User prompt
Ensure redlaser do not cover guard asset in display order
User prompt
Ensure guard asset above redlaser in the display order
User prompt
No, you misunderstood the task. Do not display red flashing animation until the player use the beam for 3 seconds
User prompt
No, you misunderstood the task. Do not display flashing animation until the player use the beam for 3 seconds
User prompt
Add red flashing animation to the alarmdevice asset if the player pressing the beam for 3 seconds
User prompt
Please fix the bug: 'TypeError: LK.getSound(...).isPlaying is not a function' in or related to this line: 'if (LK.getSound('alarm').isPlaying()) {' Line Number: 30
User prompt
Please fix the bug: 'TypeError: LK.getSound(...).isPlaying is not a function' in or related to this line: 'if (!LK.getSound('alarm').isPlaying()) {' Line Number: 334
User prompt
Please fix the bug: 'TypeError: LK.getSound(...).isPlaying is not a function' in or related to this line: 'if (LK.getSound('alarm').isPlaying()) {' Line Number: 30
User prompt
Please fix the bug: 'TypeError: LK.isSoundPlaying is not a function' in or related to this line: 'if (LK.isSoundPlaying('alarm')) {' Line Number: 30
User prompt
Please fix the bug: 'TypeError: LK.getSound(...).isPlaying is not a function' in or related to this line: 'if (LK.getSound('alarm').isPlaying()) {' Line Number: 30
User prompt
red flashing animation on alarmdevice and alarmdevice sound is active at the same time
User prompt
Please fix the bug: 'TypeError: LK.getSound(...).isPlaying is not a function' in or related to this line: 'if (LK.getSound('alarm').isPlaying()) {' Line Number: 30
User prompt
Only Display red flashing animation on alarmdevice if alarmdevice sound is active
User prompt
Add red flashing animation to the alarmdevice asset if the laser beam is active for 3 seconds
User prompt
Do not display the red flashing animation at the gamestart
User prompt
Only Display red flashing animation on alarmdevice after the laser beam is active for 3 seconds
User prompt
Display the red flashing animation only when the player uses the laser beam continuously for 3 seconds
User prompt
If the player uses the laser beam continuously for 3 seconds, then play the alarm sound
User prompt
If player pressing the beam to 2 seconds, then Move guards horizontally towards the UFO and shoot thin red lines
User prompt
If player pressing the beam 2 seconds, then Move guards horizontally towards the UFO and shoot thin red lines
User prompt
Move guards horizontally towards the UFO and shoot thin red lines if player 2 seconds of pressing the beam.
User prompt
Move guards horizontally towards the UFO and shoot thin red lines at least 2 seconds of pressing.
/****
* Classes
****/
// AlarmDevice class
var AlarmDevice = Container.expand(function () {
var self = Container.call(this);
var alarmGraphics = self.attachAsset('alarmdevice', {
anchorX: 0.5,
anchorY: 0.5
});
self.update = function () {
// Create a red flashing effect by changing the tint color
alarmGraphics.tint = 0xff0000 * (0.5 + Math.sin(LK.ticks / 10) / 2);
};
});
// But stop if the beam's top edge is at or above the UFO's bottom edge
// 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 () {
// 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) {
LK.getSound('cowmooing').play(); // Play cow mooing sound when the cow is being abducted
// 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 () {
if (self.visible) {
if (!self.lastShotTime || Date.now() - self.lastShotTime > 1000) {
// Add a cooldown of 1 second between shots
self.lastShotTime = Date.now();
// Create a red laser beam shooting towards the UFO
var laser = new Container();
var laserGraphics = laser.attachAsset('redlaser', {
anchorX: 0.5,
anchorY: 0.0
});
laser.x = self.x;
laser.y = self.y;
laser.rotation = Math.atan2(ufo.y - self.y, ufo.x - self.x);
game.addChild(laser);
// Move the laser towards the UFO
laser.update = function () {
laser.x += Math.cos(laser.rotation) * 10;
laser.y += Math.sin(laser.rotation) * 10;
// Ensure the laser beams maintain ten times the distance between them
if (game.ticks % 10 === 0) {
laser.x += Math.cos(laser.rotation) * 10;
laser.y += Math.sin(laser.rotation) * 10;
}
// Destroy the laser if it goes off screen
if (laser.x < 0 || laser.x > 2048 || laser.y < 0 || laser.y > 2732) {
laser.destroy();
}
if (laser.intersects(ufo)) {
// Reduce UFO health by 10%
ufoHealthBar.scaleX -= 0.1;
if (ufoHealthBar.scaleX <= 0) {
// If health is depleted, replace the UFO with an explosion asset
if (!ufo.exploded) {
var explosion = LK.getAsset('explosion', {
anchorX: 0.5,
anchorY: 0.5
});
explosion.x = ufo.x;
explosion.y = ufo.y;
game.addChild(explosion);
ufo.exploded = true;
LK.setTimeout(function () {
explosion.destroy();
ufo.destroy();
guards.forEach(function (guard) {
guard.visible = false; // Stop guards from firing
});
LK.showGameOver(); // Trigger game over
}, 1000); // Display explosion for 1 second
}
}
laser.destroy(); // Destroy the laser after hitting the UFO
}
};
}
}
};
});
// 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;
}
}
};
});
// Wormhole class
var Wormhole = Container.expand(function () {
var self = Container.call(this);
var wormholeGraphics = self.attachAsset('wormhole', {
anchorX: 0.5,
anchorY: 0.5
});
self.update = function () {
// Rotate the wormhole continuously
self.rotation += 0.05; // Adjust the rotation speed as needed
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000 //Init game with black background
});
/****
* Game Code
****/
// Initialize variables
var ufoHealthBar = new Container();
var healthBarGraphics = ufoHealthBar.attachAsset('beam', {
anchorX: 0.5,
anchorY: 0.5,
width: 200,
height: 20,
color: 0x00ff00 // Green color
});
ufoHealthBar.x = 1024; // Center horizontally
ufoHealthBar.y = 20; // Position at the top of the screen
ufoHealthBar.visible = false; // Initially hidden
game.addChild(ufoHealthBar);
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
var wormhole = game.addChild(new Wormhole());
var alarmdevice = game.addChild(new AlarmDevice());
alarmdevice.x = 565; // Set x position of alarmdevice
alarmdevice.y = 850; // Set y position of alarmdevice
wormhole.x = moon.x; // Center wormhole on the moon
wormhole.y = moon.y; // Align vertically with the moon
wormhole.visible = false; // Initially hide the wormhole
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 laserStartTime = null; // Track when the laser beam starts
var laserActive = false; // Track if the laser is currently active
// 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 but do not add them to the game yet
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);
}
// 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) {
suckStartTime = Date.now(); // Track the time when the player starts pressing down
// 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;
beam.height = Math.abs(cows[i].y - ufo.y); // Adjust the beam's height to match the distance between the UFO and the cow
game.addChildAt(beam, game.getChildIndex(cows[0])); // Add the beam behind the cows in the display list
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;
}
suckStartTime = 0; // Reset the suckStartTime when the player releases the click
}
};
// Game update loop
game.update = function () {
if (beam && !laserActive) {
laserStartTime = Date.now();
laserActive = true;
} else if (!beam && laserActive) {
laserStartTime = null;
laserActive = false;
}
if (laserActive && Date.now() - laserStartTime >= 5000) {
ufoHealthBar.visible = true; // Show the health bar
LK.getSound('alarm').play();
laserStartTime = null; // Reset to prevent repeated alarms
laserActive = false;
// Add guards to the game after the alarm sound has played
guards.forEach(function (guard) {
game.addChild(guard);
});
}
if (sucking) {
var currentTime = Date.now();
if (currentTime - suckStartTime > 2000) {
// 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('redlaser', {
anchorX: 0.5,
anchorY: 0.5
});
line.x = guard.x;
line.y = guard.y;
line.rotation = Math.atan2(ufo.y - guard.y, ufo.x - guard.x);
game.addChild(line);
line.update = function () {
line.x += Math.cos(line.rotation) * 10;
line.y += Math.sin(line.rotation) * 10;
if (line.x < 0 || line.x > 2048 || line.y < 0 || line.y > 2732) {
line.destroy();
}
if (line.intersects(ufo)) {
line.destroy();
}
};
});
}
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);
}
}
}
}
// Check if all cows are collected
if (cows.length === 0) {
wormhole.visible = true; // Display the wormhole
}
// Check if UFO intersects with the wormhole
if (ufo.intersects(wormhole)) {
// Reduce UFO size continuously by 0.05
ufo.scaleX = Math.max(0, ufo.scaleX - 0.05);
ufo.scaleY = Math.max(0, ufo.scaleY - 0.05);
}
};
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