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after the first time the player touches the screen an makes the dot bounce, prevent the dot from bouncing on the bottom of the screen, instead, destroy it when offscreen
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if dot goes ofscreen, destroy dot show particles and game over
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if dot goes offscreen then dotparticle effect
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dotparticle effect for offscree dot should only happen once
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dot initial position should be 200 pixels higher
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add garbage collector for destroyed obstacles
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Improve game perfromance
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add cooldown based colision detection
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Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'collisionCooldown')' in or related to this line: 'if (self.collisionCooldown === 0 && dot.intersects(obstacles[i]) && !(obstacles[i] instanceof OrbitLine)) {' Line Number: 288
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increase by 300 pixels the condition to destroy obstacles when offscreen after a new star is created.
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every time a new star is created increase the threshold to destroy obstacles that are offcreeen in 300 pixels
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add hand to game start. dot should be bouncing on top of hand.
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on game start move star orbit and obstacle 1000 pixels higher
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dot should bounce on click but should start in still position on the top of the hand
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first star should spawn 700 pixels higher
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move dot 400 pixels higher on game start and should bounce 400 pixels higher too
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move all assets from game start 500 pixels higher
/****
* Classes
****/
var ScorePopup = Container.expand(function (x, y) {
var self = Container.call(this);
self.x = x;
self.y = y;
var scoreText = new Text2('+1', {
size: 100,
fill: "#ffffff",
anchorX: 0.5,
anchorY: 0.5
});
scoreText.x = -scoreText.width / 2;
scoreText.y = -scoreText.height / 2;
self.addChild(scoreText);
self.alpha = 1;
var duration = 90;
self.update = function () {
duration--;
self.y -= 2;
self.alpha -= 1 / 90;
if (duration <= 0) {
self.destroy();
}
};
game.addChild(self);
});
var ParticleEffect = Container.expand(function (x, y) {
var self = Container.call(this);
self.x = x;
self.y = y;
var particles = [];
for (var i = 0; i < 20; i++) {
var particle = self.attachAsset('star', {
anchorX: 0.5,
anchorY: 0.5
});
particle.scaleX = particle.scaleY = Math.random() * 0.5 + 0.5;
particle.alpha = 0.7;
particle.vx = (Math.random() - 0.5) * 10;
particle.vy = (Math.random() - 0.5) * 10;
particles.push(particle);
}
self.update = function () {
for (var i = particles.length - 1; i >= 0; i--) {
particles[i].x += particles[i].vx;
particles[i].y += particles[i].vy;
particles[i].alpha -= 0.02;
if (particles[i].alpha <= 0) {
particles[i].destroy();
particles.splice(i, 1);
}
}
if (particles.length === 0) {
self.destroy();
}
};
game.addChild(self);
});
var DotParticleEffect = Container.expand(function (x, y) {
var self = Container.call(this);
self.x = x;
self.y = y;
var particles = [];
var angleIncrement = Math.PI * 2 / 20;
var speed = 30;
for (var i = 0; i < 20; i++) {
var particle = self.attachAsset('dot', {
anchorX: 0.5,
anchorY: 0.5
});
particle.scaleX = particle.scaleY = 0.5;
particle.alpha = 1;
var angle = i * angleIncrement;
particle.vx = Math.cos(angle) * speed;
particle.vy = Math.sin(angle) * speed;
particles.push(particle);
}
self.update = function () {
for (var i = particles.length - 1; i >= 0; i--) {
particles[i].x += particles[i].vx;
particles[i].y += particles[i].vy;
particles[i].alpha -= 0.0167;
if (particles[i].alpha <= 0) {
particles[i].destroy();
particles.splice(i, 1);
}
}
if (particles.length === 0) {
self.destroy();
}
};
game.addChild(self);
});
var Dot = Container.expand(function () {
var self = Container.call(this);
var dotGraphics = self.attachAsset('dot', {
anchorX: 0.5,
anchorY: 0.5
});
self.destroyed = false;
self.velocityY = 0;
self.gravity = 0.7;
self.bounce = -15;
self.update = function () {
var previousY = self.y;
self.velocityY += self.gravity;
self.y += self.velocityY;
if (self.y > 2732 - self.height / 2) {
self.velocityY = self.bounce;
}
self.movedDistance = self.y - previousY;
};
self.bounceUp = function () {
if (!self.destroyed) {
self.velocityY = self.bounce;
}
};
});
var CircularObstacle = Container.expand(function (starX, starY, radius, angleSpeed, initialAngle) {
var self = Container.call(this);
var obstacleGraphics = self.attachAsset('obstacle', {
anchorX: 0.5,
anchorY: 0.5
});
self.angle = initialAngle || 0;
self.radius = radius;
self.angleSpeed = angleSpeed * 0.75;
self.starX = starX;
self.starY = starY;
self.updatePosition = function () {
self.x = self.starX + Math.cos(self.angle) * self.radius;
self.y = self.starY + Math.sin(self.angle) * self.radius;
self.angle += self.angleSpeed * 0.35;
obstacleGraphics.rotation += self.angleSpeed * 0.35;
};
self.moveDown = function (distance) {
self.starY += distance * 2;
};
self.updatePosition();
});
var Star = Container.expand(function () {
var self = Container.call(this);
var starGraphics = self.attachAsset('star', {
anchorX: 0.5,
anchorY: 0.5
});
self.scaleDirection = 1;
self.scaleSpeed = 0.005;
self.minScale = 0.8;
self.maxScale = 1.2;
self.moveDown = function (distance) {
self.y += distance * 2;
if (self.y > 2732 - self.height / 2) {
self.y = -self.height / 2;
}
};
self.updateScale = function () {
if (self.scaleDirection === 1 && starGraphics.scale.x < self.maxScale) {
starGraphics.scale.x += self.scaleSpeed;
starGraphics.scale.y += self.scaleSpeed;
} else if (self.scaleDirection === -1 && starGraphics.scale.x > self.minScale) {
starGraphics.scale.x -= self.scaleSpeed;
starGraphics.scale.y -= self.scaleSpeed;
}
if (starGraphics.scale.x >= self.maxScale || starGraphics.scale.x <= self.minScale) {
self.scaleDirection *= -1;
}
};
});
var OrbitLine = Container.expand(function (starX, starY, radius) {
var self = Container.call(this);
self.starX = starX;
self.starY = starY;
self.radius = radius;
var segments = 50;
var angleIncrement = Math.PI * 2 / segments;
for (var i = 0; i < segments; i++) {
var angle = i * angleIncrement;
var dot = self.attachAsset('smallObstacle', {
x: starX + Math.cos(angle) * radius,
y: starY + Math.sin(angle) * radius,
anchorX: 0.5,
anchorY: 0.5
});
if (i % 2 === 0) {
dot.alpha = 0;
}
}
self.moveDown = function (distance) {
self.y += distance * 2;
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000
});
/****
* Game Code
****/
function createParticleEffect(x, y) {
var effect = new ParticleEffect(x, y);
LK.on('tick', function () {
effect.update();
});
}
function createDotParticleEffect(x, y) {
var effect = new DotParticleEffect(x, y);
LK.on('tick', function () {
effect.update();
});
}
var dot = game.addChild(new Dot());
dot.x = 2048 / 2;
dot.y = 2732 - dot.height / 2;
var obstacles = [];
function updateObstacles() {
var obstacleCount = 5 + LK.getScore();
while (obstacles.length < obstacleCount) {
var obstacle = game.addChild(new Obstacle());
obstacle.x = obstacle.direction === 1 ? -obstacle.width / 2 : 2048 + obstacle.width / 2;
obstacle.y = Math.random() * (2732 - obstacle.height) + obstacle.height / 2;
obstacles.push(obstacle);
}
}
var scoreTxt = new Text2('', {
size: 200,
fill: "#ffffff"
});
scoreTxt.anchor.set(0.5, 0);
scoreTxt.x = 600;
LK.gui.top.addChild(scoreTxt);
LK.gui.top.addChild(scoreTxt);
game.on('down', function (obj) {
if (dot) {
dot.bounceUp();
}
});
var stars = [];
var star = game.addChild(new Star());
star.x = 2048 / 2;
star.y = 2732 / 2;
stars.push(star);
// Add dotted orbit for the first star
var orbitLine = game.addChild(new OrbitLine(star.x, star.y, 300));
obstacles.push(orbitLine);
function spawnInitialObstacles() {
var starX = 2048 / 2;
var starY = 2732 / 2;
var radius = 300;
var angleSpeed = 0.05;
for (var i = 0; i < 20; i++) {
var obstacle = game.addChild(new CircularObstacle(starX, starY, radius, angleSpeed));
obstacles.push(obstacle);
}
}
spawnInitialObstacles();
LK.on('tick', function () {
dot.update();
for (var i = 0; i < obstacles.length; i++) {
if (obstacles[i] instanceof CircularObstacle) {
obstacles[i].updatePosition();
} else {
if (typeof obstacles[i].move === 'function') {
obstacles[i].move();
}
}
if (dot.y < 1500 && dot.movedDistance < 0) {
obstacles[i].moveDown(-dot.movedDistance);
}
if (dot.intersects(obstacles[i]) && !(obstacles[i] instanceof OrbitLine)) {
if (!dot.destroyed) {
createDotParticleEffect(dot.x, dot.y);
dot.destroyed = true;
}
dot.destroy();
LK.setTimeout(function () {
LK.showGameOver();
}, 1000);
} else if (obstacles[i].y > 2732 + 4000) {
obstacles[i].destroy();
obstacles.splice(i, 1);
}
}
for (var j = stars.length - 1; j >= 0; j--) {
stars[j].updateScale();
if (dot.intersects(stars[j])) {
LK.setScore(LK.getScore() + 1);
scoreTxt.setText(LK.getScore().toString());
scoreTxt.alpha = 0;
var originalY = scoreTxt.y;
LK.on('tick', function updateScoreTextFadeIn() {
scoreTxt.alpha += 0.05;
scoreTxt.y = originalY - (1 - scoreTxt.alpha) * 50;
if (scoreTxt.alpha >= 1) {
scoreTxt.alpha = 1;
LK.off('tick', updateScoreTextFadeIn);
}
});
var oldStarY = stars[j].y;
createParticleEffect(stars[j].x, stars[j].y);
var scorePopup = new ScorePopup(stars[j].x, stars[j].y);
LK.on('tick', function () {
scorePopup.update();
});
stars[j].destroy();
stars.splice(j, 1);
var newStar = game.addChild(new Star());
newStar.x = 2048 / 2;
var additionalYOffset = LK.getScore() > 1 ? (LK.getScore() - 1) * 200 : 0;
newStar.y = oldStarY - 2000 - additionalYOffset;
stars.push(newStar);
// Add a cumulative number of CircularObstacles at random positions around the new star
var cumulativeObstacles = 1 + LK.getScore();
for (var k = 0; k < cumulativeObstacles; k++) {
var randomAngle = Math.random() * Math.PI * 2; // Random angle in radians
var radiusOffset = k * 100;
var circularObstacle = game.addChild(new CircularObstacle(newStar.x, newStar.y, 300 + radiusOffset, 0.05 * (k % 2 === 0 ? 1 : -1), randomAngle));
obstacles.push(circularObstacle);
}
// Add orbit line after creating all obstacles
var orbitLine = game.addChild(new OrbitLine(newStar.x, newStar.y, 300 + radiusOffset));
obstacles.push(orbitLine);
} else if (dot.y < 1500 && dot.movedDistance < 0) {
stars[j].moveDown(-dot.movedDistance);
}
}
});