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create a function in puppy to change the graphic. if the current graphic is puppyHappy, it should change to sadPuppy. if the current graphic is sadPuppy, it should change to puppyCrying. if the current graphic is puppyCrying, it should call gameOver
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add a variable to store the current toy instance
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if Bug is clicked, call the toy fadeaway. if the current puppy graphic is puppyHappy, change the puppy graphic to sadPuppy. if the current puppy graphic is sadPuppy, change to puppyCrying. if the current puppy graphic is puppyCrying, then show gameOver
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when toy is clicked, destroy bug also.
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update Bug code to check where toy is spawned, and then spawn on the opposite side.
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when the click count reaches 10, spawn bugs on the opposite side that Toy is spawned on.
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move clickCount out of the Toy class and into the game logic as a game variable.
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add a text to display the clickcount on the top right
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make the fadeaway duration faster with each click. also reduce the countdown reset by 10 after every 10 clicks on the toy.
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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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/**** * 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); var fading = false; 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 () { if (!fading) { self.fadeAway(); } var additionalScore = countdownValue; LK.setScore(LK.getScore() + additionalScore); // Add remaining countdown time to score scoreTxt.setText(LK.getScore()); // Update score display countdownValue = 999; // Reset countdown timer countdownTxt.setText(countdownValue.toString()); // Update countdown display }); self.fadeAway = function () { fading = true; var duration = 100 - LK.getScore(); // 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: 100, fill: "#ffffff" }); // Countdown timer in the middle of the screen var countdownTxt = new Text2('100', { size: 150, fill: "#ffffff" }); countdownTxt.anchor.set(0.5, 0.5); countdownTxt.x = 0; countdownTxt.y = 0; LK.gui.center.addChild(countdownTxt); scoreTxt.anchor.set(0.5, 0.5); scoreTxt.x = 0; scoreTxt.y = 50; LK.gui.top.addChild(scoreTxt); var toys = []; var toy = new Toy(); toys.push(toy); game.addChild(toy); var countdownValue = 999; LK.on('tick', function () { if (countdownValue > 0 && LK.ticks % 6 == 0) { countdownValue--; countdownTxt.setText(countdownValue.toString()); } // 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
@@ -21,9 +21,9 @@
}
var additionalScore = countdownValue;
LK.setScore(LK.getScore() + additionalScore); // Add remaining countdown time to score
scoreTxt.setText(LK.getScore()); // Update score display
- countdownValue = 100; // Reset countdown timer
+ countdownValue = 999; // Reset countdown timer
countdownTxt.setText(countdownValue.toString()); // Update countdown display
});
self.fadeAway = function () {
fading = true;
@@ -86,9 +86,9 @@
var toys = [];
var toy = new Toy();
toys.push(toy);
game.addChild(toy);
-var countdownValue = 100;
+var countdownValue = 999;
LK.on('tick', function () {
if (countdownValue > 0 && LK.ticks % 6 == 0) {
countdownValue--;
countdownTxt.setText(countdownValue.toString());
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.