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objbackground03 should be behind objnpc01
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objnpc01 should be behind objbackground02
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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
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Please save this source code
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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
/**** * 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 += 3; // Refill the hunger bar faster 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 } else { // Failsafe: Ensure left click is re-enabled if crab is not attached 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 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 ObjNPC01 = Container.expand(function () { var self = Container.call(this); var npcGraphics = self.attachAsset('objNPC01', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 5; self.update = function () { self.x -= self.speed; if (self.x < -npcGraphics.width / 2) { self.destroy(); game.npcActive = false; } }; }); 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 ObjNPC01 every 10 to 15 seconds if not already active if (!game.npcActive && LK.ticks % (60 * (Math.floor(Math.random() * 6) + 10)) == 0) { var npc = game.addChild(new ObjNPC01()); npc.x = 2048 + npc.width / 2; npc.y = Math.random() * (2732 - npc.height); game.npcActive = true; } // 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 } // Initialize ObjToast every 10 seconds if it does not exist 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 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 1 second LK.setTimeout(function () { ObjMunch.destroy(); }, 1000); // Refill hunger bar by 10% hungerMeter.width = Math.min(hungerMeter.width + 204.8, 2048); // Add +10 to the score score += 10; // Flash screen yellow for 0.5 seconds LK.effects.flashScreen(0xffff00, 500); // Update score display scoreText.setText('Score: ' + score); } }; } // 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 ****/ game.npcActive = false; 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 })); 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
@@ -665,14 +665,8 @@
var background11 = game.addChild(LK.getAsset('objBackground11', {
anchorX: 0.5,
anchorY: 0.5
}));
-var ObjNPC01 = game.addChild(LK.getAsset('objNPC01', {
- anchorX: 0.5,
- anchorY: 0.5
-}));
-ObjNPC01.x = 1600;
-ObjNPC01.y = 2090;
background11.x = 25;
background11.y = 1300;
var background10 = game.addChild(LK.getAsset('objBackground10', {
anchorX: 0.5,
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.