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make sure hat oscilates
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make hat oscilation bigger, but it always needs to be in screen and not off liimits
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when vote is desttoyed by reaching y > 2600 it should slowly fade out and do a red flicker effect
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add red flicker effect to vote asset when it is destroyed by reaching y > 2600
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add red flicker effect when vote is destroyed by reaching y = 2600
Code edit (3 edits merged)
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add destroy pop to the move tick event so that it dissapears
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add a destroy pop effect for obstacles when they reach y = 2500. it will show an asset that will fade out.
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increase the spawn rate of obstacles over time
Code edit (1 edits merged)
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add a very small swing movement to the votes
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add a small swing movement to the hat descent
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when vote, obstacle or hat reach y = 2500 add a small destroy effect.
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vote shadow show appear at y = 2500 and keep that position, but it will decrease its size as vote gets closer
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add shadow to votes. shadwo will only appear when vote y > 2300, and it will reduce its size per tick.
Code edit (5 edits merged)
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add shadow below candidate
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popuptext should last double the time it lasts now
Code edit (1 edits merged)
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mmake sure popupword move upwwards by adding the move event o the tick
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add popupword to tick event
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when obstacle is destroyed by candidate with hat, popup a text from a list of words that will move upwards and fade out.
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when obstacle is destroyed, popup a text from a list of words that will move upwards and fade out.
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For the `ScorePopNegative` instances to move upwards and fade out, the game loop must include a mechanism to iterate over all instances of `ScorePopNegative` and call their `move` method on each game tick. This would decrement their `y` position and alpha value until they are fully faded out and then destroy them. However, as per the instructions, no attempt should be made to fix the source code, so this explanation is provided for understanding the issue only.
/**** * Classes ****/ var DestroyPop = Container.expand(function () { var self = Container.call(this); var destroyPopGraphics = self.attachAsset('destroyPop', { anchorX: 0.5, anchorY: 0.5 }); self.alpha = 1; self.move = function () { self.alpha -= 0.02; if (self.alpha <= 0) { self.destroy(); } }; }); var ScorePop = Container.expand(function () { var self = Container.call(this); var scorePopText = new Text2('+1', { size: 100, fill: '#00ff00' }); scorePopText.anchor.set(0.5, 0.5); self.addChild(scorePopText); self.alpha = 1; self.move = function () { self.y -= 2; self.alpha -= 0.02; if (self.alpha <= 0) { self.destroy(); } }; }); var ScorePopNegative = Container.expand(function () { var self = Container.call(this); var scorePopText = new Text2('-1', { size: 100, fill: '#ff0000' }); scorePopText.anchor.set(0.5, 0.5); self.addChild(scorePopText); self.alpha = 1; self.move = function () { self.y -= 2; self.alpha -= 0.02; if (self.alpha <= 0) { self.destroy(); } }; }); var Candidate = Container.expand(function () { var self = Container.call(this); var candidateGraphics = self.attachAsset('candidate', { anchorX: 0.5, anchorY: 0.5 }); var shadowGraphics = self.attachAsset('shadow', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.2, scaleY: 0.6, alpha: 0.5, y: candidateGraphics.height / 2 }); shadowGraphics.tint = 0x000000; self.direction = 1; // 1 for right, -1 for left self.speed = 10; // Speed of candidate's sideways movement self.isHatOn = false; // Indicates whether the candidate is wearing a hat self.update = function () { var candidateGraphics = self.children[0]; var speed = self.isHatOn ? self.speed * 1.5 : self.speed; self.x += self.direction * speed; if (self.x > 2048 - candidateGraphics.width / 2) { self.direction = -1; } else if (self.x < candidateGraphics.width / 2) { self.direction = 1; } if (self.direction === 1) { candidateGraphics.scale.x = 1; // Normal orientation } else if (self.direction === -1) { candidateGraphics.scale.x = -1; // Mirrored orientation } }; }); var Vote = Container.expand(function () { var self = Container.call(this); var voteGraphics = self.attachAsset('vote', { anchorX: 0.5, anchorY: 0.5 }); self.speed = Math.random() * 2 + 3; self.move = function () { self.y += self.speed; self.x += Math.sin(self.y / 100) * 5; // Add small swing movement if (self.y > 2500) { LK.setScore(LK.getScore() - 1); scoreTxt.setText(LK.getScore()); var scorePopNegative = new ScorePopNegative(); scorePopNegative.x = self.x; scorePopNegative.y = self.y; game.addChild(scorePopNegative); var index = votes.indexOf(self); if (index > -1) { votes.splice(index, 1); } self.destroy(); } }; }); var Obstacle = Container.expand(function () { var self = Container.call(this); var obstacleGraphics = self.attachAsset('obstacle', { anchorX: 0.5, anchorY: 0.5 }); self.speed = Math.random() * 2 + 3; self.move = function () { self.y += self.speed; if (self.y > 2500) { var destroyPop = new DestroyPop(); destroyPop.x = self.x; destroyPop.y = self.y; game.addChild(destroyPop); self.destroy(); var index = obstacles.indexOf(self); if (index > -1) { obstacles.splice(index, 1); } } }; }); var Hat = Container.expand(function () { var self = Container.call(this); var hatGraphics = self.attachAsset('hat', { anchorX: 0.5, anchorY: 0.5 }); self.speed = Math.random() * 2 + 3; self.move = function () { self.y += self.speed; self.x += Math.sin(self.y / 100) * 10; // Swing movement if (self.y > 2500) { self.destroy(); } }; }); var PopUpText = Container.expand(function (text) { var self = Container.call(this); var popUpText = new Text2(text, { size: 100, fill: '#ffffff' }); popUpText.anchor.set(0.5, 0.5); self.addChild(popUpText); self.alpha = 1; self.move = function () { self.y -= 2; self.alpha -= 0.01; if (self.alpha <= 0) { self.destroy(); } }; }); /**** * Initialize Game ****/ var game = new LK.Game(); /**** * Game Code ****/ var background = game.addChild(LK.getAsset('background', { width: 2048, height: 2732, anchorX: 0, anchorY: 0 })); var candidate = game.addChild(new Candidate()); candidate.x = 2048 / 2; candidate.y = 2732 - candidate.height / 2 - 90; var votes = []; var obstacles = []; var obstacles = []; var scoreTxt = new Text2('0', { size: 150, fill: "#ffffff" }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); var targetX = candidate.x; game.on('down', function (obj) { var event = obj.event; var pos = event.getLocalPosition(game); candidate.direction = pos.x > candidate.x ? 1 : -1; }); LK.on('tick', function () { candidate.update(targetX); if (LK.ticks % 100 == 0) { // Spawn a vote every second var newVote = new Vote(); newVote.x = Math.random() * 2048; // Random x position across the screen width newVote.y = -newVote.height / 2; // Start just above the screen newVote.speed += Math.floor(LK.ticks / 600); // Increase speed over time votes.push(newVote); game.addChild(newVote); } var obstacleSpawnRate = Math.max(120 - Math.floor(LK.ticks / 300), 20); // Decrease the maximum interval and increase the rate of difficulty over time if (LK.ticks % obstacleSpawnRate == 0) { // Spawn an obstacle more frequently as time progresses var newObstacle = new Obstacle(); newObstacle.x = Math.random() * 2048; // Random x position across the screen width newObstacle.y = -newObstacle.height / 2; // Start just above the screen newObstacle.speed += Math.floor(LK.ticks / 600); // Increase speed over time obstacles.push(newObstacle); game.addChild(newObstacle); } if (LK.ticks % 1200 == 0) { // Spawn a hat every 20 seconds var newHat = new Hat(); newHat.x = Math.random() * 2048; // Random x position across the screen width newHat.y = -newHat.height / 2; // Start just above the screen votes.push(newHat); game.addChild(newHat); } }); LK.on('tick', function () { for (var i = votes.length - 1; i >= 0; i--) { votes[i].move(); if (votes[i] instanceof Vote && candidate.intersects(votes[i])) { var scorePop = new ScorePop(); scorePop.x = votes[i].x; scorePop.y = votes[i].y; game.addChild(scorePop); votes[i].destroy(); votes.splice(i, 1); LK.setScore(LK.getScore() + 1); scoreTxt.setText(LK.getScore()); } else if (votes[i] instanceof Hat && candidate.intersects(votes[i])) { var hat = votes[i]; hat.y = candidate.y - candidate.height / 2 - hat.height / 2 + 90; hat.x = candidate.x; hat.speed = 0; candidate.isHatOn = true; if (candidate.children[0].scale.x === -1) { hat.children[0].scale.x = -1; } else { hat.children[0].scale.x = 1; } LK.setTimeout(function () { var blinkInterval = LK.setInterval(function () { hat.visible = !hat.visible; }, 200); LK.setTimeout(function () { LK.clearInterval(blinkInterval); hat.destroy(); var index = votes.indexOf(hat); if (index > -1) { votes.splice(index, 1); } candidate.isHatOn = false; }, 2000); }, 8000); } } for (var i = game.children.length - 1; i >= 0; i--) { if (game.children[i] instanceof ScorePop || game.children[i] instanceof ScorePopNegative || game.children[i] instanceof PopUpText) { game.children[i].move(); } } for (var i = obstacles.length - 1; i >= 0; i--) { obstacles[i].move(); if (candidate.intersects(obstacles[i])) { if (candidate.isHatOn) { var popUpWords = ['Biased!', 'Unfair!', 'Fake News!']; var randomWord = popUpWords[Math.floor(Math.random() * popUpWords.length)]; var popUpText = new PopUpText(randomWord); popUpText.x = obstacles[i].x; popUpText.y = obstacles[i].y; game.addChild(popUpText); obstacles[i].destroy(); var index = obstacles.indexOf(obstacles[i]); if (index > -1) { obstacles.splice(index, 1); } } else { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } } } }); // This is a simple initial game structure with a candidate collecting votes. // The game is designed to be mobile-friendly and uses touch events to place votes. // The candidate is centered at the bottom of the screen, and votes move upwards. // When a vote intersects with the candidate, the score increases.
===================================================================
--- original.js
+++ change.js
@@ -1,7 +1,21 @@
/****
* Classes
****/
+var DestroyPop = Container.expand(function () {
+ var self = Container.call(this);
+ var destroyPopGraphics = self.attachAsset('destroyPop', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.alpha = 1;
+ self.move = function () {
+ self.alpha -= 0.02;
+ if (self.alpha <= 0) {
+ self.destroy();
+ }
+ };
+});
var ScorePop = Container.expand(function () {
var self = Container.call(this);
var scorePopText = new Text2('+1', {
size: 100,
@@ -103,8 +117,12 @@
self.speed = Math.random() * 2 + 3;
self.move = function () {
self.y += self.speed;
if (self.y > 2500) {
+ var destroyPop = new DestroyPop();
+ destroyPop.x = self.x;
+ destroyPop.y = self.y;
+ game.addChild(destroyPop);
self.destroy();
var index = obstacles.indexOf(self);
if (index > -1) {
obstacles.splice(index, 1);
2d. 8-bit. red baseball cap. maga.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
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