User prompt
Then repair this bug
User prompt
Fix this bug!
User prompt
Avoid cow cover a cow in display order
User prompt
Repair this bug
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.
/**** * 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 () { // Red flashing effect will be triggered in the game update loop after 3 seconds of beam use }; }); // 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.addChildAt(laser, game.getChildIndex(self)); // 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 >= 3000) { // Add red flashing animation to the alarmdevice alarmdevice.update = function () { alarmdevice.children[0].tint = 0xff0000 * (0.5 + Math.sin(LK.ticks / 10) / 2); }; LK.getSound('alarm').play(); // Play alarm sound after 3 seconds of continuous laser use 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)) { // Ensure the intersection is with the wormhole and not the pause button if (wormhole.visible) { // 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); } } };
===================================================================
--- original.js
+++ change.js
@@ -402,12 +402,13 @@
if (cows.length === 0) {
wormhole.visible = true; // Display the wormhole
}
// Check if UFO intersects with the wormhole
- // Check for the exact moment of intersection between UFO and wormhole
- if (!ufo.lastWasIntersecting && 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);
+ if (ufo.intersects(wormhole)) {
+ // Ensure the intersection is with the wormhole and not the pause button
+ if (wormhole.visible) {
+ // 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);
+ }
}
- ufo.lastWasIntersecting = ufo.intersects(wormhole);
};
\ No newline at end of file
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.