User prompt
if contactpoint intersects with objcrab, snatch the crab
User prompt
delete: 3. **Color Change**: - The hunger bar's color is reset to its original color (tint value `0xea6262`) during each update cycle.
User prompt
the speed of the crab should vary between 1 and 3.5
Code edit (6 edits merged)
Please save this source code
User prompt
the speed of the crab should vary between 2 and 3.5
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when the crab intersects with objbackground08, destroy it and instantiate in its place objsanddust with a vertical vanishing animation
User prompt
keep the crabs movement & initialization and delete the rest of its code
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seagul is not moving from one screen to the other
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the seagul should be moving in X, its not doing it
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the seagul isn't executing its stuff properly fix it
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its not visible on screen fix it
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keep this: 1. **Initialization**: - The `ObjCrab` object is initialized with a graphical asset (`objCrab`) centered at its anchor points (0.5, 0.5). - It starts at a fixed y-coordinate (`2400`) and has a horizontal speed of `2`. 2. **Movement**: - The crab moves horizontally across the screen at its set speed. - It also has a vertical waddling effect, moving up and down slightly based on a sine wave. - The crab rotates slightly to simulate a waddling effect. 3. **Interactions**: - If the crab intersects with `background8` and is not already attached, it triggers the creation of a `ObjSandDust` object at the intersection point and then destroys itself. delete the rest
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delete all ObjFries references
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make it an instant refill of the hunger bar rather than a progressive when intersecting with fries and destroy fries
Code edit (2 edits merged)
Please save this source code
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reduce the ripple effect of musica
Code edit (1 edits merged)
Please save this source code
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wait 3 second before showing the game over
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reduce it again
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reduce the brief period of time of the red overlay
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wait 1 second before showing the game over
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support multiple objects being attached stacking the benefits
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objfries does not replenish the hunger bar anymore, something broke
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fix it
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before the seagul flips direction, make it dives automatically
/****
* 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) {
console.log("ObjCrab intersected with background8");
var objSandDust = game.addChild(new ObjSandDust());
objSandDust.x = background8.x;
objSandDust.y = background8.y - 25;
intersecting = false; // Reset intersecting flag
console.log("ObjCrab destroyed");
self.destroy();
self.attached = false; // Mark crab as detached when destroyed
}
if (objContactPoint.intersects(self)) {
console.log("ObjCrab intersected with objContactPoint");
self.speed = 0;
self.x = objContactPoint.x;
self.y = objContactPoint.y;
self.rotation = 0; // Stop rotation when snatched
console.log("ObjCrab attached to objContactPoint");
self.attached = true;
} 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 ObjFries = Container.expand(function () {
var self = Container.call(this);
var friesGraphics = self.attachAsset('objFries', {
anchorX: 0.5,
anchorY: 0.5
});
self.update = function () {
if (objContactPoint.intersects(self)) {
console.log("ObjFries intersected with objContactPoint");
self.x = objContactPoint.x;
self.y = objContactPoint.y;
console.log("ObjFries attached to objContactPoint");
self.attached = true;
hungerMeter.width = Math.min(hungerMeter.width + 3, 2048); // Increase hunger meter width
hungerMeter.tint = 0x90EE90; // Light green color
console.log("Hunger bar filled. Current width: " + hungerMeter.width);
} else if (self.attached) {
self.x = objContactPoint.x;
self.y = objContactPoint.y;
}
// Check if objFries 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 fries as detached when destroyed
self.destroy();
}
};
});
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 ObjMusica = Container.expand(function () {
var self = Container.call(this);
var musicaGraphics = self.attachAsset('objMusica', {
anchorX: 0.5,
anchorY: 0.5
});
self.update = function () {
self.y += Math.sin(LK.ticks / 15) * 0.75; // Smaller ripple vertical movement
self.x += Math.cos(LK.ticks / 15) * 0.75; // Smaller ripple horizontal movement
};
});
var ObjPDroplet = Container.expand(function () {
var self = Container.call(this);
var dropletGraphics = self.attachAsset('objPDroplet', {
anchorX: 0.5,
anchorY: 0.5
});
self.update = function () {
self.y += 10 + Math.random() * 5; // Increased freefall speed with added y randomness
self.x += seagull.speed * seagull.direction * 0.1; // Follow the direction of the seagull on the X axis
if (self.y > 2600 + Math.random() * 200) {
// Check if it reaches anywhere near the bottom of the screen
var splash = game.addChild(new ObjPSplash());
splash.x = self.x;
splash.y = self.y;
self.destroy();
LK.setTimeout(function () {
splash.destroy();
}, 2000); // Destroy splash after 2 seconds
}
};
});
var ObjPSplash = Container.expand(function () {
var self = Container.call(this);
var splashGraphics = self.attachAsset('objPSplash', {
anchorX: 0.5,
anchorY: 0.5
});
});
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 (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.diving = true; // Start diving before flipping direction
self.diveTime = 0;
self.startX = self.x;
self.startY = self.y;
self.endX = self.startX + self.speed * self.direction * self.diveDuration / 2;
self.direction *= -1; // Flip direction after setting dive parameters
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) && Math.abs(objContactPoint.x - fries.x) < 50 && Math.abs(objContactPoint.y - fries.y) < 50 || typeof crab !== 'undefined' && objContactPoint.intersects(crab) && Math.abs(objContactPoint.x - crab.x) < 50 && Math.abs(objContactPoint.y - crab.y) < 50) {
score += 5;
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) && Math.abs(objContactPoint.x - fries.x) < 50 && Math.abs(objContactPoint.y - fries.y) < 50) {
intersecting = true;
fries.attached = true; // Mark fries as snatched
} else if (typeof crab !== 'undefined' && objContactPoint.intersects(crab) && Math.abs(objContactPoint.x - crab.x) < 50 && Math.abs(objContactPoint.y - crab.y) < 50) {
intersecting = true;
crab.attached = true; // Mark crab as snatched
// Attach fries or crab to the center of objContactPoint
if (objContactPoint.intersects(fries) && Math.abs(objContactPoint.x - fries.x) < 50 && Math.abs(objContactPoint.y - fries.y) < 50) {
fries.x = objContactPoint.x;
fries.y = objContactPoint.y;
} else if (typeof crab !== 'undefined' && objContactPoint.intersects(crab) && Math.abs(objContactPoint.x - crab.x) < 50 && Math.abs(objContactPoint.y - crab.y) < 50) {
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++;
intersecting = false; // Stop proximity check when fries are attached
}
if (typeof crab !== 'undefined' && objContactPoint.intersects(crab)) {
attachedItems++;
}
if (attachedItems > 0 && (objContactPoint.intersects(fries) && Math.abs(objContactPoint.x - fries.x) < 50 && Math.abs(objContactPoint.y - fries.y) < 50 || typeof crab !== 'undefined' && objContactPoint.intersects(crab) && Math.abs(objContactPoint.x - crab.x) < 50 && Math.abs(objContactPoint.y - crab.y) < 50)) {
hungerMeter.width = Math.min(hungerMeter.width + attachedItems * 3, 2048);
hungerMeter.tint = 0x90EE90; // Light green color
console.log("Hunger bar filled. Current width: " + hungerMeter.width);
}
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;
intersecting = false; // Stop proximity check when crab is attached
// 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) && Math.abs(objContactPoint.x - fries.x) < 50 && Math.abs(objContactPoint.y - fries.y) < 50 || typeof crab !== 'undefined' && objContactPoint.intersects(crab) && Math.abs(objContactPoint.x - crab.x) < 50 && Math.abs(objContactPoint.y - crab.y) < 50)) {
hungerMeter.width = Math.min(hungerMeter.width + attachedItems * 3, 2048);
hungerMeter.tint = 0x90EE90; // Light green color
console.log("Hunger bar filled. Current width: " + hungerMeter.width);
}
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 += 1;
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) {
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();
}
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 SeagullShadow = Container.expand(function () {
var self = Container.call(this);
var shadowGraphics = self.attachAsset('objSeagullShadow', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.5
});
self.update = function () {
self.x = seagull.x + 20; // Offset shadow slightly
self.y = 2575 - 100; // Keep shadow at the bottom of the screen
// Calculate scale based on seagull's Y position
var maxScale = 3;
var minScale = 1;
var maxY = 2732 - seagull.height / 2 - 200;
var minY = 475;
var t = (seagull.y - minY) / (maxY - minY);
var scale = minScale + t * (maxScale - minScale);
self.scale.set(scale, scale);
};
});
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
****/
LK.setInterval(function () {
var droplet = game.addChild(new ObjPDroplet());
droplet.x = seagull.x;
droplet.y = seagull.y;
droplet.direction = seagull.direction; // Set the direction of the droplet to match the seagull
}, (Math.random() * 10 + 10) * 1000); // Random interval between 10 to 20 seconds
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 objMusica = game.addChild(new ObjMusica());
objMusica.x = 400;
objMusica.y = 1100;
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());
var seagullShadow = game.addChild(new SeagullShadow());
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
}
var fries = game.addChild(new ObjFries());
fries.x = 1024;
fries.y = 2166;
fries.attached = false; // Initialize attached state
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);
}
};
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.