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reset the countdown timer when the toy is clicked.
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add countdown timer that countsdown from 100 for 1 second in the middle of the screen between the two location where the Toy appears. when player clicks the toy, add the reaming time from the countdown timer to the score.
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position scoreTxt in the middle of the gui screen
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fix the code so that scoreTxt is visible
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update the Toy code to use puppyToy, puppyToy2, puppyToy3 or puppyToy4 as graphics every time a new toy is created.
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update the Toy code to use either puppyToy or puppyToy2 as graphics everytime a new toy is created.
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update the Toy code so a new toy is spawned when the current Toy is clicked
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Fix Bug: 'TypeError: setInterval is not a function' in or related to this line: 'var fadeInterval = setInterval(function () {' Line Number: 37
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Fix Bug: 'Uncaught TypeError: self.fadeWay is not a function' in or related to this line: 'self.fadeWay();' Line Number: 19
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Fix Bug: 'Uncaught TypeError: self.fadeAway is not a function' in or related to this line: 'self.fadeAway();' Line Number: 19
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update the reset function in Toy to fadeaway the instance and spawn a new instance.
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add a function to Toy called fadeWay. Decrease the alpha of the toy graphic by 0.2 over 0.5 seconds.
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update the Toy reset function to spawn at a fixed height in the bottom 2/3 of the screen
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/**** * Classes ****/ var Toy = Container.expand(function () { var self = Container.call(this); var toyGraphics; var toyVariants = ['puppyToy', 'puppyToy2', 'puppyToy3', 'puppyToy4']; var randomToyIndex = Math.floor(Math.random() * toyVariants.length); toyGraphics = self.attachAsset(toyVariants[randomToyIndex], { anchorX: 0.5, anchorY: 0.5 }); self.reset = function () { self.x = Math.random() < 0.5 ? 512 : 2048 - 512; // Left or right side of the screen self.y = 2732 / 1.5 + 32; // Fixed position in the bottom 2/3 of the screen }; self.on('down', function () { self.fadeAway(); LK.setScore(LK.getScore() + 1); // Increase score scoreTxt.setText(LK.getScore()); // Update score display }); self.fadeAway = function () { var duration = 100; // Duration in milliseconds var alphaDecrement = 0.1; var interval = 50; // Interval for the fade effect var steps = duration / interval; var alphaStep = alphaDecrement / steps; var fadeInterval = LK.setInterval(function () { toyGraphics.alpha -= alphaStep; if (toyGraphics.alpha <= 0) { LK.clearInterval(fadeInterval); self.destroy(); var newToy = new Toy(); toys.push(newToy); game.addChild(newToy); } }, interval); }; self.reset(); // Initialize toy position }); var Puppy = Container.expand(function () { var self = Container.call(this); var puppyGraphic = self.attachAsset('puppyHappy', { anchorX: 0.5, anchorY: 0.5 }); self.x = 2048 / 2; self.y = 2732 / 4; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x87CEEB // Light blue background to represent the sky }); /**** * Game Code ****/ var puppy = game.addChild(new Puppy()); var scoreTxt = new Text2('0', { size: 150, fill: "#ffffff" }); scoreTxt.anchor.set(0.5, 0); scoreTxt.x = 2048 / 2; scoreTxt.y = 125.37; // Position score text below the puppyHappyGraphic LK.gui.top.addChild(scoreTxt); var toys = []; var toy = new Toy(); toys.push(toy); game.addChild(toy); LK.on('tick', function () { // Game logic to be executed each frame // In this simple game, toys are static and only need to be reset when tapped }); // No need for additional event listeners as the toys handle their own 'down' events
===================================================================
--- original.js
+++ change.js
@@ -2,9 +2,12 @@
* Classes
****/
var Toy = Container.expand(function () {
var self = Container.call(this);
- var toyGraphics = self.attachAsset(Math.random() < 0.5 ? 'puppyToy' : 'puppyToy2', {
+ var toyGraphics;
+ var toyVariants = ['puppyToy', 'puppyToy2', 'puppyToy3', 'puppyToy4'];
+ var randomToyIndex = Math.floor(Math.random() * toyVariants.length);
+ toyGraphics = self.attachAsset(toyVariants[randomToyIndex], {
anchorX: 0.5,
anchorY: 0.5
});
self.reset = function () {
A happy golder retriever puppy. tongue hanging out in happiness. sitting down and looking at the viewer.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
sad golden retriever puppy. Single Game Texture. In-Game asset. 2d.
a sad crying golden retriever puppy. lying down. face on front paws. looking at viewer.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
a cute looking dog toy shaped like a bone.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
a cute looking dog toy shaped like a bone.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
a cute looking dog toy shaped like a bone.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
a cartoon bug. evil looking. red and brown color.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
a cartoon bug. evil looking. dark blue and red color.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
a cartoon skeleton puppy. lying down. head between paws.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.