User prompt
Ensure objCrab is attached to contactpoint at all time and does not randomly get detached
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make sure the visual of the crab actually left the playspace
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Check if objCrab leaves the playspace and destroy it, don't detach it
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Ensure objCrab remains attached to objContactPoint until both leaves the playspace
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make sure when objcrab is attached to contactpoint it doesn't unattach itself until outside of the playspace
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seagul should start the game from outside the playspace not inside
Code edit (1 edits merged)
Please save this source code
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make sure objsanddust gradually dissapears over 2 seconds while slowly floating upwards
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when objcrab intersects with objbackground08, instantiate over objbackground08 objSandDust
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objcrab cannot get destroyed unless attached to objcontactpoint
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can u fix it
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4. **Ensure Consistent Updates**: Ensure that the `update` method for `Seagull` consistently updates the position of `objContactPoint` and checks for intersections with `objCrab`.
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remember to Increment score by 3 every second objcrab is intersecting with objContactPoint
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check if objcrab leaves the playspace and destroy it
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make sure objcrab can leave the playspace
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there can be a maximum of twoobjcrabs active at once on the playspace
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fix it
Code edit (1 edits merged)
Please save this source code
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its bouncing too much
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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; self.y += Math.sin(LK.ticks / 3) * 2; // Add vertical waddling effect self.rotation = Math.sin(LK.ticks / 20) * 0.1; // Add rotation for waddling effect if (self.intersects(background8)) { self.destroy(); } // Check if objCrab leaves the playspace if (self.y > 2732 + self.height / 2 || self.y < -self.height / 2 || self.x > 2048 + self.width / 2 || self.x < -self.width / 2) { self.destroy(); } else if (typeof objContactPoint !== 'undefined' && objContactPoint.intersects(self)) { // Ensure objCrab is destroyed when objContactPoint leaves the playspace if (objContactPoint.y > 2732 + objContactPoint.height / 2 || objContactPoint.y < -objContactPoint.height / 2 || objContactPoint.x > 2048 + objContactPoint.width / 2 || objContactPoint.x < -objContactPoint.width / 2) { 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 objCrab is intersecting with objContactPoint if (LK.ticks % 60 == 0 && typeof crab !== 'undefined' && objContactPoint.intersects(crab)) { 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 (typeof crab !== 'undefined' && objContactPoint.intersects(crab)) { // Stop crab movement and attach to objContactPoint if (typeof crab !== 'undefined' && objContactPoint.intersects(crab)) { crab.speed = 0; crab.x = objContactPoint.x; crab.y = objContactPoint.y; crab.rotation = 0; // Stop rotation when attached } else if (typeof crab !== 'undefined' && !objContactPoint.intersects(crab)) { crab.speed = 2; // Restore crab's speed if it detaches } // Stop decreasing hungerMeter's width and start replenishing it hungerMeter.width = Math.min(hungerMeter.width + 1, 2048); } 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 (typeof crab !== 'undefined' && (crab.y > 2732 + crab.height / 2 || crab.y < -crab.height / 2 || crab.x > 2048 + crab.width / 2 || crab.x < -crab.width / 2)) { 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) { 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; // Check if objContactPoint leaves the playspace if (objContactPoint.y > 2732 + objContactPoint.height / 2 || objContactPoint.y < -objContactPoint.height / 2 || objContactPoint.x > 2048 + objContactPoint.width / 2 || objContactPoint.x < -objContactPoint.width / 2) { if (typeof crab !== 'undefined') { crab.destroy(); } } }; // 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; } };
===================================================================
--- original.js
+++ change.js
@@ -81,8 +81,13 @@
}
// Check if objCrab leaves the playspace
if (self.y > 2732 + self.height / 2 || self.y < -self.height / 2 || self.x > 2048 + self.width / 2 || self.x < -self.width / 2) {
self.destroy();
+ } else if (typeof objContactPoint !== 'undefined' && objContactPoint.intersects(self)) {
+ // Ensure objCrab is destroyed when objContactPoint leaves the playspace
+ if (objContactPoint.y > 2732 + objContactPoint.height / 2 || objContactPoint.y < -objContactPoint.height / 2 || objContactPoint.x > 2048 + objContactPoint.width / 2 || objContactPoint.x < -objContactPoint.width / 2) {
+ self.destroy();
+ }
}
};
});
var ObjFish = Container.expand(function () {
@@ -209,8 +214,10 @@
crab.speed = 0;
crab.x = objContactPoint.x;
crab.y = objContactPoint.y;
crab.rotation = 0; // Stop rotation when attached
+ } else if (typeof crab !== 'undefined' && !objContactPoint.intersects(crab)) {
+ crab.speed = 2; // Restore crab's speed if it detaches
}
// Stop decreasing hungerMeter's width and start replenishing it
hungerMeter.width = Math.min(hungerMeter.width + 1, 2048);
} else {
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.