User prompt
When I grab objects like that shuttle, a yellow box shows up. Remove that box and debug.
User prompt
Please fix the bug: 'Script error.' in or related to this line: 'if (player.shieldActive && shield) {' Line Number: 370
User prompt
Debug the last code added
User prompt
Implement visual effects that enhance the player experience, such as animations when the player successfully dodges an obstacle or increases the score.
User prompt
Please fix the bug: 'Script error.' in or related to this line: 'shield.x = player.x;' Line Number: 355
User prompt
The shield is a circle that appears around the shuttle. Please fix the related bugs.
User prompt
Fix the movement of the shield based on the shuttle's movement. They have to move together.
User prompt
Display a green shield circle around the shuttle after it collects the supply box, and maintain it for 6 seconds. After that, remove the green shield. During the shield's activation, the shuttle is protected from collisions.
User prompt
Let's design special obstacles that include a supply box to boost the shield of the shuttle.
User prompt
use the suttle image
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Let's troubleshoot the code and debug step by step.
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Fix bug. Plain disappers in the middle of the game
User prompt
keep the plain in the middle of the screen.
User prompt
improve the movement. Make the airplane move forward, right, and left only.
User prompt
Fix the bkg
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revert back to previous
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update the shuttle image
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replace the plan with shuttle
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Replace current bkg with bkg-2
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Can you add different kinds of power-ups or extraordinary obstacles? Tell me if I need to provide assets for those.
User prompt
Please fix the bug: 'Timeout.tick error: null is not an object (evaluating 'tutorialOverlay.destroy')' in or related to this line: 'tutorialOverlay.destroy();' Line Number: 133
User prompt
show the score board on top
User prompt
can you update the bkg
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I can't see the score? fix it
User prompt
bring back the score board on top
/**** * Classes ****/ // Obstacle class var Obstacle = Container.expand(function () { var self = Container.call(this); var obstacleGraphics = self.attachAsset('obstacle', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { if (self.y <= 2732) { // Obstacles move down at a constant speed self.y += 5; } else { // If obstacle goes off the bottom of the screen, wrap around to the top self.y = 0; } }; }); // The game engine will automatically load the necessary assets // Player character class var Player = Container.expand(function () { var self = Container.call(this); var playerGraphics = self.attachAsset('shuttle', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { if (self.y >= 0) { // Player moves up at a constant speed self.y -= 5; } else { // If player goes off the top of the screen, wrap around to the bottom self.y = 2732; } }; }); // Power-up class var PowerUp = Container.expand(function () { var self = Container.call(this); var powerUpGraphics = self.attachAsset('powerUp', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { if (self.y <= 2732) { // Power-ups move down at a constant speed self.y += 3; } else { // If power-up goes off the bottom of the screen, wrap around to the top self.y = 0; } }; }); // Shield class var Shield = Container.expand(function () { var self = Container.call(this); // Removed the yellow box by eliminating the centerCircle asset self.update = function () { // Shield logic can be added here if needed }; }); // SlowDown Obstacle class var SlowDown = Container.expand(function () { var self = Container.call(this); var slowDownGraphics = self.attachAsset('obstacle', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { if (self.y <= 2732) { // SlowDowns move down at a constant speed self.y += 2; } else { // If SlowDown goes off the bottom of the screen, wrap around to the top self.y = 0; } }; }); // SpeedBoost Power-up class var SpeedBoost = Container.expand(function () { var self = Container.call(this); var speedBoostGraphics = self.attachAsset('powerUp', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { if (self.y <= 2732) { // SpeedBoosts move down at a constant speed self.y += 4; } else { // If SpeedBoost goes off the bottom of the screen, wrap around to the top self.y = 0; } }; }); // SupplyBox class var SupplyBox = Container.expand(function () { var self = Container.call(this); var supplyBoxGraphics = self.attachAsset('boost', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { if (self.y <= 2732) { // SupplyBoxes move down at a constant speed self.y += 3; } else { // If SupplyBox goes off the bottom of the screen, wrap around to the top self.y = 0; } }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000, // Init game with black background preloadAssets: true // Preload assets for optimized performance }); /**** * Game Code ****/ // Set bkg-2 as the background image var earthBackground = LK.getAsset('bkg-2', { anchorX: 0.5, anchorY: 0.5, scaleX: 2048 / 410, scaleY: 2732 / 410 }); earthBackground.x = 2048 / 2; earthBackground.y = 2732 / 2; game.addChild(earthBackground); // Initialize score text var scoreBackground = new Container(); var scoreBgGraphics = scoreBackground.attachAsset('scoreBg', { anchorX: 0.5, anchorY: 0.5 }); scoreBgGraphics.width = 300; scoreBgGraphics.height = 100; scoreBgGraphics.tint = 0x000000; scoreBgGraphics.alpha = 0.5; scoreBackground.x = 2048 / 2; scoreBackground.y = 50; LK.gui.top.addChild(scoreBackground); var scoreTxt = new Text2('0', { size: 100, fill: "#ffffff", stroke: "#000000", strokeThickness: 5 }); scoreTxt.anchor.set(0.5, 0.5); scoreTxt.x = 2048 / 2; scoreTxt.y = 25; LK.gui.top.addChild(scoreTxt); // Initialize score text to display the current score scoreTxt.setText(LK.getScore()); // Removed redundant style property setting for score text // Initialize player, obstacles, and power-ups var player = game.addChild(new Player()); player.x = 2048 / 2; player.y = 2732 / 2; // Tutorial overlay var tutorialOverlay = new Container(); var tutorialText = new Text2('Drag the player to avoid obstacles and collect power-ups!', { size: 100, fill: "#ffffff" }); tutorialText.anchor.set(0.5, 0.5); tutorialText.x = 2048 / 2; tutorialText.y = 2732 / 2; tutorialOverlay.addChild(tutorialText); game.addChild(tutorialOverlay); // Remove tutorial after 5 seconds LK.setTimeout(function () { if (tutorialOverlay) { tutorialOverlay.destroy(); tutorialOverlay = null; } }, 5000); var obstacles = []; var powerUps = []; var level = 1; var maxObstacles = 10; var maxPowerUps = 5; function initializeLevel() { // Clear existing obstacles and power-ups obstacles.forEach(function (obstacle) { return obstacle.destroy(); }); powerUps.forEach(function (powerUp) { return powerUp.destroy(); }); obstacles = []; powerUps = []; // Increase difficulty by adding more obstacles and power-ups for (var i = 0; i < maxPowerUps; i++) { var powerUp = game.addChild(new PowerUp()); powerUp.x = Math.random() * 2048; powerUp.y = Math.random() * 2732; powerUps.push(powerUp); if (i % 2 === 0) { var speedBoost = game.addChild(new SpeedBoost()); speedBoost.x = Math.random() * 2048; speedBoost.y = Math.random() * 2732; powerUps.push(speedBoost); } if (i % 3 === 0) { var supplyBox = game.addChild(new SupplyBox()); supplyBox.x = Math.random() * 2048; supplyBox.y = Math.random() * 2732; powerUps.push(supplyBox); } } for (var i = 0; i < maxObstacles; i++) { var obstacle = game.addChild(new Obstacle()); obstacle.x = Math.random() * 2048; obstacle.y = Math.random() * 2732; obstacles.push(obstacle); if (i % 3 === 0) { var slowDown = game.addChild(new SlowDown()); slowDown.x = Math.random() * 2048; slowDown.y = Math.random() * 2732; obstacles.push(slowDown); } } } initializeLevel(); // Game update function game.update = function () { // Remove tutorial if player moves if (tutorialOverlay && (player.x !== 2048 / 2 || player.y !== 2732 / 2)) { if (tutorialOverlay) { tutorialOverlay.destroy(); tutorialOverlay = null; } } // Check for collisions between player and obstacles for (var i = 0; i < obstacles.length; i++) { if (player.intersects(obstacles[i])) { if (!player.shieldActive) { // Add animation effect for dodging LK.effects.flashObject(player, 0x00ff00, 300); // Add a brief scale animation to indicate successful dodge player.scaleX = 1.2; player.scaleY = 1.2; LK.setTimeout(function () { player.scaleX = 1.0; player.scaleY = 1.0; }, 300); // Flash screen red for 1 second to indicate collision LK.effects.flashScreen(0xff0000, 1000); // Game over LK.showGameOver(); break; } } } // Increase level and difficulty after reaching a certain score if (LK.getScore() >= level * 50) { level++; maxObstacles += 5; maxPowerUps += 2; initializeLevel(); } // Check for collisions between player and power-ups for (var i = 0; i < powerUps.length; i++) { if (player.intersects(powerUps[i])) { if (powerUps[i] instanceof SpeedBoost) { // Increase player speed temporarily player.speed += 2; LK.setTimeout(function () { player.speed -= 2; }, 5000); } else if (powerUps[i] instanceof SupplyBox) { // Declare shield in the global scope var shield; // Add shield when supply box is collected shield = game.addChild(new Shield()); shield.x = player.x; shield.y = player.y; player.shieldActive = true; // Remove shield after 6 seconds LK.setTimeout(function () { shield.destroy(); player.shieldActive = false; }, 6000); } else { // Increase score when power-up is collected LK.setScore(LK.getScore() + 5); scoreTxt.setText(LK.getScore()); // Flash player green for 500ms to indicate power-up collection LK.effects.flashObject(player, 0x00ff00, 500); } powerUps[i].destroy(); powerUps.splice(i, 1); } } // Check for collisions between player and SlowDown obstacles for (var i = 0; i < obstacles.length; i++) { if (player.intersects(obstacles[i]) && obstacles[i] instanceof SlowDown) { // Decrease player speed temporarily player.speed -= 2; LK.setTimeout(function () { player.speed += 2; }, 5000); obstacles[i].destroy(); obstacles.splice(i, 1); } } for (var i = 0; i < obstacles.length; i++) { if (obstacles[i].y > 2732) { obstacles[i].passed = true; LK.setScore(LK.getScore() + 1); // Add animation effect for score increase LK.effects.flashObject(scoreTxt, 0xffff00, 300); // Add a brief scale animation to indicate score increase scoreTxt.scaleX = 1.2; scoreTxt.scaleY = 1.2; LK.setTimeout(function () { scoreTxt.scaleX = 1.0; scoreTxt.scaleY = 1.0; }, 300); // Update score text and flash to indicate score update scoreTxt.setText(LK.getScore()); LK.effects.flashObject(scoreTxt, 0xffffff, 500); } } }; // Player movement game.down = function (x, y, obj) { player.x = x; player.y = y; if (player.shieldActive && typeof shield !== 'undefined') { shield.x = player.x; shield.y = player.y; } // Play movement sound effect LK.getSound('move').play(); // Play movement sound effect LK.getSound('move').play(); }; game.move = function (x, y, obj) { player.x = x; player.y = y; if (player.shieldActive && typeof shield !== 'undefined') { shield.x = player.x; shield.y = player.y; } };
===================================================================
--- original.js
+++ change.js
@@ -55,13 +55,9 @@
});
// Shield class
var Shield = Container.expand(function () {
var self = Container.call(this);
- var shieldGraphics = self.attachAsset('centerCircle', {
- anchorX: 0.5,
- anchorY: 0.5
- });
- shieldGraphics.alpha = 0.5; // Make the shield semi-transparent
+ // Removed the yellow box by eliminating the centerCircle asset
self.update = function () {
// Shield logic can be added here if needed
};
});
A small airplane. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
mountain rocks. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
gasoline barel. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
suggest a bkg for the score. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
the space with stars and planets make it darker. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Create a booster for plain. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A looping animated GIF of a cosmic scene in deep space, showcasing a vibrant blue and purple galaxy with stars, planets, and comets. The background has swirling nebulae with bright, glowing areas, giving a mystical and expansive feel. Comets move across the scene, leaving trails as they pass, adding a dynamic element to the vast, star-studded universe. The GIF format captures the continuous, endless motion of the comets and stars, evoking a sense of wonder and infinity.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Create a highly detailed image of a space shuttle top view with no angel soaring through deep space. The shuttle should have a sleek, aerodynamic design with visible engines emitting a faint blue glow. It should feature realistic textures, metallic surfaces, and visible symbols. Make the shuttle color Yellowish. Make it straight going forward. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.