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objbackground03 should be behind objnpc01
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objnpc01 should be behind objbackground02
Code edit (1 edits merged)
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Please fix the bug: 'TypeError: ObjNPC01 is not a constructor' in or related to this line: 'var npc = game.addChild(new ObjNPC01());' Line Number: 467
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every 10 to 15 seconds, objNPC01 should appear from the right side of the screen and move towards the left side of the screen until it leaves the playspace and destroy itself, there cannot be more than one instance of objNPC01 active at the same time.
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initialize and instantiate var ObjNPC01 = game.addChild(LK.getAsset('ObjNPC01', { anchorX: 0.5, anchorY: 0.5 })); ObjNPC01.x = 1600; ObjNPC01.y = 2090;
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when objdizzy is instantiated destroy objseagull
Code edit (1 edits merged)
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refill the hungerbar a bit faster when objcrab is snatched
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when objtoast intersects with seagul, change the color of the hungerbar to green for 0.2 seconds
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i need a failsafe
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instead of refilling the hunger bar by 25%, make it 10% and also add +10 to the score
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destroy objMunch after 1 second instead of 2
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when objtoast intersects with objseagul, destroy objtoast and instantiate for two seconds objmunch at its position, refill the hunger bar by 25% and flash the screen yellow for 0.5 seconds
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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% after objtoast is initialized, move it to ObjToast.x = 450; ObjToast.y = 2090; while gradually scaling it by 50% animate it like its being thrown in a curve
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do #4,5,6,7,8,9
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Please fix the bug: 'TypeError: ObjToast is not a constructor' in or related to this line: 'var ObjToast = game.addChild(new ObjToast());' Line Number: 510
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objtoast should inherit all of objcrabs code minus Initialization and Movement
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fix it
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- When objtoast intersects with `objContactPoint`, it becomes "attached" (`self.attached = true`). - While attached, objtoast position is updated to follow `objContactPoint`. - The score is increased by `5` points every second while the objtoast is attached. - The hunger meter is progressively refilled, and its color changes to green. - Visual effects such as `objYum` and `objStar` are made visible, and a pulsating score effect is triggered. - When the objtoast is snatched, a wave effect is applied to the game, making it move slightly in a wave pattern. - The screen flashes with various colors during the snatch.
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Please fix the bug: 'ReferenceError: ObjToast is not defined' in or related to this line: 'if (crab && crab.attached || ObjToast && ObjToast.attached) {' Line Number: 587
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copy and paste #2 & #5 to objtoast
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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
===================================================================
--- original.js
+++ change.js
@@ -252,96 +252,8 @@
self.destroy(); // Destroy the object when fully transparent
}
};
});
-var ObjToast = Container.expand(function () {
- var self = Container.call(this);
- var toastGraphics = self.attachAsset('objToast', {
- 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 toast 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 objToast 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 (toast && toast.attached) {
- toast.attached = false; // Re-enable left click
- LK.setTimeout(function () {
- game.down = function (x, y, obj) {
- if (!seagull.diving && !seagull.returning && (!toast || !toast.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 Seagull = Container.expand(function () {
var self = Container.call(this);
var seagullGraphics = self.attachAsset('objSeagull', {
anchorX: 0.5,
@@ -401,9 +313,9 @@
}
// 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) && (!toast || !toast.attached)) {
+ 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
}
@@ -469,30 +381,56 @@
crab.x = -crab.width / 2; // Start from the utmost left
game.addChildAt(crab, game.getChildIndex(background9)); // Add crab behind objBackground09
}
// Initialize ObjToast every 10 seconds if it does not exist
- if (LK.ticks % (60 * 10) == 0 && !toast) {
- toast = new ObjToast();
- toast.attached = false; // Initialize attached state
- toast.x = 75; // Initial position
- toast.y = 1150; // Initial position
- toast.scale.set(0.5, 0.5); // Initial scale
- game.addChildAt(toast, game.getChildIndex(background9)); // Add toast behind objBackground09
- // Animate toast to new position and scale
- var startX = toast.x;
- var startY = toast.y;
+ if (LK.ticks % (60 * 10) == 0 && !game.ObjToast) {
+ var ObjToast = game.addChild(LK.getAsset('ObjToast', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ scaleX: 0.5,
+ scaleY: 0.5
+ }));
+ ObjToast.x = 75;
+ ObjToast.y = 1150;
+ game.ObjToast = ObjToast;
+ // Animate ObjToast
+ var startX = 75;
+ var startY = 1150; // Start from the bottom of the screen
var endX = 450;
var endY = 2090;
- var duration = 60; // Duration in frames (1 second)
- var frame = 0;
- toast.update = function () {
- if (frame < duration) {
- var t = frame / duration;
- toast.x = startX + (endX - startX) * t;
- toast.y = startY + (endY - startY) * t - 100 * Math.sin(Math.PI * t); // Parabolic curve
- toast.scale.set(0.5 + 0.5 * t, 0.5 + 0.5 * t); // Gradually scale by 50%
- frame++;
+ var duration = 60; // Duration of the animation in frames (1 second)
+ var currentFrame = 0;
+ ObjToast.x = startX;
+ ObjToast.y = startY;
+ ObjToast.update = function () {
+ if (currentFrame <= duration) {
+ var t = currentFrame / duration;
+ ObjToast.x = (1 - t) * startX + t * endX;
+ ObjToast.y = (1 - t) * startY + t * endY - 300 * t * (1 - t); // Parabolic movement
+ ObjToast.scale.set(0.5 + 0.5 * t); // Gradually scale by 50%
+ currentFrame++;
}
+ // Check for intersection with objSeagull
+ if (ObjToast.intersects(seagull)) {
+ // Destroy ObjToast
+ ObjToast.destroy();
+ game.ObjToast = null;
+ // Instantiate ObjMunch at ObjToast's position
+ var ObjMunch = game.addChild(LK.getAsset('ObjMunch', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ }));
+ ObjMunch.x = ObjToast.x;
+ ObjMunch.y = ObjToast.y;
+ // Destroy ObjMunch after 2 seconds
+ LK.setTimeout(function () {
+ ObjMunch.destroy();
+ }, 2000);
+ // Refill hunger bar by 25%
+ hungerMeter.width = Math.min(hungerMeter.width + 512, 2048);
+ // Flash screen yellow for 0.5 seconds
+ LK.effects.flashScreen(0xffff00, 500);
+ }
};
}
// Trigger game over when hungerMeter's width reaches 0
if (hungerMeter.width <= 0) {
@@ -569,9 +507,9 @@
* Game Code
****/
var scoreMultiplier = 1; // Initialize scoreMultiplier variable
function waveEffect() {
- if (crab && crab.attached || toast && toast.attached) {
+ 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
@@ -588,9 +526,9 @@
function flashScreenDuringSnatch() {
var colors = [0x00ff00, 0x0000ff, 0xffff00, 0xff00ff, 0x00ffff];
var colorIndex = 0;
function flash() {
- if (crab && crab.attached || toast && toast.attached) {
+ if (crab && crab.attached) {
LK.effects.flashScreen(colors[colorIndex], 500);
colorIndex = (colorIndex + 1) % colors.length;
LK.setTimeout(flash, 500);
}
@@ -616,16 +554,9 @@
LK.setTimeout(function () {
scoreText.tint = originalTint; // Change back to original color
}, pulsateDuration / 2);
}
- pulsateInterval = LK.setInterval(function () {
- if (crab && crab.attached || toast && toast.attached) {
- pulsate();
- } else {
- LK.clearInterval(pulsateInterval);
- pulsateIntervalActive = false;
- }
- }, pulsateDuration);
+ 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);
}
@@ -659,9 +590,8 @@
game.y = originalY;
}, duration);
}
var crab; // Declare crab in the global scope
-var toast; // Declare toast 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
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.
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.
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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.
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.
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