User prompt
Ensure objCrab is attached to contactpoint at all time and does not randomly get detached
User prompt
make sure the visual of the crab actually left the playspace
User prompt
Check if objCrab leaves the playspace and destroy it, don't detach it
User prompt
Ensure objCrab remains attached to objContactPoint until both leaves the playspace
User prompt
make sure when objcrab is attached to contactpoint it doesn't unattach itself until outside of the playspace
User prompt
seagul should start the game from outside the playspace not inside
Code edit (1 edits merged)
Please save this source code
User prompt
make sure objsanddust gradually dissapears over 2 seconds while slowly floating upwards
User prompt
when objcrab intersects with objbackground08, instantiate over objbackground08 objSandDust
User prompt
objcrab cannot get destroyed unless attached to objcontactpoint
User prompt
can u fix it
User prompt
4. **Ensure Consistent Updates**: Ensure that the `update` method for `Seagull` consistently updates the position of `objContactPoint` and checks for intersections with `objCrab`.
User prompt
remember to Increment score by 3 every second objcrab is intersecting with objContactPoint
User prompt
check if objcrab leaves the playspace and destroy it
User prompt
make sure objcrab can leave the playspace
User prompt
there can be a maximum of twoobjcrabs active at once on the playspace
User prompt
fix it
Code edit (1 edits merged)
Please save this source code
User prompt
its bouncing too much
User prompt
by waddling i mean a bit of rotation, not bouncing
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add a bit of waddling while objcrab is in movement
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fix ti
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if objCrab is intersecting with objContactPoint, make sure objcrab stops moving, Attach objCrab to the center of objContactPoint, Stop decreasing hungerMeter's width and start replenishing it
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'y')' in or related to this line: 'if (crab.y > 2732 + crab.height / 2 || crab.y < -crab.height / 2 || crab.x > 2048 + crab.width / 2 || crab.x < -crab.width / 2) {' Line Number: 260
User prompt
similar to objfries, objcrab can also be snatched by seagull,
/****
* Classes
****/
var Background02 = Container.expand(function () {
var self = Container.call(this);
var background02Graphics = self.attachAsset('objBackground02', {
anchorX: 0.5,
anchorY: 0.5
});
// Add wind animation in the update method
self.update = function () {
// Simulate wind blowing by rotating the object slightly
self.rotation = Math.sin(LK.ticks / 120) * 0.05; // Rotate more back and forth with increased effect
};
});
var Background04 = Container.expand(function () {
var self = Container.call(this);
var background04Graphics = self.attachAsset('objBackground04', {
anchorX: 0.5,
anchorY: 0.5
});
self.update = function () {
self.y += Math.sin(LK.ticks / 60) * 0.2; // Reduced floating effect
};
});
var Background06 = Container.expand(function () {
var self = Container.call(this);
var background06Graphics = self.attachAsset('objBackground06', {
anchorX: 0.5,
anchorY: 0.5
});
self.update = function () {
self.y += Math.sin(LK.ticks / 60) * 0.2; // Reduced floating effect
};
});
var Background07 = Container.expand(function () {
var self = Container.call(this);
var background07Graphics = self.attachAsset('objBackground07', {
anchorX: 0.5,
anchorY: 0.5
});
// Add wind animation in the update method
self.update = function () {
// Simulate wind blowing by rotating the object slightly
self.rotation = Math.sin(LK.ticks / 120) * 0.08; // Rotate a bit less back and forth
};
});
var Background13 = Container.expand(function () {
var self = Container.call(this);
var background13Graphics = self.attachAsset('objBackground13', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 10;
self.direction = Math.random() > 0.5 ? 1 : -1; // Randomly choose a direction
self.update = function () {
var background13Graphics = self.children[0]; // Access the attached asset
self.x += self.speed * self.direction;
// Flip the image depending on the direction
background13Graphics.scale.x = self.direction * (0.75 + Math.random() * 0.25);
// Check if background13 is out of bounds horizontally
if (self.x > 2048 + background13Graphics.width / 2 || self.x < -background13Graphics.width / 2) {
self.destroy(); // Destroy background13 when it goes out of bounds
}
};
});
var ObjCrab = Container.expand(function () {
var self = Container.call(this);
var crabGraphics = self.attachAsset('objCrab', {
anchorX: 0.5,
anchorY: 0.5
});
self.y = 2455;
self.speed = 2;
self.update = function () {
self.x += self.speed;
if (self.intersects(background8)) {
self.destroy();
}
};
});
var ObjFish = Container.expand(function () {
var self = Container.call(this);
var fishGraphics = self.attachAsset('objFish', {
anchorX: 0.5,
anchorY: 0.5
});
var startX = 1000; // Centered X position
var startY = 1875; // Centered Y position
self.x = startX;
self.y = startY;
var scaleDirection = 1;
self.update = function () {
// Make the fish swim around its starting position
var newX = startX + Math.sin(LK.ticks / 60) * 50;
if (newX < self.x) {
fishGraphics.scale.x = -1; // Flip horizontally
} else {
fishGraphics.scale.x = 1; // Default orientation
}
self.x = newX;
self.y = startY + Math.cos(LK.ticks / 60) * 30;
// Slowly scale the fish up and down
if (self.scale.x >= 1.1) {
scaleDirection = -1;
} else if (self.scale.x <= 0.9) {
scaleDirection = 1;
}
self.scale.x += scaleDirection * 0.001;
self.scale.y += scaleDirection * 0.001;
};
});
var ObjMusicNotes = Container.expand(function () {
var self = Container.call(this);
var musicNotesGraphics = self.attachAsset('ObjMusicNotes', {
anchorX: 0.5,
anchorY: 0.5
});
var scaleDirection = 1;
self.update = function () {
// Make the music notes dance by scaling up and down slightly
if (self.scale.y >= 1.1) {
scaleDirection = -1;
} else if (self.scale.y <= 0.9) {
scaleDirection = 1;
}
self.scale.y += scaleDirection * 0.002;
};
});
var Seagull = Container.expand(function () {
var self = Container.call(this);
var seagullGraphics = self.attachAsset('objSeagull', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 10 + Math.floor(LK.getScore() / 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;
}
}
// Increment score by 3 every second fries are intersecting with objContactPoint
if (LK.ticks % 60 == 0 && objContactPoint.intersects(fries)) {
score += 3;
}
// Update the score display
scoreText.setText('Score: ' + score);
// Check if objContactPoint and fries are intersecting
if (objContactPoint.intersects(fries)) {
// Attach fries to the center of objContactPoint
fries.x = objContactPoint.x;
fries.y = objContactPoint.y;
// Stop decreasing hungerMeter's width and start replenishing it
hungerMeter.width = Math.min(hungerMeter.width + 1, 2048);
// Do not increment score when seagull snatches fries
} else if (objContactPoint.intersects(crab)) {
// Attach crab to the center of objContactPoint
crab.x = objContactPoint.x;
crab.y = objContactPoint.y;
// Stop decreasing hungerMeter's width and start replenishing it
hungerMeter.width = Math.min(hungerMeter.width + 1, 2048);
// Do not increment score when seagull snatches crab
} else {
// Decrease hungerMeter's width over time if seagull is not snatching fries
if (hungerMeter.width > 0) {
hungerMeter.width -= 2; // Increase the rate of decrease
if (LK.ticks % 60 == 0) {
score += 1;
}
}
}
// 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();
}
// Check if crab leaves the playspace
if (crab.y > 2732 + crab.height / 2 || crab.y < -crab.height / 2 || crab.x > 2048 + crab.width / 2 || crab.x < -crab.width / 2) {
// Destroy crab
crab.destroy();
}
// Initialize objBackground13 every 6 to 15 seconds
if (!game.background13Active && LK.ticks % (60 * (Math.floor(Math.random() * 10) + 6)) == 0) {
var background13 = game.addChild(new Background13());
background13.direction = Math.random() > 0.5 ? 1 : -1; // Randomly choose a direction
background13.x = background13.direction > 0 ? -background13.width / 2 : 2048 + background13.width / 2; // Start from the left or right edge of the playspace
background13.y = Math.random() * (2732 * 0.2) + 50; // Random Y position in the upper 20% of the playspace with a 50px boundary
game.background13Active = true; // Set the flag to indicate that objBackground13 is active
background13.update = function () {
var background13Graphics = this.children[0]; // Access the attached asset
this.x += this.speed * this.direction;
// Flip the image depending on the direction
background13Graphics.scale.x = this.direction;
// Check if background13 is out of bounds horizontally
if (this.x > 2048 + background13Graphics.width / 2 || this.x < -background13Graphics.width / 2) {
this.destroy(); // Destroy background13 when it goes out of bounds
game.background13Active = false; // Reset the flag when objBackground13 is destroyed
}
};
}
// Spawn objCrab every 6 to 10 seconds
if (LK.ticks % (60 * (Math.floor(Math.random() * 5) + 6)) == 0) {
var crab = new ObjCrab();
crab.x = -crab.width / 2; // Start from the utmost left
game.addChildAt(crab, game.getChildIndex(background9)); // Add crab behind objBackground09
}
// Trigger game over when hungerMeter's width reaches 0
if (hungerMeter.width <= 0) {
LK.setScore(score);
LK.showGameOver();
}
// Attach objContactPoint to the center of seagull
objContactPoint.x = self.x;
objContactPoint.y = self.y + 200;
};
// Remove the down event from the seagull as we want to trigger it from anywhere in the playspace
});
var Smoke = Container.expand(function () {
var self = Container.call(this);
var smokeGraphics = self.attachAsset('objSmoke', {
anchorX: 0.5,
anchorY: 0.5
});
self.update = function () {
self.y += Math.sin(LK.ticks / 60) * 0.2; // Reduced floating effect
};
});
/****
* 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 objSmoke = game.addChild(new Smoke());
objSmoke.x = 975;
objSmoke.y = 875;
var objFish = game.addChild(new ObjFish());
objFish.x = 1024;
objFish.y = 1366; // Position objFish at y 1366
objFish.visible = true; // Ensure objFish is visible
var background11 = game.addChild(LK.getAsset('objBackground11', {
anchorX: 0.5,
anchorY: 0.5
}));
background11.x = 25;
background11.y = 1300;
var objMusicNotes = game.addChild(new ObjMusicNotes());
objMusicNotes.x = 435;
objMusicNotes.y = 1010;
var background10 = game.addChild(LK.getAsset('objBackground10', {
anchorX: 0.5,
anchorY: 0.5
}));
background10.x = 125;
background10.y = 2500;
var background9 = game.addChild(LK.getAsset('objBackground09', {
anchorX: 0.5,
anchorY: 0.5
}));
background9.x = 450;
background9.y = 2490;
var background8 = game.addChild(LK.getAsset('objBackground08', {
anchorX: 0.5,
anchorY: 0.5
}));
background8.x = 1525;
background8.y = 2455;
var background7 = game.addChild(new Background07());
background7.x = 150;
background7.y = 2650;
var background6 = game.addChild(new Background06());
background6.x = 1175;
background6.y = 1035;
var background4 = game.addChild(new Background04());
var background5 = game.addChild(LK.getAsset('objBackground05', {
anchorX: 0.5,
anchorY: 0.5
}));
var background12 = game.addChild(LK.getAsset('objBackground12', {
anchorX: 0.5,
anchorY: 0.5
}));
background12.x = 850;
background12.y = 3335;
background5.x = 165;
background5.y = 1925;
background4.x = 1024;
background4.y = 990;
var background3 = game.addChild(LK.getAsset('objBackground03', {
anchorX: 0.5,
anchorY: 0.5
}));
background3.x = 1824;
background3.y = 2166;
var background2 = game.addChild(new Background02());
background2.x = 1790;
background2.y = 1766;
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,
width: 2048
}));
hungerMeter.x = 1024;
hungerMeter.y = 2650;
objContactPoint = game.addChild(LK.getAsset('objContactPoint', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0
}));
objContactPoint.x = 1024;
objContactPoint.y = 1366;
// Create a text object to display the score
var scoreText = new Text2('Score: 0', {
size: 80,
fill: "#ffffff",
font: "Impact"
});
scoreText.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreText);
var score = 0;
game.background13Active = false; // Flag to track if objBackground13 is active
// Instantiate objStomach where objHungerFrame is and remove objHungerFrame from the playspace
var stomach = game.addChild(LK.getAsset('objStomach', {
anchorX: 0.5,
anchorY: 0.5
}));
stomach.x = 995;
stomach.y = 2635;
;
game.down = function (x, y, obj) {
if (!seagull.diving && !seagull.returning) {
// Only start diving if not already diving or returning
seagull.diving = true;
seagull.diveTime = 0;
seagull.startX = seagull.x;
seagull.startY = seagull.y;
// Calculate endX based on current speed and direction
seagull.endX = seagull.startX + seagull.speed * seagull.direction * seagull.diveDuration / 2;
}
};
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.
Create a cartoon-style illustration of palm trees. 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 beach rocks. 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 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.
Create a cartoon-style illustration of a speech bubble that is written I'm Hungry!. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Create a cartoon-style illustration of a giant squid menacingly staring... Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
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.
Create a cartoon-style illustration of smoke.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
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
Create a cartoon-style illustration of a mix of a beach radio. Front View. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Create a close-up cartoon-style illustration of an dizzy seagull with his tongue sticking out on an empty sandy beach. The goal is to capture a lively and playful game over screen. Make sure 'game over' is written.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
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.
Create a cartoon-style illustration of a smiling face of a seagul with black shades with the words "Time Bonus" at the bottom of it. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Create a cartoon-style illustration of a seagul's face chomping down on a slice of bread make it comical. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
create a cartoon-style illustration of an red girly angry emoji. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
create a cartoon-style illustration of a seagul's face chomping down on fries make it comical.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
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.
three words 'dive to eat' in a cartoonish style with an arrow pointing down. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.