User prompt
Please fix the bug: 'ReferenceError: BlurFilter is not defined' in or related to this line: 'var blurFilter = new BlurFilter();' Line Number: 192
User prompt
import { Application, Assets, Sprite, BlurFilter } from 'pixi.js'; (async () => { // Create a new application const app = new Application(); // Initialize the application await app.init({ resizeTo: window }); // Append the application canvas to the document body document.body.appendChild(app.canvas); // Load the textures await Assets.load([ 'https://pixijs.com/assets/pixi-filters/bg_depth_blur.jpg', 'https://pixijs.com/assets/pixi-filters/depth_blur_dudes.jpg', 'https://pixijs.com/assets/pixi-filters/depth_blur_moby.jpg', ]); const bg = Sprite.from('https://pixijs.com/assets/pixi-filters/bg_depth_blur.jpg'); bg.width = app.screen.width; bg.height = app.screen.height; app.stage.addChild(bg); const littleDudes = Sprite.from('https://pixijs.com/assets/pixi-filters/depth_blur_dudes.jpg'); littleDudes.x = app.screen.width / 2 - 315; littleDudes.y = 200; app.stage.addChild(littleDudes); const littleRobot = Sprite.from('https://pixijs.com/assets/pixi-filters/depth_blur_moby.jpg'); littleRobot.x = app.screen.width / 2 - 200; littleRobot.y = 100; app.stage.addChild(littleRobot); // Create the blur filters const blurFilter1 = new BlurFilter(); const blurFilter2 = new BlurFilter(); // Apply the filters to the sprites littleDudes.filters = [blurFilter1]; littleRobot.filters = [blurFilter2]; let count = 0; // Animate the blur filters app.ticker.add(() => { count += 0.005; const blurAmount = Math.cos(count); const blurAmount2 = Math.sin(count); blurFilter1.blur = 20 * blurAmount; blurFilter2.blur = 20 * blurAmount2; }); })(); blur example. add blur to redcircle π ✅ Add blur filter to redCircle
User prompt
I MI import { Application, Assets, Sprite, BlurFilter } from 'pixi.js'; (async () => { // Create a new application const app = new Application(); // Initialize the application await app.init({ resizeTo: window }); // Append the application canvas to the document body document.body.appendChild(app.canvas); // Load the textures await Assets.load([ 'https://pixijs.com/assets/pixi-filters/bg_depth_blur.jpg', 'https://pixijs.com/assets/pixi-filters/depth_blur_dudes.jpg', 'https://pixijs.com/assets/pixi-filters/depth_blur_moby.jpg', ]); const bg = Sprite.from('https://pixijs.com/assets/pixi-filters/bg_depth_blur.jpg'); bg.width = app.screen.width; bg.height = app.screen.height; app.stage.addChild(bg); const littleDudes = Sprite.from('https://pixijs.com/assets/pixi-filters/depth_blur_dudes.jpg'); littleDudes.x = app.screen.width / 2 - 315; littleDudes.y = 200; app.stage.addChild(littleDudes); const littleRobot = Sprite.from('https://pixijs.com/assets/pixi-filters/depth_blur_moby.jpg'); littleRobot.x = app.screen.width / 2 - 200; littleRobot.y = 100; app.stage.addChild(littleRobot); // Create the blur filters const blurFilter1 = new BlurFilter(); const blurFilter2 = new BlurFilter(); // Apply the filters to the sprites littleDudes.filters = [blurFilter1]; littleRobot.filters = [blurFilter2]; let count = 0; // Animate the blur filters app.ticker.add(() => { count += 0.005; const blurAmount = Math.cos(count); const blurAmount2 = Math.sin(count); blurFilter1.blur = 20 * blurAmount; blurFilter2.blur = 20 * blurAmount2; }); })(); blur example. add blur to circle around bullet
User prompt
I MI import { Application, Assets, Sprite, BlurFilter } from 'pixi.js'; (async () => { // Create a new application const app = new Application(); // Initialize the application await app.init({ resizeTo: window }); // Append the application canvas to the document body document.body.appendChild(app.canvas); // Load the textures await Assets.load([ 'https://pixijs.com/assets/pixi-filters/bg_depth_blur.jpg', 'https://pixijs.com/assets/pixi-filters/depth_blur_dudes.jpg', 'https://pixijs.com/assets/pixi-filters/depth_blur_moby.jpg', ]); const bg = Sprite.from('https://pixijs.com/assets/pixi-filters/bg_depth_blur.jpg'); bg.width = app.screen.width; bg.height = app.screen.height; app.stage.addChild(bg); const littleDudes = Sprite.from('https://pixijs.com/assets/pixi-filters/depth_blur_dudes.jpg'); littleDudes.x = app.screen.width / 2 - 315; littleDudes.y = 200; app.stage.addChild(littleDudes); const littleRobot = Sprite.from('https://pixijs.com/assets/pixi-filters/depth_blur_moby.jpg'); littleRobot.x = app.screen.width / 2 - 200; littleRobot.y = 100; app.stage.addChild(littleRobot); // Create the blur filters const blurFilter1 = new BlurFilter(); const blurFilter2 = new BlurFilter(); // Apply the filters to the sprites littleDudes.filters = [blurFilter1]; littleRobot.filters = [blurFilter2]; let count = 0; // Animate the blur filters app.ticker.add(() => { count += 0.005; const blurAmount = Math.cos(count); const blurAmount2 = Math.sin(count); blurFilter1.blur = 20 * blurAmount; blurFilter2.blur = 20 * blurAmount2; }); })(); blur example. add blur to redcircle
User prompt
Please fix the bug: 'ReferenceError: BlurFilter is not defined' in or related to this line: 'var blurFilter = new BlurFilter();' Line Number: 193
User prompt
I MI import { Application, Assets, Sprite, BlurFilter } from 'pixi.js'; (async () => { // Create a new application const app = new Application(); // Initialize the application await app.init({ resizeTo: window }); // Append the application canvas to the document body document.body.appendChild(app.canvas); // Load the textures await Assets.load([ 'https://pixijs.com/assets/pixi-filters/bg_depth_blur.jpg', 'https://pixijs.com/assets/pixi-filters/depth_blur_dudes.jpg', 'https://pixijs.com/assets/pixi-filters/depth_blur_moby.jpg', ]); const bg = Sprite.from('https://pixijs.com/assets/pixi-filters/bg_depth_blur.jpg'); bg.width = app.screen.width; bg.height = app.screen.height; app.stage.addChild(bg); const littleDudes = Sprite.from('https://pixijs.com/assets/pixi-filters/depth_blur_dudes.jpg'); littleDudes.x = app.screen.width / 2 - 315; littleDudes.y = 200; app.stage.addChild(littleDudes); const littleRobot = Sprite.from('https://pixijs.com/assets/pixi-filters/depth_blur_moby.jpg'); littleRobot.x = app.screen.width / 2 - 200; littleRobot.y = 100; app.stage.addChild(littleRobot); // Create the blur filters const blurFilter1 = new BlurFilter(); const blurFilter2 = new BlurFilter(); // Apply the filters to the sprites littleDudes.filters = [blurFilter1]; littleRobot.filters = [blurFilter2]; let count = 0; // Animate the blur filters app.ticker.add(() => { count += 0.005; const blurAmount = Math.cos(count); const blurAmount2 = Math.sin(count); blurFilter1.blur = 20 * blurAmount; blurFilter2.blur = 20 * blurAmount2; }); })(); blur example. add blur to redcircle π ✅ Add blur filter to redCircle
User prompt
pellet eating is broken. restore
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stronger blur. make redcircle white
User prompt
MI import { Application, Assets, Sprite, BlurFilter } from 'pixi.js'; (async () => { // Create a new application const app = new Application(); // Initialize the application await app.init({ resizeTo: window }); // Append the application canvas to the document body document.body.appendChild(app.canvas); // Load the textures await Assets.load([ 'https://pixijs.com/assets/pixi-filters/bg_depth_blur.jpg', 'https://pixijs.com/assets/pixi-filters/depth_blur_dudes.jpg', 'https://pixijs.com/assets/pixi-filters/depth_blur_moby.jpg', ]); const bg = Sprite.from('https://pixijs.com/assets/pixi-filters/bg_depth_blur.jpg'); bg.width = app.screen.width; bg.height = app.screen.height; app.stage.addChild(bg); const littleDudes = Sprite.from('https://pixijs.com/assets/pixi-filters/depth_blur_dudes.jpg'); littleDudes.x = app.screen.width / 2 - 315; littleDudes.y = 200; app.stage.addChild(littleDudes); const littleRobot = Sprite.from('https://pixijs.com/assets/pixi-filters/depth_blur_moby.jpg'); littleRobot.x = app.screen.width / 2 - 200; littleRobot.y = 100; app.stage.addChild(littleRobot); // Create the blur filters const blurFilter1 = new BlurFilter(); const blurFilter2 = new BlurFilter(); // Apply the filters to the sprites littleDudes.filters = [blurFilter1]; littleRobot.filters = [blurFilter2]; let count = 0; // Animate the blur filters app.ticker.add(() => { count += 0.005; const blurAmount = Math.cos(count); const blurAmount2 = Math.sin(count); blurFilter1.blur = 20 * blurAmount; blurFilter2.blur = 20 * blurAmount2; }); })(); blur example. add blur to redcircle
User prompt
bulletCircle.filters = [new filters.BlurFilter(5)]; (broken
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can you apply a blur effect to the red circle
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implement
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you broke it. balck screen
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i don't see any blur. fix
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blur the redcircle
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add blur to red circle. what options are ther
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improve radial gradient
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fix
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replace red circle art with radial gradient. red at center, transparent at edges
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replace red circle art with radial gradient. red at center, transparent at edges
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add blur to red circle
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Please fix the bug: 'ReferenceError: filters is not defined' in or related to this line: 'circleGraphics.filters = [new filters.BlurFilter(10)];' Line Number: 191
User prompt
add a strong blur to redcir\
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swap names of red andyellow circle
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before player has started moving: check whether any bullets have less than 200px distance to player, destroy those
/****
* 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('yellowCircle', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.1,
scaleX: 2,
scaleY: 2
});
self.speed = 0.2;
self.lifespan = 200;
self.update = function () {
self.x += self.speedX * self.speed;
self.y += self.speedY * self.speed;
if (playerMovedDistance > 0) {
self.lifespan--;
}
if (self.lifespan > 0 || self.lifespan == -1) {
self.alpha = 0.3; // Make the bullet half transparent
} else {
self.alpha = 0.6; // Make the bullet fully opaque
}
if (playerMovedDistance > 0) {
self.speed *= 0.9999; // Slow down the bullet over time
self.scale.x += 0.00022; // Increase the bullet size over time
self.scale.y += 0.00022; // Increase the bullet size over time
}
bulletCircle.scale.x = self.scale.x * 2;
bulletCircle.scale.y = self.scale.y * 2;
var progress = Math.max(0, Math.min(1, (200 - self.lifespan) / 200)); // Ensure progress is between 0 and 1
var startColor = 0x000000;
var endColor = 0xff0000;
var currentColor = interpolateColor(startColor, endColor, progress);
bulletGraphics.tint = currentColor;
if (self.y + bulletGraphics.height / 2 > 2732) {
self.y = 2732 - bulletGraphics.height / 2;
self.speedY = -self.speedY;
LK.getSound('bulletWallCollision').play();
}
if (self.y - bulletGraphics.height / 2 < 0) {
self.y = bulletGraphics.height / 2;
self.speedY = -self.speedY;
LK.getSound('bulletWallCollision').play();
}
if (self.x + bulletGraphics.width / 2 > 2048) {
self.x = 2048 - bulletGraphics.width / 2;
self.speedX = -self.speedX;
LK.getSound('bulletWallCollision').play();
}
if (self.x - bulletGraphics.width / 2 < 0) {
self.x = bulletGraphics.width / 2;
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 = 0.95; // 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.y = 2732 - pelletGraphics.height / 2;
self.speedY = -self.speedY;
LK.getSound('bulletWallCollision').play();
}
if (self.y - pelletGraphics.height / 2 < 0) {
self.y = pelletGraphics.height / 2;
self.speedY = -self.speedY;
LK.getSound('bulletWallCollision').play();
}
if (self.x + pelletGraphics.width / 2 > 2048) {
self.x = 2048 - pelletGraphics.width / 2;
self.speedX = -self.speedX;
LK.getSound('bulletWallCollision').play();
}
if (self.x - pelletGraphics.width / 2 < 0) {
self.x = pelletGraphics.width / 2;
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',
hitArea: new Rectangle(25, 25, 50, 50)
});
var playerCenterDot = self.attachAsset('redCircle', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.2,
scaleY: 0.2
});
self.speed = 3; // Initialize player speed
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 newDirection = {
x: dx / distance,
y: dy / distance
};
self.x += dx / distance * self.speed;
self.y += dy / distance * self.speed;
playerDirection = newDirection;
playerMovedDistance += distance;
speedTxt.setText(Math.round(player.speed * 100) / 100);
}
// 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 = 170; // Decrease lifespan as score increases
self.update = function () {
self.lifespan--;
if (self.lifespan > 0) {
self.alpha = self.lifespan / 110 - 0.5; // Fade out over time
self.scale.x = self.scale.y = self.lifespan / 130; // 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
var scoreTxt = new Text2('0', {
size: 400,
fill: "#202000",
font: "monospace",
strokeThickness: 0
});
scoreTxt.anchor.set(0.5, 0.5);
scoreTxt.x = 2048 / 2;
scoreTxt.y = 2732 / 2;
game.addChild(scoreTxt);
var speedTxt = new Text2('0', {
size: 100,
fill: "#ffffff",
font: "monospace",
strokeThickness: 0
});
speedTxt.anchor.set(0.5, 0);
speedTxt.x = 2048 / 2;
speedTxt.y = 50;
LK.gui.top.addChild(speedTxt);
// Add scoreTxt after bullets to ensure it is drawn above them
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 bullets = [];
for (var i = 0; i < 20; i++) {
var newBullet = new Bullet();
// Ensure bullet does not spawn close to the wall
newBullet.x = Math.random() * (2048 - 200) + 100; // Random x position with 100px padding
newBullet.y = Math.random() * (2732 - 200) + 100; // Random y position with 100px padding
newBullet.speedX = Math.random() * 2 - 1;
newBullet.speedY = Math.random() * 2 - 1;
newBullet.lifespan = -1; // Set lifespan to -1 to indicate that it should not start decreasing yet
bullets.push(newBullet);
game.addChild(newBullet);
}
var score = 0;
var playerDirection = {
x: 0,
y: 0
};
var playerMovedDistance = 0;
var pellets = [];
var player = new Player();
player.x = 2048 / 2;
player.y = 2732 / 2;
game.addChild(player);
var targetX = player.x;
var targetY = player.y;
game.update = function () {
for (var i = bullets.length - 1; i >= 0; i--) {
bullets[i].update();
if (bullets[i].lifespan <= 0) {
// Check if any bullets are within 200px distance to player before player starts moving
if (playerMovedDistance === 0) {
var distanceToPlayer = Math.sqrt(Math.pow(bullets[i].x - player.x, 2) + Math.pow(bullets[i].y - player.y, 2));
if (distanceToPlayer < 200) {
bullets[i].destroy();
bullets.splice(i, 1);
continue;
}
}
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) < player.width / 2 && Math.abs(playerCenter.y - bulletCenter.y) < player.height / 2) {
console.log("Bullet intersects with player center at:", playerCenter, "Bullet center at:", bulletCenter);
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
return;
}
}
}
if (pellets.length < 3 && 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
};