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do not instantiate objcontactsmoke when near or outside of playspace
User prompt
make sure to disable snatch when the seagul is destroyed
User prompt
Ensure that the collision detection (self.intersects(background8) and objContactPoint.intersects(self)) for objCrab is properly implemented and accurate. Double-check the logic where objCrab is instantiated and its movement conditions to ensure it operates as intended. Verify that there are no conflicting conditions or states that prevent objCrab from interacting correctly with objContactPoint.
User prompt
re-write the snatching code of objcrab to be more similar to objfries
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To prevent continuous instantiation, the code should include a flag or state variable to track whether `objContactSmoke` has already been instantiated for the current attachment. This flag can be set when `objContactSmoke` is instantiated and reset when the attachment ends.
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Instantiate objContactSmoke only once for 0.1 seconds when an object is attached
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Attaching an object usually triggers certain gameplay effects, such as incrementing the hunger meter or increasing the player's score but should also instantiate for 0.1 seconds objcontactsmoke before destroy it
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make sure everytime objcrab is attached that the hunger meter is incremented
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do not reduce objcrabs speed when attached
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Ensure that the intersection detection between objContactPoint and crab is working correctly. This logic determines when the seagull "snatches" the crab. Ensure that when the seagull moves out of bounds or when the crab moves out of bounds, appropriate actions are taken to destroy or detach them. Ensure that the game's update loop (update function in Seagull class) correctly handles the movement and interaction of the seagull and crab.
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i said instantiate it once
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Instantiate objContactSmoke once for 0.3 seconds at the intersection location and destroy it
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and destroy it
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when objcontactpoint intersects with either objcrab or objfries, instantiate objcontactsmoke for 0.1 seconds at that location
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Ensure score increment only runs when seagull is in bounds
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Ensure Intersection Check Only Runs When In Bounds Modify the condition to check if the seagull is in bounds before performing any intersection checks:
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- **Intersection Check**: The intersection check between `objCrab` and `objContactPoint` is done within the `update` method of the `ObjCrab` class. It should be done within the seagul class
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so.. increment the hunger bar when an item is snatched rather than when theres a collision with contactpoint
Code edit (1 edits merged)
Please save this source code
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ensure that objBackground13 is always behind the seagull,
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it should be on the layer behind seagul, not infront
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Spawn objBackground13 behind seagull on a lower layer
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if seagul leaves the playspace, the hungerbar cannot be increment
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revise the code and includes additional adjustments to improve reliability of objcrab incrementing correctly the hunger bar when snatched
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also add a 2 seconds delay before being able to spawn objgust
===================================================================
--- original.js
+++ change.js
@@ -234,32 +234,31 @@
if (LK.ticks % 60 == 0) {
if (self.x > 2048 + seagullGraphics.width / 2 || self.x < -seagullGraphics.width / 2 || self.y > 2732 + seagullGraphics.height / 2 || self.y < -seagullGraphics.height / 2) {
self.attached = false; // Mark seagull as detached when out of bounds
} else if (objContactPoint.intersects(fries) || typeof crab !== 'undefined' && objContactPoint.intersects(crab)) {
- if (self.x >= 0 && self.x <= 2048 && self.y >= 0 && self.y <= 2732) {
- score += 3;
- hungerMeter.width = Math.min(hungerMeter.width + 1, 2048); // Increment hunger meter
- hungerMeter.tint = 0x90EE90; // Light green color
- }
+ score += 3;
+ hungerMeter.width = Math.min(hungerMeter.width + 1, 2048); // Increment hunger meter
+ hungerMeter.tint = 0x90EE90; // Light green color
}
+ 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();
+ crab.attached = false; // Mark crab as detached when destroyed
+ }
}
// Update the score display
scoreText.setText('Score: ' + score);
// Check if objContactPoint and fries or crab are intersecting
if (objContactPoint.intersects(fries) || typeof crab !== 'undefined' && objContactPoint.intersects(crab)) {
- if (!intersecting) {
- // Instantiate objContactSmoke at the intersection location and destroy it
- var objContactSmoke = game.addChild(LK.getAsset('objContactSmoke', {
- anchorX: 0.5,
- anchorY: 0.5
- }));
- objContactSmoke.x = objContactPoint.x;
- objContactSmoke.y = objContactPoint.y;
- LK.setTimeout(function () {
- objContactSmoke.destroy();
- }, 300); // Destroy objContactSmoke after 0.3 seconds
- }
intersecting = true;
+ if (typeof crab !== 'undefined' && objContactPoint.intersects(crab)) {
+ crab.speed = 0;
+ crab.x = objContactPoint.x;
+ crab.y = objContactPoint.y;
+ crab.rotation = 0; // Stop rotation when snatched
+ crab.attached = true; // Mark crab as snatched
+ hungerMeter.width = Math.min(hungerMeter.width + 1, 2048); // Increment hunger meter
+ hungerMeter.tint = 0x90EE90; // Light green color
+ }
// Attach fries or crab to the center of objContactPoint
if (objContactPoint.intersects(fries)) {
fries.x = objContactPoint.x;
fries.y = objContactPoint.y;
@@ -281,12 +280,9 @@
attachedItems++;
}
hungerMeter.width = Math.min(hungerMeter.width + attachedItems, 2048);
hungerMeter.tint = 0x90EE90; // Light green color
- } else {
- intersecting = false;
- }
- if (typeof crab !== 'undefined' && crab.attached) {
+ } else if (typeof crab !== 'undefined' && crab.attached) {
crab.x = objContactPoint.x;
crab.y = objContactPoint.y;
// Stop decreasing hungerMeter's width and start replenishing it when objCrab is attached
var attachedItems = 1; // Since crab is attached
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