Code edit (1 edits merged)
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instantiate objstomach where objhungerframe is and and remove objhungerframe from the playspace
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instantiate objhungerframe on the playspace
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decrease the hungermeter bar a bit faster
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While objHungerMeter is decreasing, score +1 every second
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increment score by 3 every second fries are intersecting with objContactPoint while objhungermeter is decreasing, score +1
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every second fries are intersecting with contactpoint, score +1, remove the score +10
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when seagul snatches the fries, stop decreasing hungermeter and instead slowly replenish it until fries is destroyed
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Do not destroy the fries when fries intersect with objcontact point
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replenish it when seagull snatches fries once,
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replenish it only once,
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the hungermeterbar should start full and gradually shrink until 0, if it reaches 0, set the score and trigger a game over, if the seagull snatches fries, replenish the bar by 10%
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the hungermeterbar should start full and gradually shrink until 0, if it reaches 0, set the score and trigger a game over, if the seagull snatches fries, enlarge the bar by 10%
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create a score system where with each passing second the score augments by 1 point and when the seagull snatches fries, the score augments by 10 points
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Position the frame above the hunger meter
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put a frame around the objhungermeter
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objcontactpoint visuals should be at 0
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rather than checking if fries intersect with seagul, check for it intersecting with objcontactpoint
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Please fix the bug: 'ReferenceError: objContactPoint is not defined' in or related to this line: 'objContactPoint.x = self.x;' Line Number: 84
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Attach objContactPoint to the center of seagull objContactPoint.x = self.x; objContactPoint.y = self.y + 200;
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instantiate objContactPoint
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objhungermeter cannot grow larger than a little bit less of the width of the playspace
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objhungermeter cannot grow larger than the playspace
Code edit (1 edits merged)
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Update objhungermeter's value whenever the seagull successfully snatches fries. Display the updated objhungermeter on the screen.
/****
* Classes
****/
var Seagull = Container.expand(function () {
var self = Container.call(this);
var seagullGraphics = self.attachAsset('objSeagull', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 10;
self.direction = 1;
self.diving = false;
self.diveTime = 0;
self.diveDuration = 60; // Total duration of the dive in frames
self.startX = 0;
self.startY = 0;
self.endX = 0;
self.endY = 2732 - seagullGraphics.height / 2 - 200; // Target Y position for the dive
self.returning = false;
self.update = function () {
if (self.diving) {
self.diveTime++;
var t = self.diveTime / self.diveDuration; // Normalized time (0 to 1)
self.x = (1 - t) * self.startX + t * self.endX; // Linear horizontal movement
self.y = (1 - t) * self.startY + t * self.endY - 300 * t * (1 - t); // Parabolic vertical movement
if (self.diveTime >= self.diveDuration) {
self.diveTime = 0;
self.diving = false;
self.returning = true; // Start returning to original position
self.startX = self.x; // Update startX to the current X
self.startY = self.y; // Update startY to the current Y (bottom of the dive)
self.endY = 475; // Return to the original Y position
self.endX = self.startX + self.speed * self.direction * self.diveDuration / 2; // Move further ahead
}
} else if (self.returning) {
self.diveTime++;
var t = self.diveTime / self.diveDuration; // Normalized time (0 to 1)
self.x = (1 - t) * self.startX + t * self.endX; // Linear horizontal movement back
self.y = (1 - t) * self.startY + t * self.endY - 300 * t * (1 - t); // Parabolic vertical movement back
if (self.diveTime >= self.diveDuration) {
self.diveTime = 0;
self.returning = false; // End the return phase
self.diving = false; // Reset diving state
self.startX = self.x; // Reset startX for the next dive
self.startY = self.y; // Reset startY for the next dive
self.endY = 2732 - seagullGraphics.height / 2 - 200; // Reset endY for the next dive
}
} else {
self.x += self.speed * self.direction;
self.y += Math.sin(LK.ticks / 10) * 5; // Add a hover effect
// Check if seagull is out of bounds horizontally
if (self.x > 2048 + seagullGraphics.width / 2 || self.x < -seagullGraphics.width / 2) {
self.direction *= -1; // Flip direction
self.x = Math.max(-seagullGraphics.width / 2, Math.min(2048 + seagullGraphics.width / 2, self.x)); // Keep seagull within bounds
self.y = Math.random() * (2732 * 0.3) + 100; // Random Y position in the upper 30% of the playspace with a 100px boundary
// Flip the seagull's graphics
seagullGraphics.scale.x *= -1;
}
}
// Check if seagull and fries are intersecting
if (self.intersects(fries)) {
// Attach fries to the center of seagull
fries.x = self.x;
fries.y = self.y + 200;
// Update hungerMeter's value
hungerMeter.width += 10;
}
// Check if fries leave the playspace
if (fries.y > 2732 + fries.height / 2 || fries.y < -fries.height / 2 || fries.x > 2048 + fries.width / 2 || fries.x < -fries.width / 2) {
// Destroy fries
fries.destroy();
}
};
self.down = function (x, y, obj) {
if (!self.diving && !self.returning) {
// Only start diving if not already diving or returning
self.diving = true;
self.diveTime = 0;
self.startX = self.x;
self.startY = self.y;
// Calculate endX based on current speed and direction
self.endX = self.startX + self.speed * self.direction * self.diveDuration / 2;
}
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000
});
/****
* Game Code
****/
var background = game.addChild(LK.getAsset('ObjBackground01', {
anchorX: 0.5,
anchorY: 0.5
}));
background.x = 1024;
background.y = 1366;
var seagull = game.addChild(new Seagull());
seagull.x = 1024;
seagull.y = 475;
var fries = game.addChild(LK.getAsset('objFries', {
anchorX: 0.5,
anchorY: 0.5
}));
fries.x = 1024;
fries.y = 2166;
var hungerMeter = game.addChild(LK.getAsset('objHungerMeter', {
anchorX: 0.5,
anchorY: 0.5
}));
hungerMeter.x = 1024;
hungerMeter.y = 1366;
Create a cartoon-style illustration of the ocean and an empty sandy beach from the perspective of a person standing on the beach. The goal is to capture a lively and playful location.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Create a cartoon-style illustration of fries in a brown bag. The goal is to capture a lively and playful object. Front perspective. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Create a cartoon-style illustration of white drop of paint. The goal is to capture a lively and playful paint.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Create a cartoon-style illustration of white splash of paint. The goal is to capture a lively and playful paint. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Create a cartoon-style illustration of a stomach The goal is to capture a lively and playful stomach... Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
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Create a cartoon-style illustration of a wooden no feeding and no littering sign on a sandy stake.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
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Create a cartoon-style illustration of palm trees leaves.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Create a cartoon-style illustration of a dark silhouette of a seaplane, side profile. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
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Create a cartoon-style illustration of a mix of colorful music notes. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
create a cartoon-style illustration of a crab from the back. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
create a cartoon-style illustration of a sand cloud. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
create a cartoon-style illustration of an explosion of stars. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
create a cartoon-style illustration of an speech bubble with the word "Yum!". Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
make it more colorful in the top portion of the bricks
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Create a close-up cartoon-style illustration of the letters "sos" in black. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
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create a cartoon-style illustration of an red girly angry emoji. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
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create a cartoon-style illustration of a seagul's face chomping down on a fish make it comical.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
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