User prompt
make sure rope is created before player
User prompt
Synchronize the payers and rope position on first game
User prompt
on game start make sure the rope is adjusted properly
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make screen flash electric blue
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when enemy is zapped, show shock over enemy for half a second
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do a fade out of small circle before setting its alpha to 0
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remove small circle when powerup is over circle
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when circle of powerup collides with player circle, destroy powerup circle
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remove small of power up when collides with circle. make it fade out before destroying it
User prompt
when powerup touches big circle, start fading out the circle of the powerup
User prompt
Make sure mosquito sound plays also when the first wave of mosquitos spawns
User prompt
make sure mosquito sound also plays on game start
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remove circle of power up when it entersthe big circle
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add a small circle behind the power up
Code edit (1 edits merged)
Please save this source code
User prompt
change alpha of powerup all the time
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change score font to a gamer one
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add a little more movement to the power up to make it more lively
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play mosquito sound every time a wave of enemies is spawned
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remove dim effect from powerup
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fire should not dim
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Please fix the bug: 'TypeError: Graphics is not a constructor' in or related to this line: 'var halo = new Graphics();' Line Number: 130
User prompt
powerup should not dim, it should have a bright halo around dit
Code edit (1 edits merged)
Please save this source code
/**** * Classes ****/ var Enemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5 }); var leftWing = self.attachAsset('leftWing', { anchorX: 0.5, anchorY: 0.5, flipX: 1 }); var rightWing = self.attachAsset('rightWing', { anchorX: 0.5, anchorY: 0.5 }); leftWing.x = -enemyGraphics.width / 2.3 - leftWing.width / 2.3; rightWing.x = enemyGraphics.width / 2.3 + rightWing.width / 2.3; self.speed = 4 + waveNumber * enemySpeedIncrement; // Initialize enemy speed with progression self.update = function () { var dx = player.x - self.x; var dy = player.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); leftWing.y = Math.sin(LK.ticks / 5) * 10; rightWing.y = Math.sin(LK.ticks / 5) * 10; self.x += dx / distance * self.speed; self.y += dy / distance * self.speed + Math.sin(LK.ticks / 5) * 5; var dx = self.x - player.x; var dy = self.y - player.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < enemyGraphics.width / 2 + player.width / 2) { if (!game.gameOverTriggered) { game.gameOverTriggered = true; LK.setTimeout(function () { LK.getSound('gameover').play(); }, 500); var scaleInterval = LK.setInterval(function () { enemyGraphics.scale.x += 0.8; enemyGraphics.scale.y += 0.8; leftWing.scale.x += 0.8; leftWing.scale.y += 0.8; rightWing.scale.x += 0.8; rightWing.scale.y += 0.8; // Update the position of wings relative to the size of the enemy leftWing.x -= 60; rightWing.x += 60; // Bring the enemy to the top layer of z axis game.setChildIndex(self, game.children.length - 1); if (enemyGraphics.scale.x >= 2048 / enemyGraphics.width && enemyGraphics.scale.y >= 2732 / enemyGraphics.height) { LK.clearInterval(scaleInterval); LK.setTimeout(function () { LK.showGameOver(); }, 1000); } }, 100); } } // Check if enemy is outside of the circle if (!isInsideCircle(self, circle)) { // Make enemy and wings darker enemyGraphics.alpha = 0.5; leftWing.alpha = 0.5; rightWing.alpha = 0.5; } else { // Restore enemy and wings brightness enemyGraphics.alpha = 1; leftWing.alpha = 1; rightWing.alpha = 1; } }; }); // Create a player class var Player = Container.expand(function () { var self = Container.call(this); var rope = self.attachAsset('rope', { anchorX: 0.5, anchorY: 1 }); var playerGraphics = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5 }); rope.y = -playerGraphics.height / 2; }); var PowerUp = Container.expand(function () { var self = Container.call(this); var smallCircle = self.attachAsset('circle', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.1, scaleY: 0.1 }); var powerUpGraphics = self.attachAsset('powerUp', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 4 + waveNumber * enemySpeedIncrement; // Initialize power-up speed with progression self.update = function () { var dx = player.x - self.x; var dy = player.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); self.x += dx / distance * self.speed; self.y += dy / distance * self.speed; // Add a scale effect to the powerup to make it seem cartoony self.scale.x = 1 + Math.sin(LK.ticks / 10) * 0.1; self.scale.y = 1 + Math.sin(LK.ticks / 10) * 0.1; self.rotation = Math.sin(LK.ticks / 10) * 0.1; var dx = self.x - player.x; var dy = self.y - player.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < self.width / 2 + player.width / 2 && !game.gameOverTriggered) { self.destroy(); circle.scale.x *= 1.25; circle.scale.y *= 1.25; LK.getSound('powerup').play(); } // Check if power up is outside of the circle if (!isInsideCircle(self, circle)) { // Keep power up brightness powerUpGraphics.alpha = 1; smallCircle.alpha = 1; } else { // Keep power up brightness powerUpGraphics.alpha = 1; smallCircle.alpha -= 0.1; if (smallCircle.alpha <= 0) { smallCircle.alpha = 0; } } }; }); /**** * Initialize Game ****/ // Add player to the game //<Assets used in the game will automatically appear here> //<Write entity 'classes' with empty functions for important behavior here> var game = new LK.Game({ backgroundColor: 0x000000 //Init game with black background }); /**** * Game Code ****/ game.gameOverTriggered = false; function isInsideCircle(object, circle) { var dx = object.x - circle.x; var dy = object.y - circle.y; var distance = Math.sqrt(dx * dx + dy * dy); return distance < circle.width / 2; } game.down = function (x, y, obj) { if (!game.gameOverTriggered) { console.log("Screen was pressed at", x, y); LK.getSound('zap').play(); for (var i = game.children.length - 1; i >= 0; i--) { if (game.children[i] instanceof Enemy && isInsideCircle(game.children[i], circle)) { game.children[i].rotation = Math.PI; game.children[i].speed = 25; LK.setScore(LK.getScore() + 1); scoreTxt.setText(LK.getScore()); game.children[i].update = function () { this.y += this.speed; if (this.y > 2732 + 50) { this.destroy(); } }; } else if (game.children[i] instanceof PowerUp && isInsideCircle(game.children[i], circle)) { var smoke = LK.getAsset('smoke', { anchorX: 0.5, anchorY: 0.5, x: game.children[i].x, y: game.children[i].y }); game.addChild(smoke); LK.getSound('smoke').play(); var smokeAnimation = LK.setInterval(function () { smoke.alpha -= 0.1; smoke.scale.x += 0.1; smoke.scale.y += 0.1; if (smoke.alpha <= 0) { smoke.destroy(); LK.clearInterval(smokeAnimation); } }, 100); game.children[i].destroy(); } } circle.scale.x *= 0.90; circle.scale.y *= 0.90; LK.effects.flashScreen(0xffff00, 200); // Flash yellow for 500ms } }; function spawnPowerUp() { var powerUp = new PowerUp(); if (player) { var side = Math.floor(Math.random() * 4); if (side == 0) { // Top powerUp.x = Math.random() * 2048; powerUp.y = -50; } else if (side == 1) { // Right powerUp.x = 2048 + 50; powerUp.y = Math.random() * 2732; } else if (side == 2) { // Bottom powerUp.x = Math.random() * 2048; powerUp.y = 2732 + 50; } else { // Left powerUp.x = -50; powerUp.y = Math.random() * 2732; } game.addChild(powerUp); } } // Power-ups will now spawn between waves // Spawn enemies from outside the screen function spawnEnemy() { var enemy = new Enemy(); var side = Math.floor(Math.random() * 4); if (side == 0) { // Top enemy.x = Math.random() * 2048; enemy.y = -50; } else if (side == 1) { // Right enemy.x = 2048 + 50; enemy.y = Math.random() * 2732; } else if (side == 2) { // Bottom enemy.x = Math.random() * 2048; enemy.y = 2732 + 50; } else { // Left enemy.x = -50; enemy.y = Math.random() * 2732; } game.addChild(enemy); } // Variables to manage waves and power-up spawning var waveNumber = 0; var enemiesPerWave = 5; var enemiesSpawned = 0; var waveInterval = 5000; // 5 seconds between waves var enemySpeedIncrement = 0.25; // Speed increment per wave var enemiesPerWaveIncrement = 1; // Additional enemies per wave function startNextWave() { waveNumber++; enemiesSpawned = 0; enemiesPerWave += enemiesPerWaveIncrement; // Increase number of enemies per wave Enemy.prototype.speed += enemySpeedIncrement; // Increase enemy speed PowerUp.prototype.speed += enemySpeedIncrement; // Increase power-up speed LK.getSound('mosquito').play(); // Play mosquito sound every time a wave of enemies is spawned spawnEnemiesInWave(); } function spawnEnemiesInWave() { if (enemiesSpawned < enemiesPerWave) { spawnEnemy(); enemiesSpawned++; LK.setTimeout(spawnEnemiesInWave, 500); // 0.5 seconds between enemy spawns } else { // Spawn power-up after the wave LK.setTimeout(spawnPowerUp, 1000); // Start the next wave after a delay LK.setTimeout(startNextWave, waveInterval); } } // Create a circle in the center of the screen var circle = new Container(); var circleGraphics = circle.attachAsset('circle', { anchorX: 0.5, anchorY: 0.5 }); // Add dim effect to the circle circleGraphics.alpha = 0.9; game.addChild(circle); circle.x = 2048 / 2; circle.y = 2732 / 2; // Initialize score text var scoreTxt = new Text2('0', { size: 150, fill: "#ffffff" }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // Update score text whenever the score changes LK.on('scoreChange', function () { scoreTxt.setText(LK.getScore()); }); // Start the first wave startNextWave(); // Add player to the game var player = new Player(); game.addChild(player); player.x = 2048 / 2; // Center player horizontally player.y = 2732 / 2; // Center player vertically; player.update = function () { if (this.rope) { this.rope.height = this.y; } // Add pendulum effect this.x = 2048 / 2 + Math.sin(LK.ticks / 60) * 30; };
===================================================================
--- original.js
+++ change.js
@@ -73,18 +73,17 @@
});
// Create a player class
var Player = Container.expand(function () {
var self = Container.call(this);
- var playerGraphics = self.attachAsset('player', {
- anchorX: 0.5,
- anchorY: 0.5
- });
var rope = self.attachAsset('rope', {
anchorX: 0.5,
anchorY: 1
});
+ var playerGraphics = self.attachAsset('player', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
rope.y = -playerGraphics.height / 2;
- rope.height = this.y;
});
var PowerUp = Container.expand(function () {
var self = Container.call(this);
var smallCircle = self.attachAsset('circle', {