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more score = smaller redcircle var RedCircle = Container.expand(function () { var self = Container.call(this); var circleGraphics = self.attachAsset('redCircle', { anchorX: 0.5, anchorY: 0.5, scaleX: 4, scaleY: 4 }); self.lifespan = Math.max(60 - Math.log(score + 1) * 5, 20); // Decrease lifespan as score increases self.update = function () { self.lifespan--; if (self.lifespan > 0) { self.alpha = self.lifespan / 60; // Fade out over time self.scale.x = self.scale.y = self.lifespan / 60; // Decrease size over time } else { self.destroy(); // Destroy the circle when it's fully faded } }; });
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lower the size of the pellet eating circle as score goes up. lower it in logarithmic fashion
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instead of giving points with each bullet spawned, give points for each bullet destroyed
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add a large almost transparent circle around each bullet. update each frame
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Please fix the bug: 'TypeError: Graphics is not a constructor' in or related to this line: 'var circle = new Graphics();' Line Number: 29
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no, draw the circle around each bullet instead
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for the background, can we add some large heatmap visualization of the bullets. use performant code to make sure it does not lag
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for the background, can we add some large heatmap like visualization? start by drawing large almost transparent circles around the bullets
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fix
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game loop broken, does not start
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for the background, can we add some large heatmap visualization of the bullets. use performant code to make sure it does not lag
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fix it
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remove webgl heatmap. add simple pixi heatmap
Code edit (1 edits merged)
Please save this source code
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enable webgl for window
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black screen again. check shader support
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reintroduce heatmap. find the bug
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disable heatmap to see if that fixes issue
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still getting balck screen
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fix black screen issue
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for the background, can we add some large heatmap visualization of the bullets. use performant code. make use of webgl
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Please fix the bug: 'TypeError: heatmapGraphics.clear is not a function' in or related to this line: 'heatmapGraphics.clear();' Line Number: 75
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use a more performant heatmap
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refactor heatmap code completely
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heatmap should "radiate" around bullets and draw some gradient
/**** * Classes ****/ //<Assets used in the game will automatically appear here> // Bullet class var Bullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5, shape: 'ellipse', hitArea: new Rectangle(49.5, 49.5, 1, 1) }); self.speed = 0.15; // Half the player's movement speed self.lifespan = 100; // 1 second lifespan (60 frames) self.update = function () { self.x += self.speedX * self.speed; self.y += self.speedY * self.speed; self.lifespan--; if (self.lifespan > 0) { self.alpha = 0.5; // Make the bullet half transparent } else { self.alpha = 0.8; // Make the bullet fully opaque } self.speed *= 0.99995; // Slow down the bullet over time self.scale.x += 0.0001; // Increase the bullet size over time self.scale.y += 0.0001; // Increase the bullet size over time // Change the bullet's color over time var progress = self.lifespan / 100; // Assuming lifespan is 100 frames var startColor = 0xff0000; // Red var endColor = 0x0000ff; // Blue var currentColor = interpolateColor(startColor, endColor, progress); bulletGraphics.tint = currentColor; if (self.y + bulletGraphics.height / 2 > 2732) { self.speedY = -self.speedY; LK.getSound('bulletWallCollision').play(); } if (self.y - bulletGraphics.height / 2 < 0) { self.speedY = -self.speedY; LK.getSound('bulletWallCollision').play(); } if (self.x + bulletGraphics.width / 2 > 2048) { self.speedX = -self.speedX; LK.getSound('bulletWallCollision').play(); } if (self.x - bulletGraphics.width / 2 < 0) { self.speedX = -self.speedX; LK.getSound('bulletWallCollision').play(); } }; }); var Heatmap = Container.expand(function () { var self = Container.call(this); var heatmapGraphics = new Container(); self.addChild(heatmapGraphics); var heatmapDots = []; self.addDot = function (x, y) { heatmapDots.push({ x: x, y: y }); }; self.update = function () { heatmapGraphics.removeChildren(); var gradientSteps = 5; for (var j = 0; j < heatmapDots.length; j++) { for (var k = 0; k < gradientSteps; k++) { var factor = k / gradientSteps; var heatmapDot = LK.getAsset('redCircle', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.5 + factor, scaleY: 0.5 + factor, x: heatmapDots[j].x, y: heatmapDots[j].y, alpha: 0.8 * (1 - factor) }); heatmapGraphics.addChild(heatmapDot); } } heatmapDots = []; }; }); var Pellet = Container.expand(function () { var self = Container.call(this); var pelletGraphics = self.attachAsset('pellet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 0.65; // Half the player's movement speed self.speedX = Math.random() * 2 - 1; // Random direction self.speedY = Math.random() * 2 - 1; // Random direction self.update = function () { self.x += self.speedX * self.speed; self.y += self.speedY * self.speed; if (self.y + pelletGraphics.height / 2 > 2732) { self.speedY = -self.speedY; LK.getSound('bulletWallCollision').play(); } if (self.y - pelletGraphics.height / 2 < 0) { self.speedY = -self.speedY; LK.getSound('bulletWallCollision').play(); } if (self.x + pelletGraphics.width / 2 > 2048) { self.speedX = -self.speedX; LK.getSound('bulletWallCollision').play(); } if (self.x - pelletGraphics.width / 2 < 0) { self.speedX = -self.speedX; LK.getSound('bulletWallCollision').play(); } }; }); // Player class var Player = Container.expand(function () { var self = Container.call(this); var playerGraphics = self.attachAsset('snakeHead', { anchorX: 0.5, anchorY: 0.5, shape: 'ellipse' }); self.update = function () { var dx = targetX - self.x; var dy = targetY - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 1) { // Only move if the distance is greater than a small threshold var speed = Math.min(Math.max(distance / 100, 3), 9); // Speed is proportional to distance, capped at 20 self.x += dx / distance * speed; self.y += dy / distance * speed; playerDirection.x = dx / distance; playerDirection.y = dy / distance; playerMovedDistance += distance; } // Check for collision with pellet if (pellet && self.intersects(pellet)) { console.log("Player intersects with pellet"); var redCircle = new RedCircle(); redCircle.x = pellet.x; redCircle.y = pellet.y; game.addChild(redCircle); pellet.destroy(); pellet = null; // Destroy bullets overlapping with redCircle on the frame it is created for (var i = bullets.length - 1; i >= 0; i--) { if (bullets[i].intersects(redCircle)) { bullets[i].destroy(); bullets.splice(i, 1); } } // Play sound effect for pellet eaten LK.getSound('pelletEaten').play(); } }; self.down = function (x, y, obj) { var game_position = game.toLocal(obj.global); targetX = game_position.x; targetY = game_position.y; }; self.move = function (x, y, obj) { var game_position = game.toLocal(obj.global); targetX = game_position.x; targetY = game_position.y; }; }); // RedCircle class var RedCircle = Container.expand(function () { var self = Container.call(this); var circleGraphics = self.attachAsset('redCircle', { anchorX: 0.5, anchorY: 0.5, scaleX: 4, scaleY: 4 }); self.lifespan = 60; // 1 second lifespan (60 frames) self.update = function () { self.lifespan--; if (self.lifespan > 0) { self.alpha = self.lifespan / 60; // Fade out over time } else { self.destroy(); // Destroy the circle when it's fully faded } }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 //Init game with black background }); /**** * Game Code ****/ // Create a heatmap instance var heatmap = new Heatmap(); game.addChild(heatmap); // Helper function to interpolate between two colors function interpolateColor(color1, color2, factor) { var r1 = color1 >> 16 & 0xff; var g1 = color1 >> 8 & 0xff; var b1 = color1 & 0xff; var r2 = color2 >> 16 & 0xff; var g2 = color2 >> 8 & 0xff; var b2 = color2 & 0xff; var r = Math.round(r1 + factor * (r2 - r1)); var g = Math.round(g1 + factor * (g2 - g1)); var b = Math.round(b1 + factor * (b2 - b1)); return r << 16 | g << 8 | b; } var player = game.addChild(new Player()); player.x = 2048 / 2; player.y = 2732 / 2; var bullets = []; var score = 0; var gracePeriod = 180; // 3 seconds at 60FPS var targetX = player.x; var targetY = player.y; var playerDirection = { x: 0, y: 0 }; var playerMovedDistance = 0; var pellet; var scoreTxt = new Text2('0', { size: 150, fill: "#ffffff" }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); game.update = function () { for (var i = bullets.length - 1; i >= 0; i--) { bullets[i].update(); if (gracePeriod <= 0 && bullets[i].lifespan <= 0) { var playerCenter = { x: player.x, y: player.y }; var bulletCenter = { x: bullets[i].x, y: bullets[i].y }; if (Math.abs(playerCenter.x - bulletCenter.x) < 50 && Math.abs(playerCenter.y - bulletCenter.y) < 50) { console.log("Bullet intersects with player center at:", playerCenter, "Bullet center at:", bulletCenter); LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } } // Collect bullet positions for heatmap heatmap.addDot(bullets[i].x, bullets[i].y); } // Update heatmap heatmap.update(); if (gracePeriod > 0) { gracePeriod--; } if (!pellet && LK.ticks % 60 == 0) { // Spawn a pellet every second if there is no existing pellet pellet = new Pellet(); // Ensure pellet does not spawn close to the wall var distance; do { pellet.x = Math.random() * (2048 - 400) + 200; // Random x position pellet.y = Math.random() * (2732 - 400) + 200; // Random y position distance = Math.sqrt(Math.pow(pellet.x - player.x, 2) + Math.pow(pellet.y - player.y, 2)); } while (distance < 500); // Ensure pellet spawns at least 500 units away from the player game.addChild(pellet); } if (playerMovedDistance >= 50 && LK.ticks % 13 == 0) { var newBullet = new Bullet(); newBullet.x = player.x - playerDirection.x * 60; // Spawn bullet closer to the player newBullet.y = player.y - playerDirection.y * 60; newBullet.speedX = playerDirection.x * 5; // Bullet moves in the player's direction newBullet.speedY = playerDirection.y * 5; bullets.push(newBullet); game.addChild(newBullet); // Play sound effect for bullet spawn LK.getSound('bulletSpawn').play(); score++; scoreTxt.setText(score); } }; game.down = function (x, y, obj) { player.down(x, y, obj); }; game.move = function (x, y, obj) { player.move(x, y, obj); }; game.up = function (x, y, obj) { // No action needed on up event };
===================================================================
--- original.js
+++ change.js
@@ -48,8 +48,40 @@
LK.getSound('bulletWallCollision').play();
}
};
});
+var Heatmap = Container.expand(function () {
+ var self = Container.call(this);
+ var heatmapGraphics = new Container();
+ self.addChild(heatmapGraphics);
+ var heatmapDots = [];
+ self.addDot = function (x, y) {
+ heatmapDots.push({
+ x: x,
+ y: y
+ });
+ };
+ self.update = function () {
+ heatmapGraphics.removeChildren();
+ var gradientSteps = 5;
+ for (var j = 0; j < heatmapDots.length; j++) {
+ for (var k = 0; k < gradientSteps; k++) {
+ var factor = k / gradientSteps;
+ var heatmapDot = LK.getAsset('redCircle', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ scaleX: 0.5 + factor,
+ scaleY: 0.5 + factor,
+ x: heatmapDots[j].x,
+ y: heatmapDots[j].y,
+ alpha: 0.8 * (1 - factor)
+ });
+ heatmapGraphics.addChild(heatmapDot);
+ }
+ }
+ heatmapDots = [];
+ };
+});
var Pellet = Container.expand(function () {
var self = Container.call(this);
var pelletGraphics = self.attachAsset('pellet', {
anchorX: 0.5,
@@ -160,14 +192,11 @@
/****
* Game Code
****/
-// Create a heatmap layer
-var heatmap = new Container();
+// Create a heatmap instance
+var heatmap = new Heatmap();
game.addChild(heatmap);
-var heatmapDots = [];
-var heatmapGraphics = new Container();
-heatmap.addChild(heatmapGraphics);
// Helper function to interpolate between two colors
function interpolateColor(color1, color2, factor) {
var r1 = color1 >> 16 & 0xff;
var g1 = color1 >> 8 & 0xff;
@@ -218,33 +247,12 @@
LK.showGameOver();
}
}
// Collect bullet positions for heatmap
- heatmapDots.push({
- x: bullets[i].x,
- y: bullets[i].y
- });
+ heatmap.addDot(bullets[i].x, bullets[i].y);
}
- // Clear previous heatmap dots
- heatmapGraphics.removeChildren();
- // Render heatmap dots with gradient effect based on bullet positions
- for (var j = 0; j < heatmapDots.length; j++) {
- var gradientSteps = 5;
- for (var k = 0; k < gradientSteps; k++) {
- var factor = k / gradientSteps;
- var heatmapDot = LK.getAsset('redCircle', {
- anchorX: 0.5,
- anchorY: 0.5,
- scaleX: 0.5 + factor,
- scaleY: 0.5 + factor,
- x: heatmapDots[j].x,
- y: heatmapDots[j].y,
- alpha: 0.8 * (1 - factor)
- });
- heatmapGraphics.addChild(heatmapDot);
- }
- }
- heatmapDots = [];
+ // Update heatmap
+ heatmap.update();
if (gracePeriod > 0) {
gracePeriod--;
}
if (!pellet && LK.ticks % 60 == 0) {