User prompt
How could you do that the laserbeam do not cover the cow in rendering order
User prompt
Ensure that the laserbeam always show behind the cows
User prompt
Remove fence asset from the game
User prompt
When the player pressing the click more than 5 sec, then the guards moving horizontaly to chase the ufo and sends to the ufo thin red lines
User prompt
When the player press the click more then 5 sec, then the guards start shooting the ufo with red laser
User prompt
The mothership place is on the left side of the moon
User prompt
Stop the moon animation
User prompt
Increase the size of the moon continuously by 0.01
User prompt
Increase the size of the moon continuously by 0.5
User prompt
Increase the size of the moon continuously by 1.5
User prompt
Ensure that the moon size growing countinous by 2x
User prompt
Stop the moon snimation
User prompt
Move the moon left and down with 200 units
User prompt
Ensure that the moon only show up when the player collect all the 10 cows
User prompt
Do it
User prompt
Fix it
User prompt
Do it with the cow too
User prompt
Do it
User prompt
When the ufo make moving up the cow the laserbeam's top disappear in the ship
User prompt
Add a flashing animated laserbeam to the ufo and shoot it from the bottom of the ufo
User prompt
You misunderstood the task! The correct sequence is as follows: The player clicks on one of the cows, at which point the laser beam descends from the bottom of the UFO. It takes 1 second. Then the laser beam lifts the cow all the way to the bottom of the UFO, where the cow disappears. This takes 3 seconds.
User prompt
When the player clicks on a cow the laserbeam moving it up to the ufo ships bottom
User prompt
Fix that the laserbeam moving from the ufo ships bottom to the cow
User prompt
Please fix the bug: 'Uncaught ReferenceError: beam is not defined' in or related to this line: 'if (beam) {' Line Number: 186
User prompt
Only add beam shooting when the player clicked on a cow
/****
* Classes
****/
// Beam class
var Beam = Container.expand(function () {
var self = Container.call(this);
var beamGraphics = self.attachAsset('beam', {
anchorX: 0.5,
anchorY: 1.0
});
beamGraphics.rotation = -Math.PI / 2;
self.update = function () {
// Move the beam upwards by 5 units every frame
// But stop if the beam's top edge is at or above the UFO's bottom edge
if (self.y - self.height / 2 > ufo.y + ufo.height / 2) {
self.y -= 5;
}
};
});
// Cow class
var Cow = Container.expand(function () {
var self = Container.call(this);
var cowGraphics = self.attachAsset('cow', {
anchorX: 0.5,
anchorY: 0.5
});
self.isAbducted = false; // Add a new property to check if the cow is being abducted
self.update = function () {
if (!self.isAbducted) {
// If the cow is not being abducted, it can move freely
if (this.x < guards[0].x) {
this.x = guards[0].x;
}
if (this.x > guards[1].x) {
this.x = guards[1].x;
}
} else {
// If the cow is being abducted, it should move towards the UFO
var dx = ufo.x - this.x;
var dy = ufo.y - this.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance > 5 && this.y - this.height / 2 > ufo.y + ufo.height / 2) {
// If the cow is not yet at the UFO and the cow's top edge is below the UFO's bottom edge, it should continue moving towards it
this.x += dx / distance * 5;
this.y += dy / distance * 5;
} else {
// If the cow has reached the UFO or its top edge is at or above the UFO's bottom edge, it should disappear
this.destroy();
cows.splice(cows.indexOf(this), 1);
}
}
};
});
// Ground class
var Ground = Container.expand(function () {
var self = Container.call(this);
var groundGraphics = self.attachAsset('ground', {
anchorX: 0.5,
anchorY: 1.0
});
});
// Moon class
var Moon = Container.expand(function () {
var self = Container.call(this);
var moonGraphics = self.attachAsset('moon', {
anchorX: 0.5,
anchorY: 0.5
});
self.update = function () {
// Moon shining animation logic
// this.alpha = 0.5 + Math.sin(LK.ticks / 30) / 2; // Create a shining effect by changing the alpha value
};
});
// SecurityGuard class
var SecurityGuard = Container.expand(function () {
var self = Container.call(this);
var guardGraphics = self.attachAsset('guard', {
anchorX: 0.5,
anchorY: 0.5
});
self.update = function () {
// Security guard patrol logic can be added here if needed
};
});
// StarrySky class
var StarrySky = Container.expand(function () {
var self = Container.call(this);
var starrySkyGraphics = self.attachAsset('starrySky', {
anchorX: 0.5,
anchorY: 0.5
});
self.update = function () {
// Starry sky animation logic
this.alpha = 0.5 + Math.sin(LK.ticks / 120) / 2; // Create a shining effect by changing the alpha value
};
});
//<Assets used in the game will automatically appear here>
//<Write imports for supported plugins here>
// UFO class
var UFO = Container.expand(function () {
var self = Container.call(this);
var ufoGraphics = self.attachAsset('ufo', {
anchorX: 0.5,
anchorY: 0.5
});
self.beam = null; // Add a beam property to the UFO
self.update = function () {
// UFO movement logic will be handled in the game move event
if (self.beam) {
// If the beam exists, make it flash by changing its alpha value
self.beam.alpha = 0.5 + Math.sin(LK.ticks / 10) / 2;
// If the beam's top is inside the UFO, make it disappear
if (self.beam.y <= self.y + self.height / 2) {
self.beam.destroy();
self.beam = null;
}
}
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000 //Init game with black background
});
/****
* Game Code
****/
var starrySky = game.addChild(new StarrySky());
starrySky.x = 1024; // Center horizontally
starrySky.y = 1366; // Center vertically
// Initialize variables
var ground = game.addChild(new Ground());
var moon = game.addChild(new Moon());
moon.x = 2048 - moon.width / 2 - 200; // Position moon at the upper right corner and move it left by 200 units
moon.y = moon.height / 2 + 200; // Move the moon down by 200 units
ground.x = 1024; // Center horizontally
ground.y = 2732; // Bottom of the screen
var cows = [];
var guards = [];
var sucking = false;
var suckStartTime = 0;
var beam = null; // Define the beam variable
var ufo = game.addChild(new UFO());
ufo.x = 1024; // Center horizontally
ufo.y = 500; // Upper half of the screen
// Create cows
for (var i = 0; i < 10; i++) {
var cow = new Cow();
do {
cow.x = Math.random() * 2048;
cow.y = 2000 + Math.random() * 500; // Lower half of the screen
} while (cows.some(function (existingCow) {
return Math.abs(existingCow.x - cow.x) < 50 && Math.abs(existingCow.y - cow.y) < 50;
}));
cows.push(cow);
game.addChild(cow);
}
// Create security guards
for (var i = 0; i < 2; i++) {
var guard = new SecurityGuard();
guard.x = i * 2048 + (i == 0 ? 200 : -200); // Position guards at each side of the screen but 200 units closer to the center
guard.y = 2600; // Bottom of the screen
guards.push(guard);
game.addChild(guard);
}
// Handle UFO movement
game.move = function (x, y, obj) {
ufo.x = x;
ufo.y = Math.min(y, 1366); // Restrict to upper half
};
// Handle mouse down event
game.down = function (x, y, obj) {
// Check if the player clicked on a cow
for (var i = 0; i < cows.length; i++) {
if (Math.abs(cows[i].x - x) < 50 && Math.abs(cows[i].y - y) < 50) {
cows[i].isAbducted = true; // Set the isAbducted property of the clicked cow to true
beam = new Beam();
beam.x = cows[i].x;
beam.y = cows[i].y;
game.addChild(beam);
break;
}
}
};
// Handle mouse up event
game.up = function (x, y, obj) {
if (beam) {
beam.destroy();
beam = null;
for (var i = 0; i < cows.length; i++) {
// Set the isAbducted property of all cows to false
cows[i].isAbducted = false;
}
}
};
// Game update loop
game.update = function () {
if (sucking) {
var currentTime = Date.now();
if (currentTime - suckStartTime > 5000) {
// Move guards horizontally towards the UFO
guards.forEach(function (guard) {
if (guard.x < ufo.x) {
guard.x += 2; // Move right
} else if (guard.x > ufo.x) {
guard.x -= 2; // Move left
}
// Shoot thin red lines towards the UFO
var line = new Container();
var lineGraphics = line.attachAsset('beam', {
anchorX: 0.5,
anchorY: 0.5,
color: 0xff0000,
// Red color
width: 2,
// Thin line
height: Math.abs(guard.y - ufo.y)
});
line.x = guard.x;
line.y = guard.y;
game.addChild(line);
});
}
var currentTime = Date.now();
if (currentTime - suckStartTime > 6000) {
// Game over logic
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
if (beam) {
beam.destroy();
beam = null;
}
} else {
// Suck cows
for (var i = cows.length - 1; i >= 0; i--) {
if (Math.abs(cows[i].x - ufo.x) < 50 && Math.abs(cows[i].y - ufo.y) < 50) {
cows[i].destroy();
cows.splice(i, 1);
}
}
}
}
}; ===================================================================
--- original.js
+++ change.js
@@ -137,16 +137,16 @@
moon.x = 2048 - moon.width / 2 - 200; // Position moon at the upper right corner and move it left by 200 units
moon.y = moon.height / 2 + 200; // Move the moon down by 200 units
ground.x = 1024; // Center horizontally
ground.y = 2732; // Bottom of the screen
-var ufo = game.addChild(new UFO());
-ufo.x = 1024; // Center horizontally
-ufo.y = 500; // Upper half of the screen
var cows = [];
var guards = [];
var sucking = false;
var suckStartTime = 0;
var beam = null; // Define the beam variable
+var ufo = game.addChild(new UFO());
+ufo.x = 1024; // Center horizontally
+ufo.y = 500; // Upper half of the screen
// Create cows
for (var i = 0; i < 10; i++) {
var cow = new Cow();
do {
@@ -179,9 +179,9 @@
cows[i].isAbducted = true; // Set the isAbducted property of the clicked cow to true
beam = new Beam();
beam.x = cows[i].x;
beam.y = cows[i].y;
- game.addChildAt(beam, 0); // Add the beam behind all other game objects
+ game.addChild(beam);
break;
}
}
};
Cute alien in ufo spaceship. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Windows xp hill with a red barn on the top of the hill at night. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Starry sky. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Shining fullmoon. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Sherif man, drone view.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
red flashing police alarm device asset from profile view
explosion. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.