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Disable left click when an object is snatched until seagul loops around back Disable left click when an object is attached until seagul loops around back
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its not working
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✅ Disable left click when an object is snatched until seagul is destroyed + 1 second ✅ Disable left click when an object is attached until seagul is destroyed + 1 second
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✅ Disable left click when an object is snatched until seagul is destroyed ✅ Disable left click when an object is attached until seagul is destroyed
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✅ Disable left click when an object is snatched until a new seagul is instantiated ✅ Disable left click when an object is attached until a new seagul is instantiated
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fix the premature resets of the flag
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✅ Prevent objCrab from resetting intersecting flag when attached
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fix it
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Disable left click when an object is snatched Disable left click when an object is attached
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sometimes when the seagul dives without anything attached or snatched the hunger meter refills, why is that? it shouldnt do that it should continue to drain
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its not working, sometimes objhunger refills when nothing is snatched or attache fix it
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Ensure hunger meter only refills when objcrab or objfries are attached
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Ensure hunger meter only refills when objects are attached
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is an object is attached, disable left click
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is an object is snatched, disable left click
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delete: if (!game.background13Active) { var background13 = game.addChildAt(new Background13(), game.getChildIndex(self) - 1); background13.x = self.x; background13.y = self.y; game.background13Active = true; }
Code edit (1 edits merged)
Please save this source code
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it spawns too low
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make sure objbackground 13 only spawns in the top part of the screen
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'width')' in or related to this line: 'hungerMeter.width = Math.max(hungerMeter.width - 1.5, 0); // Decrease hunger meter slightly' Line Number: 619
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'width')' in or related to this line: 'hungerMeter.width = Math.max(hungerMeter.width - 1.5, 0); // Decrease hunger meter slightly' Line Number: 615
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the hunger bar shouldnt refill when a new seagul is instantiated or when the seagul dives and there is nothing attached to contact point
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this is bad, fix it
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Ensurethat the attached state and intersecting flag are reset properly when the seagull returns can help prevent this issue because all of this isn't wanted the hunger meter triggers when the seagull comes back after snatching `objCrab` because the game logic still considers the crab as attached to the seagull. This is likely due to the way the attached state and intersecting flag are handled in the update methods and event listeners.
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Please fix the bug: 'Timeout.tick error: Cannot read properties of undefined (reading 'reload')' in or related to this line: 'location.reload();' Line Number: 486
/**** * 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) && !self.attached) { var objSandDust = game.addChild(new ObjSandDust()); objSandDust.x = background8.x; objSandDust.y = background8.y - 25; intersecting = false; // Reset intersecting flag self.destroy(); self.attached = false; // Mark crab as detached when destroyed } 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) { intersecting = false; // Reset intersecting flag 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) { intersecting = false; // Reset intersecting flag 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) { intersecting = false; // Reset intersecting flag 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); // 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 && (objContactPoint.intersects(fries) || typeof crab !== 'undefined' && objContactPoint.intersects(crab))) { hungerMeter.width = Math.min(hungerMeter.width + attachedItems * 3, 2048); hungerMeter.tint = 0x90EE90; // Light green color } else { hungerMeter.width = Math.max(hungerMeter.width - 1.5, 0); // Decrease hunger meter slightly hungerMeter.tint = 0xea6262; // Reset to original 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; } 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++; } if (attachedItems > 0 && (objContactPoint.intersects(fries) || typeof crab !== 'undefined' && objContactPoint.intersects(crab))) { 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 intersecting = false; // Reset intersecting flag fries.attached = false; // Mark fries as detached when destroyed 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)) { intersecting = false; // Reset intersecting flag crab.attached = false; // Mark crab as detached when destroyed 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.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 () { var objDizzy = game.addChild(LK.getAsset('objDizzy', { anchorX: 0.5, anchorY: 0.5 })); objDizzy.x = 1024; objDizzy.y = 1366; LK.setScore(score); scoreText.visible = false; // Set visibility of score to 0 during game over LK.showGameOver(); //Calling this will destroy the 'Game' and reset entire game state. }, 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 ****/ var scaleUp = true; LK.setInterval(function () { if (scaleUp) { objRadio.scale.x *= 1.1; objRadio.scale.y *= 1.1; } else { objRadio.scale.x /= 1.1; objRadio.scale.y /= 1.1; } scaleUp = !scaleUp; }, 500); 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 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 })); // Removed duplicate objRadio instantiation var objRadio = game.addChild(LK.getAsset('objRadio', { anchorX: 0.5, anchorY: 0.5 })); objRadio.x = 265; objRadio.y = 1165; var objMusicNotes = new ObjMusicNotes(); game.addChild(objMusicNotes); objMusicNotes.x = objRadio.x + 165; objMusicNotes.y = objRadio.y - 75; 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 objRadio = game.addChild(LK.getAsset('objRadio', { anchorX: 0.5, anchorY: 0.5 })); objRadio.x = 265; objRadio.y = 1165; 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()); intersecting = false; // Reset intersecting flag crabSmokeInstantiated = false; // Reset crab smoke flag gustSpawned = false; // Reset gust spawned flag gustCooldown = false; // Reset gust cooldown flag seagull.x = -seagull.width / 2; // Start from outside the left edge of the playspace seagull.y = 475; if (typeof fries !== 'undefined') { fries.attached = false; // Reset attached state for fries } if (typeof crab !== 'undefined') { crab.attached = false; // Reset attached state for crab } // Ensure hunger bar does not refill when a new seagull is instantiated hungerMeter.width = Math.max(hungerMeter.width - 1.5, 0); // Decrease hunger meter slightly hungerMeter.tint = 0xea6262; // Reset to original color 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; scoreText.visible = true; // Reset visibility of score to 1 when game starts 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
@@ -77,9 +77,9 @@
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.attached && !self.snatched) {
+ if (self.intersects(background8) && !self.attached) {
var objSandDust = game.addChild(new ObjSandDust());
objSandDust.x = background8.x;
objSandDust.y = background8.y - 25;
intersecting = false; // Reset intersecting flag
@@ -278,11 +278,14 @@
}
if (typeof crab !== 'undefined' && objContactPoint.intersects(crab)) {
attachedItems++;
}
- if (attachedItems > 0) {
+ if (attachedItems > 0 && (objContactPoint.intersects(fries) || typeof crab !== 'undefined' && objContactPoint.intersects(crab))) {
hungerMeter.width = Math.min(hungerMeter.width + attachedItems * 3, 2048);
hungerMeter.tint = 0x90EE90; // Light green color
+ } else {
+ hungerMeter.width = Math.max(hungerMeter.width - 1.5, 0); // Decrease hunger meter slightly
+ hungerMeter.tint = 0xea6262; // Reset to original color
}
if (!game.objYum) {
game.objYum = game.addChild(LK.getAsset('objYum', {
anchorX: 0.5,
@@ -298,17 +301,17 @@
}), game.getChildIndex(head) - 1);
game.objStar.x = head.x - 35;
game.objStar.y = head.y + 5;
}
- } else if (typeof crab !== 'undefined' && crab.attached && intersecting) {
+ } 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++;
}
- if (attachedItems > 0) {
+ if (attachedItems > 0 && (objContactPoint.intersects(fries) || typeof crab !== 'undefined' && objContactPoint.intersects(crab))) {
hungerMeter.width = Math.min(hungerMeter.width + attachedItems * 3, 2048);
hungerMeter.tint = 0x90EE90; // Light green color
}
if (!game.objYum) {
@@ -566,8 +569,11 @@
}
if (typeof crab !== 'undefined') {
crab.attached = false; // Reset attached state for crab
}
+// Ensure hunger bar does not refill when a new seagull is instantiated
+hungerMeter.width = Math.max(hungerMeter.width - 1.5, 0); // Decrease hunger meter slightly
+hungerMeter.tint = 0xea6262; // Reset to original color
var fries = game.addChild(LK.getAsset('objFries', {
anchorX: 0.5,
anchorY: 0.5
}));
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.