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Implement suggestions above
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Set urchins scale to 1
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Add 1 point to score for every fish pushed
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Fix error: The error involving the point tally is found in the `LK.on('tick', function () {...})` event within the `Game` class. Specifically, the score is being incremented twice when the urchin intersects with a fish.
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Urchin cannot expand while spinning
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Player cannot move urchin while it is spinning 360 degrees. Spin urchin only once then give player control
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When urchin collides with fish when it is not expanded urchin is stunned for one second. Turn the urchin graphic 365° around before allowing control again.
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Remove red flash from game
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Remove urchin health from the game. Urchin is now immortal
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Fix Bug: 'TypeError: LK.gui.topCenter.getChild is not a function. (In 'LK.gui.topCenter.getChild(0)', 'LK.gui.topCenter.getChild' is undefined)' in this line: 'LK.gui.topCenter.getChild(0).text = (Number(LK.gui.topCenter.getChild(0).text) + 1).toString();' Line Number: 114
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When urchin pushes away a fish add 1 to point tally
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Urchin gets 1 point for every fish it pushes
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If urchin collides with fish while not expanded urchin takes damage and is stunned. Flash screen red.
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Fix Bug: 'ReferenceError: Can't find variable: bubbleMeter' in this line: 'urchin.push(bubbleMeter);' Line Number: 82
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1. Remove the `BubbleMeter` class entirely from the code, as it will no longer be needed if you are removing the bubble meter mechanic. 2. Adjust the `Urchin` class to remove any references to the `BubbleMeter`. This means you would need to change the `push` method so that it no longer relies on the `currentPower` from the `BubbleMeter`. Instead, you could implement a different mechanic for the urchin's expansion, such as a cooldown timer or a collection of items that allow the urchin to expand. 3. In the `Game` class, remove the instantiation of the `BubbleMeter` and any code that updates or interacts with it. This includes removing the `bubbleMeter` variable and any calls to `bubbleMeter.update()` or `bubbleMeter.reset()`. 4. Update the game logic in the `Game` class to handle the new mechanic for the urchin's expansion. For example, if you're using a cooldown timer, you would add logic to track the time since the last expansion and only allow a new expansion after a certain period has elapsed. 5. Ensure that the new mechanic for expansion is touchscreen-compatible and does not rely on keyboard inputs or controls, in line with the guidelines. 6. Finally, test the game thoroughly to ensure that the removal of the bubble meter and the new expansion mechanic work as intended and that the game balance is maintained.
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Urchin can expand any time player taps screw anywhere except on the urchin.
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Urchin expand when player taps screen anywhere except urchin.
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Player holds and drags to move urchin. He does not expand then.
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When player taps the screen, urchin expands 300%. When player releases, urchin returns to original size
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1. Stop the creation of new bubble instances: You would need to remove or disable the code responsible for spawning new bubbles. This is typically done in a spawner class or within a function that periodically creates new bubble instances. 2. Remove existing bubble instances: You would need to ensure that any bubbles currently in the game are removed. This can be done by iterating over the array or collection that holds the bubble instances and calling a method to destroy each one. 3. Clean up any references: After stopping the creation of new bubbles and removing existing ones, you should also ensure that any references to the bubbles, such as event listeners or timers that might affect them, are also removed to prevent any unintended behavior or memory leaks. 4. Update game logic: If the game logic includes interactions with bubbles, such as collision detection or scoring, you would need to update the game logic to remove these interactions since bubbles will no longer be part of the game.
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Fix: The bubbles are not floating up because the code that dictates their movement is causing them to move downwards instead. In the `Bubble` class, there is a `tick` event listener that updates the `y` position of each bubble by adding `2` to it. Since the coordinate system of the LK game engine increases in the downward direction along the `y` axis, adding to the `y` value moves the bubble further down the screen.
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Fish swim toward urchin
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Implement suggestion above
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Fix issue above
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Why is the expand jot working
var BubbleMeter = Container.expand(function () { var self = Container.call(this); var meterGraphics = self.createAsset('bubbleMeter', 'Bubble Meter', 0, 0.5); self.maxPower = 100; self.currentPower = 1; self.decreaseRate = 1; self.recoveryRate = 0.5; self.update = function (urchin) { if (urchin.scale.x > 1 && self.currentPower > 0) { self.currentPower -= self.decreaseRate; } else if (self.currentPower < self.maxPower) { self.currentPower += self.recoveryRate; } meterGraphics.scale.x = self.currentPower / self.maxPower; if (meterGraphics.texture && meterGraphics.texture.width) { meterGraphics.width = self.currentPower / self.maxPower * meterGraphics.texture.width; } }; self.reset = function () { self.currentPower = 1; }; return self; }); var Urchin = Container.expand(function () { var self = Container.call(this); var urchinGraphics = self.createAsset('urchinWithSpikes', 'Urchin character with spikes', .5, .5); self.health = 5; self.speed = 5; self.move = function (deltaX, deltaY) { var inertia = 0.95; var maxSpeed = 5; this.vx = (this.vx || 0) * inertia + deltaX * 0.05; this.vy = (this.vy || 0) * inertia + deltaY * 0.05; this.vx = Math.sign(this.vx) * Math.min(Math.abs(this.vx), maxSpeed); this.vy = Math.sign(this.vy) * Math.min(Math.abs(this.vy), maxSpeed); this.x += this.vx; this.y += this.vy; }; self.push = function (bubbleMeter) { if (bubbleMeter) { var expansion = Math.min(this.scale.x + bubbleMeter.currentPower, 5); this.scale.set(expansion); bubbleMeter.currentPower = 0; } }; }); var Fish = Container.expand(function () { var self = Container.call(this); Fish.prototype.pushAway = function (urchin) { this.pushed = true; this.pushDirection = { x: this.x - urchin.x, y: this.y - urchin.y }; var pushMagnitude = Math.sqrt(this.pushDirection.x * this.pushDirection.x + this.pushDirection.y * this.pushDirection.y); this.pushDirection.x /= pushMagnitude; this.pushDirection.y /= pushMagnitude; }; var fishGraphics = self.createAsset('fish', 'Fish character', .5, .5); self.speed = 3; self.move = function (urchinX, urchinY) { var dx = urchinX - this.x; var dy = urchinY - this.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < 500) { var directionX = dx > 0 ? 1 : -1; var directionY = dy > 0 ? 1 : -1; this.x -= this.speed * directionX; this.y -= this.speed * directionY; fishGraphics.scale.x = -directionX; } }; }); var BubbleSpawner = Container.expand(function () { var self = Container.call(this); return self; }); var Game = Container.expand(function () { var self = Container.call(this); var bubbleSpawner = self.addChild(new BubbleSpawner()); var background = self.createAsset('background', 'Game background', 0.5, 0.5); background.alpha = 0.5; background.x = 2048 / 2; background.y = 2732 / 2; self.addChildAt(background, 0); LK.stageContainer.setBackgroundColor(0x000000); var urchin = self.addChild(new Urchin()); var bubbleMeter = self.addChild(new BubbleMeter()); bubbleMeter.x = 0; bubbleMeter.y = 2732 - bubbleMeter.height / 2; LK.gui.bottomLeft.addChild(bubbleMeter); var fishes = []; var scoreTxt = new Text2('0', { size: 150, fill: "#ffffff" }); LK.gui.topCenter.addChild(scoreTxt); urchin.x = 2048 / 2; urchin.y = 2732 / 2; var dragNode = null; stage.on('down', function (obj) { var event = obj.event; var pos = event.getLocalPosition(self); var distance = Math.sqrt(Math.pow(pos.x - urchin.x, 2) + Math.pow(pos.y - urchin.y, 2)); if (distance > urchin.width / 2 && bubbleMeter && bubbleMeter.currentPower > 0) { urchin.push(bubbleMeter); } else { dragNode = urchin; } }); function handleMove(obj) { var event = obj.event; var pos = event.getLocalPosition(self); if (dragNode) { dragNode.x = pos.x; dragNode.y = pos.y; } } stage.on('move', handleMove); stage.on('up', function (obj) { dragNode = null; urchin.scale.set(1); bubbleMeter.currentPower = 0; }); LK.on('tick', function () { urchin.move(); for (var i = 0; i < fishes.length; i++) { fishes[i].move(urchin.x, urchin.y); if (urchin.intersects(fishes[i])) { if (urchin.scale.x === 1) { urchin.health -= 1; if (urchin.health <= 0) {} } else { fishes[i].pushAway(urchin); } scoreTxt.text = (Number(scoreTxt.text) + 1).toString(); } } if (Math.random() < 0.01 && fishes.length < 20) { var newFish = new Fish(); var side = Math.floor(Math.random() * 4); var targetX, targetY; switch (side) { case 0: newFish.x = -100; newFish.y = Math.random() * 2732; targetX = 2048 + 100; targetY = newFish.y; break; case 1: newFish.x = Math.random() * 2048; newFish.y = -100; targetX = newFish.x; targetY = 2732 + 100; break; case 2: newFish.x = 2048 + 100; newFish.y = Math.random() * 2732; targetX = -100; targetY = newFish.y; break; case 3: newFish.x = Math.random() * 2048; newFish.y = 2732 + 100; targetX = newFish.x; targetY = -100; break; } newFish.move = function () { if (this.pushed) { this.x += this.pushDirection.x * 20; this.y += this.pushDirection.y * 20; if (this.x < -100 || this.x > 2148 || this.y < -100 || this.y > 2832) { this.destroy(); } } else { var dx = targetX - this.x; var dy = targetY - this.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 0) { var angle = Math.atan2(dy, dx); this.x += Math.cos(angle) * this.speed; this.y += Math.sin(angle) * this.speed; } } }; fishes.push(newFish); self.addChild(newFish); } }); });
===================================================================
--- original.js
+++ change.js
@@ -1,19 +1,4 @@
-var Bubble = Container.expand(function () {
- var self = Container.call(this);
- var bubbleGraphics = self.createAsset('bubble', 'Bubble collectible', .5, .5);
- self.direction = Math.random() < 0.5 ? -1 : 1;
- self.amplitude = Math.random() * 5 + 5;
- self.frequency = Math.random() * 0.05 + 0.05;
- self.on('tick', function () {
- self.x += Math.sin(LK.ticks * self.frequency) * self.amplitude * self.direction;
- self.y += 2;
- if (self.y < -self.height / 2) {
- self.destroy();
- }
- });
- return self;
-});
var BubbleMeter = Container.expand(function () {
var self = Container.call(this);
var meterGraphics = self.createAsset('bubbleMeter', 'Bubble Meter', 0, 0.5);
self.maxPower = 100;
@@ -87,20 +72,8 @@
};
});
var BubbleSpawner = Container.expand(function () {
var self = Container.call(this);
- self.bubbles = [];
- self.bubbles = [];
- self.spawnBubble = function () {
- if (Math.random() < 0.05 && self.bubbles.length < 3) {
- var newBubble = new Bubble();
- newBubble.x = Math.random() * 2048;
- newBubble.y = 2732;
- self.bubbles.push(newBubble);
- LK.stage.addChild(newBubble);
- }
- };
- LK.on('tick', self.spawnBubble);
return self;
});
var Game = Container.expand(function () {
var self = Container.call(this);
@@ -150,9 +123,8 @@
bubbleMeter.currentPower = 0;
});
LK.on('tick', function () {
urchin.move();
- bubbleMeter.update(urchin);
for (var i = 0; i < fishes.length; i++) {
fishes[i].move(urchin.x, urchin.y);
if (urchin.intersects(fishes[i])) {
if (urchin.scale.x === 1) {
Sea urchin, cartoon, spiny, long spines, grumpy face, no shadow Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Fish, cartoon Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
underwater, ocean, anime landscape Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Bubble, opaque, cartoon Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A tender morsel of delicious plankton. cartoon, shiny, no background. bright orange and yellow shrimp. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Game start sign. cartoon, shiny, underwater theme. "START GAME". Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
game success graphic, surprised cartoon shiny words, "WOW!". Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.