watermelonTxt.setText('Watermelons: ' + watermelonCount); LK.setScore(LK.getScore() + 1); // Removed the effect of the hippo getting bigger when grabbing watermelons // Toggle mouth open state hippoMouthOpen = true; LK.setTimeout(function () { hippoMouthOpen = false; }, 500); // Close mouth after 500ms } } for (var i = 0; i < spiders.length; i++) { spiders[i]._update_migrated(); if (hippo.intersects(spiders[i])) { LK.showGameOver(); } } }); game.on('down', function (x, y, obj) { var pos = game.toLocal(obj.global); hippo.jump({ x: pos.x, y: pos.y }, branches); });
===================================================================
--- original.js
+++ change.js
@@ -54,10 +54,10 @@
self.jumping = false;
return;
}
var distance = Math.sqrt(dx * dx + dy * dy);
- self.vx = dx / distance * 15; // Further reduce speed for smoother jump
- self.vy = dy / distance * 15; // Further reduce speed for smoother jump
+ self.vx = dx / distance * 25; // Increase speed for faster jump
+ self.vy = dy / distance * 25; // Increase speed for faster jump
self.jumpingFrom = branches;
}
};
self._update_migrated = function () {
Cartoony looking spider, with two big round eyes Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
cut watermelon. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
bush. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
tree. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
funny bird. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.