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if contactpoint intersects with objcrab, snatch the crab
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delete: 3. **Color Change**: - The hunger bar's color is reset to its original color (tint value `0xea6262`) during each update cycle.
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the speed of the crab should vary between 1 and 3.5
Code edit (6 edits merged)
Please save this source code
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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
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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
===================================================================
--- original.js
+++ change.js
@@ -138,30 +138,8 @@
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");
- hungerMeter.width = 2048; // Instantly refill hunger meter
- hungerMeter.tint = 0x90EE90; // Light green color
- console.log("Hunger bar filled. Current width: " + hungerMeter.width);
- self.destroy(); // Destroy fries after refilling hunger meter
- }
- // 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,
@@ -291,43 +269,33 @@
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) {
+ } else if (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) {
+ if (typeof crab !== 'undefined' && objContactPoint.intersects(crab) && Math.abs(objContactPoint.x - crab.x) < 50 && Math.abs(objContactPoint.y - crab.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) {
+ 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)) {
+ if (attachedItems > 0 && 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);
}
@@ -352,12 +320,9 @@
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)) {
+ if (attachedItems > 0 && 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);
}
@@ -405,13 +370,8 @@
}
}
}
// 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();
@@ -642,18 +602,11 @@
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
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.
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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.