User prompt
instantiate objradio in the center of the screen
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make sure the attached flags are properly reset before destroying crab , seagull or fries
User prompt
make sure the flags are properly reset before destroying crab , seagull or fries
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✅ Separate score increment logic from hunger meter updates ✅ Ensure hunger meter only increases when items are attached
User prompt
3. **Separate the logic** for score increments and hunger meter updates to ensure they do not affect each other.
User prompt
fix the increment affecting the hunger meter causing it to increase even if there is no explicit snatch or attach event. this shouldnt happen
User prompt
fix : - The score is incremented by 3 every second if the seagull is intersecting with `objCrab` or `objFries`. This increment also affects the hunger meter, causing it to increase even if there is no explicit snatch or attach event.
User prompt
make sure: var intersecting = false and self.attached = false; when either fries or crab have been destroyed
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fix this: 4. **Flags and Conditions**: - There are various flags and conditions in the code that track interactions and states (e.g., `intersecting`, `attached`). If these flags are set incorrectly or if there are edge cases where the conditions are met, the hunger bar might increase unexpectedly.
User prompt
Ensure that objects are properly destroyed when they are out of bounds or no longer needed.
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Verify that hungerMeter updates are consistent with the game logic to reflect changes in hunger levels.
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Ensure that hungerMeter.width is modified correctly and only when necessary conditions are met (e.g., objCrab or objFries interaction). Check the conditions under which objCrab and objFries are intersecting with objContactPoint to ensure they are accurate and expected.
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objSandDust.y = background8.y -25;
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background8.y -25;
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if obj crabs intersects with background08 var objSandDust = game.addChild(new ObjSandDust()); objSandDust.x = background8.x; objSandDust.y = background8.y; self.destroy();
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change crabs movement to 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
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change the values to obj crab bounce (Math.sin(LK.ticks / 15) * 1) obj crab rotation (self.rotation += 0.02 * (Math.random() < 0.5 ? -1 : 1))
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bring the game over screen faster, the delay is too long between the red overlay and the game over
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rather than the screen flashing red, just make it a red overlay
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make the screen flash faster
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before the game over appears, make the screen flash red
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the intensity is too subtle now
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when hunger bar is less than 35%
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make it intermittent not continous
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the screen shake is too strong, make it small
===================================================================
--- original.js
+++ change.js
@@ -244,11 +244,8 @@
// Increment score by 3 every second objCrab or objFries are intersecting with objContactPoint
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)) {
- score += 10;
- self.speed = 10 * Math.pow(1.1, Math.floor(score / 50)) * (1 + Math.floor(score / 50) * 0.1);
}
}
// Update the score display
scoreText.setText('Score: ' + score);
@@ -266,11 +263,20 @@
crab.rotation = 0; // Stop rotation when snatched
crab.attached = true; // Mark crab as snatched
}
// Stop decreasing hungerMeter's width and start replenishing it
- if (objContactPoint.intersects(fries) || typeof crab !== 'undefined' && objContactPoint.intersects(crab)) {
- hungerMeter.width = Math.min(hungerMeter.width + 3, 2048);
+ var attachedItems = 0;
+ if (objContactPoint.intersects(fries)) {
+ attachedItems++;
+ }
+ if (typeof crab !== 'undefined' && objContactPoint.intersects(crab)) {
+ attachedItems++;
+ }
+ if (attachedItems > 0) {
+ hungerMeter.width = Math.min(hungerMeter.width + attachedItems * 3, 2048);
hungerMeter.tint = 0x90EE90; // Light green color
+ score += attachedItems * 10; // Increment score based on attached items
+ self.speed = 10 * Math.pow(1.1, Math.floor(score / 50)) * (1 + Math.floor(score / 50) * 0.1);
}
if (!game.objYum) {
game.objYum = game.addChild(LK.getAsset('objYum', {
anchorX: 0.5,
@@ -310,9 +316,9 @@
}, 1000); // Display objYum for 1 second
}
} else {
// Decrease hungerMeter's width over time if seagull is not snatching fries or crab
- if (!objContactPoint.intersects(fries) && (typeof crab === 'undefined' || !objContactPoint.intersects(crab)) && hungerMeter.width > 0) {
+ if (!intersecting && hungerMeter.width > 0) {
if (hungerMeter.width < 2048 * 0.35 && LK.ticks % 120 == 0) {
// Trigger shake intermittently every 2 seconds
screenShake(500, 15); // Shake for 500ms with increased intensity of 15 pixels
}
@@ -334,8 +340,12 @@
if (game.objStar) {
game.objStar.destroy();
game.objStar = null;
}
+ if (LK.ticks % 60 == 0) {
+ score += 3;
+ self.speed = 10 * Math.pow(1.1, Math.floor(score / 50)) * (1 + Math.floor(score / 50) * 0.1);
+ }
}
}
// Check if fries or crab 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) {
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.