User prompt
instantiate objradio in the center of the screen
User prompt
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
User prompt
✅ 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
User prompt
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.
User prompt
Verify that hungerMeter updates are consistent with the game logic to reflect changes in hunger levels.
User prompt
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.
User prompt
objSandDust.y = background8.y -25;
User prompt
background8.y -25;
User prompt
if obj crabs intersects with background08 var objSandDust = game.addChild(new ObjSandDust()); objSandDust.x = background8.x; objSandDust.y = background8.y; self.destroy();
User prompt
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
User prompt
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))
User prompt
bring the game over screen faster, the delay is too long between the red overlay and the game over
User prompt
rather than the screen flashing red, just make it a red overlay
User prompt
make the screen flash faster
User prompt
before the game over appears, make the screen flash red
User prompt
the intensity is too subtle now
User prompt
when hunger bar is less than 35%
User prompt
make it intermittent not continous
User prompt
the screen shake is too strong, make it small
/**** * 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 self.rotation = Math.sin(LK.ticks / 60) * 0.05 + Math.sin(LK.ticks / 120) * 0.03; // Add a more complex rotation pattern }; }); 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 game.background13Active = false; // Reset the flag when objBackground13 is destroyed } }; }); var ObjCrab = Container.expand(function () { var self = Container.call(this); var crabGraphics = self.attachAsset('objCrab', { anchorX: 0.5, anchorY: 0.5 }); self.y = 2400; 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)) { var objSandDust = game.addChild(new ObjSandDust()); objSandDust.x = background8.x; objSandDust.y = background8.y - 25; self.destroy(); } if (objContactPoint.intersects(self)) { self.speed = 0; self.x = objContactPoint.x; self.y = objContactPoint.y; self.rotation = 0; // Stop rotation when snatched self.attached = true; // Mark crab as snatched } else if (self.attached) { self.x = objContactPoint.x; self.y = objContactPoint.y; } // Check if objCrab leaves the playspace if (self.y > 2732 + self.height || self.y < -self.height || self.x > 2048 + self.width || self.x < -self.width) { self.attached = false; // Mark crab as detached when destroyed 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 ObjGust = Container.expand(function () { var self = Container.call(this); var gustGraphics = self.attachAsset('objGust', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { self.alpha -= 0.02; // Gradually disappear over 0.5 seconds (30 frames) if (self.alpha <= 0) { self.destroy(); // Destroy the object when fully transparent } }; }); 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 ObjSandDust = Container.expand(function () { var self = Container.call(this); var sandDustGraphics = self.attachAsset('objSandDust', { anchorX: 0.5, anchorY: 0.5 }); self.alpha = 1.0; self.update = function () { self.y -= 1; // Move upwards self.alpha -= 0.01; // Gradually disappear over 2 seconds (60 frames per second) if (self.alpha <= 0) { self.destroy(); // Destroy the object when fully transparent } }; }); 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.pow(1.1, Math.floor(score / 50)) * (1 + Math.floor(score / 50) * 0.1); 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 (!game.background13Active) { var background13 = game.addChildAt(new Background13(), game.getChildIndex(self) - 1); background13.x = self.x; background13.y = self.y; game.background13Active = true; } if (self.diveTime >= self.diveDuration) { self.diveTime = 0; self.diving = false; self.returning = true; // Start returning to original position gustSpawned = false; // Reset gustSpawned flag 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 { intersecting = false; 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 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 } } // 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)) { intersecting = true; // Attach fries or crab to the center of objContactPoint if (objContactPoint.intersects(fries)) { fries.x = objContactPoint.x; fries.y = objContactPoint.y; } else if (typeof crab !== 'undefined') { 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 } // Stop decreasing hungerMeter's width and start replenishing it 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, anchorY: 0.5 })); game.objYum.x = game.objImHungry.x; game.objYum.y = game.objImHungry.y; } if (!game.objStar) { game.objStar = game.addChildAt(LK.getAsset('objStar', { anchorX: 0.5, anchorY: 0.5 }), game.getChildIndex(head) - 1); game.objStar.x = head.x - 35; game.objStar.y = head.y + 5; } } 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 if (objContactPoint.intersects(fries)) { attachedItems++; } hungerMeter.width = Math.min(hungerMeter.width + attachedItems * 3, 2048); hungerMeter.tint = 0x90EE90; // Light green color if (!game.objYum) { game.objYum = game.addChild(LK.getAsset('objYum', { anchorX: 0.5, anchorY: 0.5 })); game.objYum.x = game.objImHungry.x; game.objYum.y = game.objImHungry.y; LK.setTimeout(function () { game.objYum.destroy(); game.objYum = null; }, 1000); // Display objYum for 1 second } } else { // Decrease hungerMeter's width over time if seagull is not snatching fries or crab 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 } hungerMeter.width -= 1.5; // Decrease the rate of decrease hungerMeter.tint = 0xea6262; // Reset to original color // Instantiate objImHungry for two seconds over objHead if (!game.objImHungry) { game.objImHungry = game.addChild(LK.getAsset('objImHungry', { anchorX: 0.5, anchorY: 0.5 })); game.objImHungry.x = head.x + 150; game.objImHungry.y = head.y - 25; } if (game.objYum) { game.objYum.destroy(); game.objYum = null; } 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) { // Destroy fries fries.destroy(); } 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 } // Initialize objBackground13 every 6 to 15 seconds if (!game.background13Active && LK.ticks % (60 * (Math.floor(Math.random() * 10) + 6)) == 0) { var background13 = game.addChildAt(new Background13(), game.getChildIndex(seagull) - 1); 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 10 seconds if (LK.ticks % (60 * 10) == 0) { crab = new ObjCrab(); crab.attached = false; // Initialize attached state 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) { var redOverlay = game.addChild(LK.getAsset('objRedOverlay', { anchorX: 0.5, anchorY: 0.5, alpha: 0.8 })); redOverlay.x = 1024; redOverlay.y = 1366; LK.setTimeout(function () { LK.setScore(score); LK.showGameOver(); }, 500); // Delay game over by 0.5 seconds } // 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 ****/ function screenShake(duration, intensity) { var originalX = game.x; var originalY = game.y; var shakeInterval = LK.setInterval(function () { game.x = originalX + (Math.random() - 0.5) * intensity; game.y = originalY + (Math.random() - 0.5) * intensity; }, 16); // Shake every frame (60 FPS) LK.setTimeout(function () { LK.clearInterval(shakeInterval); game.x = originalX; game.y = originalY; }, duration); } var crab; // Declare crab in the global scope var intersecting = false; // Flag to track if seagull is interacting with fries or crab var crabSmokeInstantiated = false; // Flag to track if objContactSmoke has been instantiated for objCrab var gustSpawned = false; // Flag to track if objGust has been spawned var gustCooldown = false; // Flag to track if the cooldown period is active 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 objMusicNotes = game.addChild(new ObjMusicNotes()); objMusicNotes.x = 435; objMusicNotes.y = 1010; var background11 = game.addChild(LK.getAsset('objBackground11', { anchorX: 0.5, anchorY: 0.5 })); background11.x = 25; background11.y = 1300; 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 = -seagull.width / 2; // Start from outside the left edge of the playspace 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 head = game.addChild(LK.getAsset('objHead', { anchorX: 0.5, anchorY: 0.5 })); head.x = 1050; head.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; } if (!gustSpawned && !gustCooldown) { // Spawn objGust behind seagull var objGust = game.addChildAt(new ObjGust(), game.getChildIndex(seagull)); objGust.x = seagull.x; // Position at the center of the seagull objGust.y = seagull.y; LK.setTimeout(function () { objGust.destroy(); }, 100); // Destroy objGust after 0.1 seconds gustSpawned = true; // Set gustSpawned flag to true gustCooldown = true; // Set gustCooldown flag to true LK.setTimeout(function () { gustCooldown = false; // Reset gustCooldown flag after 2 seconds }, 2000); } };
===================================================================
--- 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.