Code edit (2 edits merged)
Please save this source code
User prompt
use monospace serif font.
Code edit (5 edits merged)
Please save this source code
User prompt
change z-index of player to be above score
User prompt
move bullets to be below score
User prompt
make red bullet circle appear below score
User prompt
make score drawn below all other game elements now make red circle around bullets appear below score
User prompt
also make bullets appear below score
User prompt
now make red circle around bullets appear below score
User prompt
make score drawn below all other game elements
User prompt
make bullets and outline circles draw below score
Code edit (1 edits merged)
Please save this source code
User prompt
score z-index needs to be below everything
User prompt
make score appear below player
User prompt
fix z-index of score. below everything but the circles around bullets
User prompt
make it much bigger, use monospace font, add light gray outline
User prompt
make the score appear large in center, above the "heatmap" circles but below everything else. make it solid black
Code edit (1 edits merged)
Please save this source code
User prompt
LK.ticks % 20 instead of 20, use a value that decreases as score increases
User prompt
always show 2 pellets
User prompt
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 } }; });
User prompt
lower the size of the pellet eating circle as score goes up. lower it in logarithmic fashion
User prompt
instead of giving points with each bullet spawned, give points for each bullet destroyed
User prompt
add a large almost transparent circle around each bullet. update each frame
User prompt
Please fix the bug: 'TypeError: Graphics is not a constructor' in or related to this line: 'var circle = new Graphics();' Line Number: 29
/**** * 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) }); var bulletCircle = self.attachAsset('redCircle', { anchorX: 0.5, anchorY: 0.5, alpha: 0.1, scaleX: 2, scaleY: 2 }); 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 = 0.3; // Make the bullet half transparent } else { self.alpha = 0.6; // 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 bulletCircle.scale.x = self.scale.x * 2; // Update the circle size bulletCircle.scale.y = self.scale.y * 2; // Update the circle size // 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 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 for (var i = pellets.length - 1; i >= 0; i--) { if (self.intersects(pellets[i])) { console.log("Player intersects with pellet"); var redCircle = new RedCircle(); redCircle.x = pellets[i].x; redCircle.y = pellets[i].y; game.addChild(redCircle); pellets[i].destroy(); pellets.splice(i, 1); // Destroy bullets overlapping with redCircle on the frame it is created for (var j = bullets.length - 1; j >= 0; j--) { if (bullets[j].intersects(redCircle)) { bullets[j].destroy(); bullets.splice(j, 1); score++; scoreTxt.setText(score); } } // 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 = Math.max(60 - Math.log(LK.getScore() + 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 } }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 //Init game with black background }); /**** * Game Code ****/ // 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 pellets = []; var scoreTxt = new Text2('0', { size: 150, fill: "#000000" }); scoreTxt.anchor.set(0.5, 0.5); scoreTxt.x = 2048 / 2; scoreTxt.y = 2732 / 2; game.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(); } } } if (gracePeriod > 0) { gracePeriod--; } if (pellets.length < 2 && LK.ticks % 60 == 0) { // Spawn a pellet every second if there are less than two pellets var newPellet = new Pellet(); // Ensure pellet does not spawn close to the wall var distance; do { newPellet.x = Math.random() * (2048 - 400) + 200; // Random x position newPellet.y = Math.random() * (2732 - 400) + 200; // Random y position distance = Math.sqrt(Math.pow(newPellet.x - player.x, 2) + Math.pow(newPellet.y - player.y, 2)); } while (distance < 500); // Ensure pellet spawns at least 500 units away from the player game.addChild(newPellet); pellets.push(newPellet); } if (playerMovedDistance >= 50 && LK.ticks % Math.max(20 - Math.log(LK.getScore() + 1), 5) == 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(); } }; 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
@@ -203,12 +203,14 @@
var playerMovedDistance = 0;
var pellets = [];
var scoreTxt = new Text2('0', {
size: 150,
- fill: "#ffffff"
+ fill: "#000000"
});
-scoreTxt.anchor.set(0.5, 0);
-LK.gui.top.addChild(scoreTxt);
+scoreTxt.anchor.set(0.5, 0.5);
+scoreTxt.x = 2048 / 2;
+scoreTxt.y = 2732 / 2;
+game.addChild(scoreTxt);
game.update = function () {
for (var i = bullets.length - 1; i >= 0; i--) {
bullets[i].update();
if (gracePeriod <= 0 && bullets[i].lifespan <= 0) {