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Ensure photos do not overlap on left side of screen. Arrange in vertical line
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Player must get 10 photos to complete level. Arrange photos vertically on y axis left side of screen
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Ensure photos move from starting position to left side of screen
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Photos line up on left side of screen
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4. Make sure to initialize a variable that keeps track of the number of photos taken. This variable should be incremented each time a photo is successfully snapped and moved to the stack on the left.
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3. Ensure that the photo's Y position is being set to a value that places it below the previously moved photo. This can be done by multiplying the number of photos taken by the height of a photo plus any desired spacing. This will create a vertical stack of photos on the left side.
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2. Modify the interval function that animates the photo movement to check if the photo's X position is greater than the target X position. If it is, decrease the photo's X position by a certain amount each tick until it reaches the target X position.
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1. Set the target X position to a value that corresponds to the left edge of the screen or the desired margin from the left edge. This could be 0 if you want the photos to align exactly with the left edge, or a small positive value if you want some margin.
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Line photos up vertically on the y axis on left side of screen
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Implement suggestions above
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Line photos up vertically in left side of screen
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After photo is displayed, photo moves to left side of screen.
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When ghost is captured, display photo icon. Icon flashes on center of screen, then moves to the left side and reduces in size 150%. Subsequent photos line up on the side of the left side of the row
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Make ghost icon semi transparent
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Ensure ghost icon passes behind the camera layer but ghost is still in front of background layer
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Ensure ghost icon passes behind the camera layer
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Make viewfinder icon transparent
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Do not register ghost as captured until player has tapped the screen. Capture has two phases: positioning camera, tapping screen.
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Make ghost movement faster by 75%
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When ghost is captured, remove captured ghost graphic from screen
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1. Modify the `camera.snap` function to correctly check if a ghost is within the bounds of the viewfinder when the camera is activated. This means you need to ensure that the function is using the viewfinder's position and size to determine if the ghost is within the capture area. 2. Update the 'down' event listener to pass the viewfinder as the second argument to the `camera.snap` function. This will allow the function to use the viewfinder's properties to check for the presence of a ghost within its bounds. 3. Ensure that when a ghost is successfully captured (i.e., when `camera.snap` returns true), the ghost is removed from the game, and the capture is visually acknowledged (e.g., by flashing the screen, playing a sound, or displaying a captured ghost image). 4. After a ghost is captured and removed, you may want to spawn a new ghost at a random location to continue the game. This should be done within the 'tick' event listener, where you check if the list of ghosts is empty and then create and add a new ghost to the game.
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Fix Bug: 'TypeError: undefined is not an object (evaluating 'viewfinder.x')' in this line: 'if (Math.sqrt(Math.pow(viewfinder.x - ghost.x, 2) + Math.pow(viewfinder.y - ghost.y, 2)) <= viewfinder.width / 2) {' Line Number: 37
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Fix Bug: 'TypeError: undefined is not an object (evaluating 'viewfinder.x')' in this line: 'if (Math.sqrt(Math.pow(viewfinder.x - ghost.x, 2) + Math.pow(viewfinder.y - ghost.y, 2)) <= viewfinder.width / 2) {' Line Number: 37
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Fix Bug: 'TypeError: self.parent.getChildByName is not a function. (In 'self.parent.getChildByName('viewfinder')', 'self.parent.getChildByName' is undefined)' in this line: 'var viewfinder = self.parent.getChildByName('viewfinder');' Line Number: 36
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Fix Bug: 'ReferenceError: Can't find variable: viewfinder' in this line: 'if (Math.sqrt(Math.pow(viewfinder.x - ghost.x, 2) + Math.pow(viewfinder.y - ghost.y, 2)) <= viewfinder.width / 2) {' Line Number: 36
===================================================================
--- original.js
+++ change.js
@@ -89,20 +89,18 @@
ghosts[i].destroy();
ghosts.splice(i, 1);
i--;
camera.isReadyToSnap = false;
- var photoTargetX = 0;
- var photoTargetY = (photo.height + 10) * self.photosTaken;
+ var photoTargetX = 10;
+ var photoTargetY = 10 + (photo.height + 10) * self.photosTaken;
var photoMoveInterval = LK.setInterval(function () {
if (photo.x > photoTargetX) {
photo.x -= 5;
} else if (photo.y < photoTargetY) {
photo.y += 5;
} else if (photo.width > 150) {
photo.width -= 1;
photo.height -= 1;
- } else if (photo.x > 0) {
- photo.x -= 5;
} else {
LK.clearInterval(photoMoveInterval);
}
}, 16);
Frame of Camera viewfinder, inside viewfinder view, realistic camera, frame Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Creepy abandoned house, interior Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Subtle orb of green light, floating, realistic, glowing ghost orb Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Polaroid photo of ghost, Japanese ghost Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Floating ghost head Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Ghost camera game win screen. YOU WIN! Horror game asset Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Pointed finger, realistic hand, Tap!, game asset Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.