User prompt
add alarmdevice asset to the map
User prompt
Ensure the laser beam between the UFO and the cow is continuous with no interruptions
User prompt
Ensure that the laser beam between the ufo and the cow is continuous with no interruptions
User prompt
Ensure that the length of the laser beam only reaches from the bottom of the ufo to the cow and does not overhang
User prompt
Ensure that the length of the laser beam only reaches from the bottom of the ufo to the cow and does not overhang
User prompt
Ensure that Reduce UFO size continuously by 0.05 when it touches the wormhole asset
User prompt
Reduce UFO size continuously by 0.05 when it touches the wormhole
User prompt
ensure that when the ufo touch the wormhole asset, then reduce the ufo size countinously by 0.1
User prompt
place the wormhole asset onto the moon
User prompt
add rotation animation to the wormhole asset
User prompt
ENSURE THAT ONLY DISPLAY WORMHOLE ASSET WHEN THE PLAYER FINISHED THE COLLECTING ALL OWS
User prompt
place the wormhole asset next to the moon on the left side
User prompt
Add wormhole asset to the game
User prompt
ENSURE THAT WORMHOLE ASSET IS ABOVE STARRYSKY ASSET IN DISPLAY ORDER
User prompt
STILL NOT WORKING...
User prompt
Add wormhole asset to the map
User prompt
FIT IT
User prompt
Ensure the the starrysky asset do not cover wormhole asset in the display order
User prompt
When the player finished with the collecting all the 10 cows, then pop up the wormhole asset on the left side of the moon
User prompt
When the player collect all the 10 cows, then pop up the wormhole asset on the left side of the moon
User prompt
Ensure that the laserbeam long is just from the bottom of the ufo and the cow
User prompt
You misunderstood the task! I didn't say the you dont have to show the beam asset just dob not cover the cow assets. Put the beam asset behind the cows.
User prompt
Ensure that the beam asset do not cover cows in display order
User prompt
Fix it
User prompt
Fix it
/**** * 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; } } }; }); // 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 wormhole asset 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 = LK.getAsset('alarmdevice', { anchorX: 0.5, anchorY: 0.5 }); alarmdevice.x = 500; // Set x position of alarmdevice alarmdevice.y = 500; // Set y position of alarmdevice game.addChild(alarmdevice); // Add alarmdevice to the game 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 // 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; 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; } } }; // 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); } } } } // 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); } };
===================================================================
--- original.js
+++ change.js
@@ -38,9 +38,9 @@
// 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) {
+ 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 {
@@ -109,9 +109,9 @@
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) {
+ if (self.beam.y <= self.y + self.height / 2) {
self.beam.destroy();
self.beam = null;
}
}
@@ -149,8 +149,15 @@
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 = LK.getAsset('alarmdevice', {
+ anchorX: 0.5,
+ anchorY: 0.5
+});
+alarmdevice.x = 500; // Set x position of alarmdevice
+alarmdevice.y = 500; // Set y position of alarmdevice
+game.addChild(alarmdevice); // Add alarmdevice to the game
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
@@ -196,9 +203,9 @@
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;
- beam.height = Math.abs(cows[i].y - ufo.y) + cows[i].height / 2; // Adjust the beam's height to match the distance between the UFO and the cow
+ 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;
}
}
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.