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make sure when objtoast intersects with objseagul it can be snatched
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make sure objtoast can be snatched
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Please fix the bug: 'ReferenceError: toast is not defined' in or related to this line: 'if (toast && toast.attached) {' Line Number: 357
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similar to objcrab, objtoast can be snatched, make sure to copy over all the related code and apply it to objtoast
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if seagul intersects with objtoast, destroy objtoast
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after objtoast is initialized, move it to ObjToast.x = 75; ObjToast.y = 1150; while gradually scaling it by 50% animate it like its being thrown in a curve
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every 10 seconds, if objtoast does not exist, initialize it at ObjToast.x = 75; ObjToast.y = 1150; with a scale of 50%
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if objtoast does not exist, initialize it at ObjToast.x = 450; ObjToast.y = 2090; with a scale of 50%
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it rotates too fast
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move objMultipliertext a bit to the right and down
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objMultipliertext should always rotate
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reduce the waveeffect intensity
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with each second passed add +1 to scoreMultiplier
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if objMultipliertext visibility is set to 1, add a score multiplier if its 0, disable it
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objMultipliertext should be above objbackground02
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make sure objMultipliertext is behind seagul
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at the start of the game, set objmultipliertext visibility to 0
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if waveEffect is activate, set visibility of objMultipliertext to 1, else set it to 0
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if hunger bar is decreasing set visibility of objMultipliertext to 0, if its increasing, set it to 1
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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: 133
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/**** * 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 = 2.2 + Math.random() * (3.5 - 2.2); 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.attached) { self.x = objContactPoint.x; self.y = objContactPoint.y; if (!self.scoreUpdated) { self.scoreUpdated = true; // Ensure score is only updated once per snatch self.snatchStartTick = LK.ticks; // Record the tick when snatch starts flashScreenDuringSnatch(); // Start flashing the screen with various colors waveEffect(); // Start wave effect } if (LK.ticks % 60 == 0 && self.attached) { score += 5; // Increase score by 5 every second when snatch is true } } // Check for intersection with objContactPoint if (self.intersects(objContactPoint)) { self.attached = true; // Set attached state to true when snatched game.down = null; // Disable left click when a crab is snatched if (hungerMeter.width < 2048) { hungerMeter.width += 2; // Refill the hunger bar progressively hungerMeter.tint = 0x00ff00; // Change color to green when increasing 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; } game.objYum.visible = 1; objStar.visible = 1; pulsateScore(); // Call pulsate effect } } // Check for intersection with objBackground08 only if not snatched if (!self.attached && self.intersects(background8)) { var sandDust = game.addChild(new ObjSandDust()); sandDust.x = self.x + 200; sandDust.y = self.y; self.destroy(); } // Check if objCrab is out of bounds if (self.y > 2732 + self.height / 2 || self.y < -self.height / 2 || self.x > 2048 + self.width / 2 || self.x < -self.width / 2) { self.destroy(); if (crab && crab.attached) { crab.attached = false; // Re-enable left click LK.setTimeout(function () { 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; 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); } }; }, 500); // Re-enable left click after 0.5 second } } }; }); 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 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) * 0.15; // Further reduced ripple vertical movement self.x += Math.cos(LK.ticks / 35) * 0.15; // Further reduced 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 = 5 * 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.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; } } // Update the score display scoreText.setText('Score: ' + score); // 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 hungerMeter.width += 2; // Refill the hunger bar progressively } 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 = 0xff0000; // Change color to red when decreasing scoreText.tint = 0xffffff; // Change score text color back to white LK.clearInterval(pulsateInterval); // Stop pulsating effect // 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.visible = 0; } objStar.visible = 0; if (LK.ticks % 60 == 0) { score += 1 * scoreMultiplier; self.speed = 10 * Math.pow(1.1, Math.floor(score / 50)) * (1 + Math.floor(score / 50) * 0.1); } // Stop shake and pulsate effects LK.clearInterval(shakeInterval); if (pulsateIntervalActive) { LK.clearInterval(pulsateInterval); pulsateIntervalActive = false; // Reset flag when pulsateInterval is cleared } } // Check if fries or crab leave the playspace if (typeof crab !== 'undefined' && (crab.y > 2732 + crab.height / 2 || crab.y < -crab.height / 2 || crab.x > 2048 + crab.width / 2 || crab.x < -crab.width / 2)) { crab.destroy(); } // 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: 0.1 })); 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.setTimeout(function () { LK.showGameOver(); //Calling this will destroy the 'Game' and reset entire game state. }, 3000); // Delay game over by 3 seconds }, 100); // Delay game over by 0.1 seconds } // Attach objContactPoint to the center of seagull objContactPoint.x = self.x; objContactPoint.y = self.y + 200; // Check for intersection with objCrab if (objContactPoint.intersects(crab)) { // Add any additional logic for snatching the crab here } }; // 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 ****/ var scoreMultiplier = 1; // Initialize scoreMultiplier variable function waveEffect() { if (crab && crab.attached) { game.y += Math.sin(LK.ticks / 30) * 1; // Apply further reduced wave effect game.x += Math.cos(LK.ticks / 30) * 0.5; // Further lower the horizontal wave effect objMultipliertext.visible = 1; // Set visibility to 1 when waveEffect is active objMultipliertext.rotation += 0.05; // Rotate objMultipliertext scoreMultiplier = 2; // Enable score multiplier 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 objMultipliertext.visible = 0; // Set visibility to 0 when waveEffect is not active objMultipliertext.rotation += 0.05; // Rotate objMultipliertext scoreMultiplier = 1; // Disable score multiplier } } function flashScreenDuringSnatch() { var colors = [0x00ff00, 0x0000ff, 0xffff00, 0xff00ff, 0x00ffff]; var colorIndex = 0; function flash() { if (crab && crab.attached) { LK.effects.flashScreen(colors[colorIndex], 500); colorIndex = (colorIndex + 1) % colors.length; LK.setTimeout(flash, 500); } } function waveEffect() { if (crab && crab.attached) { game.y += Math.sin(LK.ticks / 30) * 1; // Apply further reduced wave effect game.x += Math.cos(LK.ticks / 30) * 0.5; // Further 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 } } flash(); waveEffect(); } function pulsateScore() { var originalTint = scoreText.tint; var pulsateDuration = 1000; // Duration of one pulsate cycle in milliseconds function pulsate() { scoreText.tint = 0x00ff00; // Change to green LK.setTimeout(function () { scoreText.tint = originalTint; // Change back to original color }, pulsateDuration / 2); } pulsateInterval = LK.setInterval(pulsate, pulsateDuration); pulsateIntervalActive = true; // Set flag to true when pulsateInterval is active // Stop pulsating after a certain condition (e.g., hunger bar is full) // LK.clearInterval(pulsateInterval); } 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 snatchStartTick = 0; // Initialize snatchStartTick variable var objContactPoint; // Declare objContactPoint in the global scope 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 = 1550; 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 objSos = game.addChild(LK.getAsset('ObjSos', { anchorX: 0.5, anchorY: 0.5 })); if (!game.ObjToast) { var ObjToast = game.addChild(LK.getAsset('ObjToast', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.5, scaleY: 0.5 })); ObjToast.x = 450; ObjToast.y = 2090; ObjToast.scale.set(0.5, 0.5); game.ObjToast = ObjToast; } objSos.rotation = -0.436332; // Rotate by -25 degrees (in radians) objSos.x = 1110; objSos.y = 850; objSos.update = function () { objSos.y += Math.sin(LK.ticks / 30) * 0.5; // Further reduced vertical wave effect objSos.x += Math.cos(LK.ticks / 60) * 0.25; // Further reduced horizontal wave effect }; 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 crab !== 'undefined') { crab.attached = false; // Reset attached state for crab crab.destroy(); // Ensure the crab is destroyed and reset } var hungerMeter = game.addChild(LK.getAsset('objHungerMeter', { anchorX: 0.5, anchorY: 0.5, width: 2048 })); hungerMeter.x = 1024; hungerMeter.y = 2650; var objMultipliertext = game.addChildAt(LK.getAsset('objMultipliertext', {}), game.getChildIndex(background2) + 1); objMultipliertext.x = 850; objMultipliertext.y = 1250; objMultipliertext.visible = 0; // Set visibility to 0 at the start of the game 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; var objStar = game.addChildAt(LK.getAsset('objStar', { anchorX: 0.5, anchorY: 0.5 }), game.getChildIndex(head) - 1); objStar.x = head.x - 45; objStar.y = head.y - head.height / 2 - objStar.height / 2 + 235; ; 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; 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); } }; var pulsateInterval; var pulsateIntervalActive = false; // Track if pulsateInterval is active var shakeInterval;
===================================================================
--- original.js
+++ change.js
@@ -454,14 +454,8 @@
/****
* Game Code
****/
-var ObjFries = game.addChild(LK.getAsset('ObjFries', {
- anchorX: 0.5,
- anchorY: 0.5
-}));
-ObjFries.x = 450;
-ObjFries.y = 2490;
var scoreMultiplier = 1; // Initialize scoreMultiplier variable
function waveEffect() {
if (crab && crab.attached) {
game.y += Math.sin(LK.ticks / 30) * 1; // Apply further reduced wave effect
@@ -607,8 +601,20 @@
var objSos = game.addChild(LK.getAsset('ObjSos', {
anchorX: 0.5,
anchorY: 0.5
}));
+if (!game.ObjToast) {
+ var ObjToast = game.addChild(LK.getAsset('ObjToast', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ scaleX: 0.5,
+ scaleY: 0.5
+ }));
+ ObjToast.x = 450;
+ ObjToast.y = 2090;
+ ObjToast.scale.set(0.5, 0.5);
+ game.ObjToast = ObjToast;
+}
objSos.rotation = -0.436332; // Rotate by -25 degrees (in radians)
objSos.x = 1110;
objSos.y = 850;
objSos.update = function () {
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.
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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.
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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.
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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.
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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.
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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.