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make pednulum effect slower
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player and rope should be attached, and incle them very little like a pendulum effect
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rope should start straigh up and not to the side
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player should move side to side very lightly like a pendulum and rope should move along
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invert pedulum effect for rope
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make rop have a sligh pendulum effect. top is fix and bottom momves
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Please fix the bug: 'Uncaught TypeError: Cannot set properties of undefined (setting 'update')' in or related to this line: 'self.update = function () {' Line Number: 254
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make player have a very light pendulum movement
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top of rope shoudld not move sideways
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inverte pendulum effect, where top of rope is fix and player moves
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make player have a very light pendulum effect. the rope should be the rope and the player the pendulum
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'createRadialGradient')' in or related to this line: 'var gradient = circleGraphics.context.createRadialGradient(0, 0, 0, 0, 0, circle.width / 2);' Line Number: 234
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add gradient to the circle from the center out
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add dim to the circle
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rope and player should move like a pendulum
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add a rope asset. rope should be attached to the top of the player
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add a new asset for player rope. Rope should start on the top and be connected to the top of the player
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Please fix the bug: 'Uncaught TypeError: Cannot set properties of undefined (setting 'x')' in or related to this line: 'line.x = self.width / 2;' Line Number: 68
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'Rectangle')' in or related to this line: 'var line = new LK.Shape.Rectangle({' Line Number: 65
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add a small black line that comes from the top of the screen until the top of the payer
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/**** * 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('wing', { anchorX: 0.5, anchorY: 0.5 }); var rightWing = self.attachAsset('wing', { anchorX: 0.5, anchorY: 0.5 }); leftWing.x = -enemyGraphics.width / 2 - leftWing.width / 2; rightWing.x = enemyGraphics.width / 2 + rightWing.width / 2; 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) { LK.showGameOver(); } // Check if enemy is outside of the circle if (!isInsideCircle(self, circle)) { // Make enemy darker enemyGraphics.alpha = 0.5; } else { // Restore enemy brightness enemyGraphics.alpha = 1; } }; }); // 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 ropeGraphics = self.attachAsset('rope', { anchorX: 0.5, anchorY: 1 }); self.update = function () { // Invert pendulum effect for the rope ropeGraphics.rotation = -Math.sin(LK.ticks / 10) * 0.1; }; ropeGraphics.y = -playerGraphics.height / 2; }); var PowerUp = Container.expand(function () { var self = Container.call(this); 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 += 0.01; 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) { 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)) { // Make power up darker powerUpGraphics.alpha = 0.5; } else { // Restore power up brightness powerUpGraphics.alpha = 1; } }; }); /**** * 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 ****/ 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) { 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; game.children[i].update = function () { this.y += this.speed; if (this.y > 2732 + 50) { this.destroy(); LK.setScore(LK.getScore() + 1); scoreTxt.setText(LK.getScore()); } }; } else if (game.children[i] instanceof PowerUp && isInsideCircle(game.children[i], circle)) { game.children[i].destroy(); } } circle.scale.x *= 0.9; circle.scale.y *= 0.9; // Add flash effect as a replacement for shake 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 when a wave 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 }); 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;
===================================================================
--- original.js
+++ change.js
@@ -53,10 +53,10 @@
anchorX: 0.5,
anchorY: 1
});
self.update = function () {
- // Add pendulum effect to the rope
- ropeGraphics.rotation = Math.sin(LK.ticks / 10) * 0.1;
+ // Invert pendulum effect for the rope
+ ropeGraphics.rotation = -Math.sin(LK.ticks / 10) * 0.1;
};
ropeGraphics.y = -playerGraphics.height / 2;
});
var PowerUp = Container.expand(function () {