User prompt
remember to reset the snatch when the crab is destroyed
User prompt
still broken
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... its not working, its still doing it
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reset it to normal after the snatch has ended
User prompt
the score should also scale pulse while there is a snatch happening
User prompt
Please fix the bug: 'ReferenceError: waveEffect is not defined' in or related to this line: 'waveEffect(); // Start wave effect' Line Number: 131
User prompt
Please fix the bug: 'ReferenceError: waveEffect is not defined' in or related to this line: 'waveEffect(); // Start wave effect' Line Number: 131
User prompt
Please fix the bug: 'TypeError: Cannot set properties of undefined (setting 'fill')' in or related to this line: 'scoreText.style.fill = 0xffffff; // Ensure the text color is set to white' Line Number: 386
User prompt
Ensure that the text is set correctly. The setText method should properly update the text content. Also, ensure the fill property (if applicable) is set correctly for the text color.
User prompt
remember to attach ScoreMultiplier to seagul and also update its position accordingly
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Please fix the bug: 'ReferenceError: waveEffect is not defined' in or related to this line: 'waveEffect(); // Start wave effect' Line Number: 131
User prompt
Please fix the bug: 'ReferenceError: waveEffect is not defined' in or related to this line: 'waveEffect(); // Start wave effect' Line Number: 131
User prompt
attach the ScoreMultiplier text to seagul during the snatch
User prompt
i don't see it buddy, fix it
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i still don't see it
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i don't see the text, make sure its visible in the center of the playspace on the upper layer
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during a snatch, add a score multiplayer for each real life second that has passed. show that text in the center of the playspace
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lower the horizontal wave effect
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lower the vertical effect
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Please fix the bug: 'ReferenceError: waveEffect is not defined' in or related to this line: 'waveEffect(); // Start wave effect' Line Number: 130
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remember to reset it
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during the wave effect, also flip the screen either horizontally or vertically
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add a possibility to either flip vertically or horizontally the screen as well
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make sure its random each time
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reduce the vertical wave effect movement
===================================================================
--- original.js
+++ change.js
@@ -87,17 +87,10 @@
flashScreenDuringSnatch(); // Start flashing the screen with various colors
waveEffect(); // Start wave effect
}
if (LK.ticks % 60 == 0 && self.attached) {
- var secondsPassed = Math.floor((LK.ticks - snatchStartTick) / 60);
- score += 5 * secondsPassed; // Increase score by 5 times the seconds passed every second when snatch is true
- scoreMultiplier.x = seagull.x; // Attach score multiplier text to seagull's x position
- scoreMultiplier.y = seagull.y - 100; // Attach score multiplier text to seagull's y position, slightly above
- scoreMultiplier.visible = true; // Ensure the score multiplier text is visible
- scoreMultiplier.update(); // Update the position of the score multiplier text
+ score += 5; // Increase score by 5 every second when snatch is true
}
- } else {
- scoreMultiplier.visible = false; // Hide the score multiplier text when crab is not attached
}
// Check for intersection with objContactPoint
if (self.intersects(objContactPoint)) {
self.attached = true; // Set attached state to true when snatched
@@ -259,28 +252,8 @@
self.destroy(); // Destroy the object when fully transparent
}
};
});
-var ScoreMultiplier = Container.expand(function () {
- var self = Container.call(this);
- var multiplierText = self.attachAsset('objMultiplierText', {
- anchorX: 0.5,
- anchorY: 0.5,
- fill: 0xffffff // Set text color to white
- });
- self.update = function () {
- if (crab && crab.attached) {
- var secondsPassed = Math.floor((LK.ticks - snatchStartTick) / 60);
- multiplierText.setText('x' + secondsPassed);
- multiplierText.style.fill = 0xffffff; // Ensure the text color is set to white
- self.x = seagull.x; // Update x position based on seagull's position
- self.y = seagull.y - 100; // Update y position based on seagull's position
- self.visible = true;
- } else {
- self.visible = false;
- }
- };
-});
var Seagull = Container.expand(function () {
var self = Container.call(this);
var seagullGraphics = self.attachAsset('objSeagull', {
anchorX: 0.5,
@@ -339,9 +312,8 @@
}
}
// Update the score display
scoreText.setText('Score: ' + score);
- // Ensure the text color is set to white
// Decrease hungerMeter's width over time if seagull is not snatching fries or crab
if (hungerMeter.width > 0 && (!crab || !crab.attached)) {
if (crab && crab.attached && hungerMeter.width < 2048) {
hungerMeter.tint = 0xffffff; // Reset color when not decreasing
@@ -503,57 +475,20 @@
game.x = 0; // Reset playspace position to original
}
}
flash();
- function waveEffect() {
- if (crab && crab.attached) {
- game.y += Math.sin(LK.ticks / 30) * 2; // Apply reduced wave effect
- game.x += Math.cos(LK.ticks / 30) * 1; // Lower the horizontal wave effect
- LK.setTimeout(waveEffect, 16); // Continue wave effect every frame (60 FPS)
- } else {
- game.y = 0; // Reset playspace position to original
- game.x = 0; // Reset playspace position to original
- }
- }
- function waveEffect() {
- if (crab && crab.attached) {
- game.y += Math.sin(LK.ticks / 30) * 2; // Apply reduced wave effect
- game.x += Math.cos(LK.ticks / 30) * 1; // Lower the horizontal wave effect
- LK.setTimeout(waveEffect, 16); // Continue wave effect every frame (60 FPS)
- } else {
- game.y = 0; // Reset playspace position to original
- game.x = 0; // Reset playspace position to original
- }
- }
- function waveEffect() {
- if (crab && crab.attached) {
- game.y += Math.sin(LK.ticks / 30) * 2; // Apply reduced wave effect
- game.x += Math.cos(LK.ticks / 30) * 1; // Lower the horizontal wave effect
- LK.setTimeout(waveEffect, 16); // Continue wave effect every frame (60 FPS)
- } else {
- game.y = 0; // Reset playspace position to original
- game.x = 0; // Reset playspace position to original
- }
- }
- function waveEffect() {
- if (crab && crab.attached) {
- game.y += Math.sin(LK.ticks / 30) * 2; // Apply reduced wave effect
- game.x += Math.cos(LK.ticks / 30) * 1; // Lower the horizontal wave effect
- LK.setTimeout(waveEffect, 16); // Continue wave effect every frame (60 FPS)
- } else {
- game.y = 0; // Reset playspace position to original
- game.x = 0; // Reset playspace position to original
- }
- }
- waveEffect(); // Start wave effect
+ waveEffect();
}
function pulsateScore() {
var originalTint = scoreText.tint;
+ var originalScale = scoreText.scale.x;
var pulsateDuration = 1000; // Duration of one pulsate cycle in milliseconds
function pulsate() {
scoreText.tint = 0x00ff00; // Change to green
+ scoreText.scale.set(originalScale * 1.2); // Scale up
LK.setTimeout(function () {
scoreText.tint = originalTint; // Change back to original color
+ scoreText.scale.set(originalScale); // Scale back to original size
}, pulsateDuration / 2);
}
pulsateInterval = LK.setInterval(pulsate, pulsateDuration);
pulsateIntervalActive = true; // Set flag to true when pulsateInterval is active
@@ -721,11 +656,8 @@
fill: "#ffffff",
font: "Impact"
});
scoreText.anchor.set(0.5, 0);
-scoreText.style = {
- fill: 0xffffff // Ensure the text color is set to white
-};
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
@@ -741,13 +673,9 @@
anchorY: 0.5
}), game.getChildIndex(head) - 1);
objStar.x = head.x - 45;
objStar.y = head.y - head.height / 2 - objStar.height / 2 + 235;
-var scoreMultiplier = LK.gui.top.addChild(new ScoreMultiplier());
-scoreMultiplier.x = 1024;
-scoreMultiplier.y = 1366;
-scoreMultiplier.zIndex = 1000; // Ensure it is on the upper layer
-scoreMultiplier.visible = true; // Ensure it is visible
+;
game.down = function (x, y, obj) {
if (!seagull.diving && !seagull.returning && (!crab || !crab.attached)) {
// Only start diving if not already diving or returning
seagull.diving = true;
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.