User prompt
spawn objgust only once until seagul is not diving anymore
User prompt
Spawn objGust behind center of seagull
User prompt
adjust obj gust spawn position depending on what way seagul is facing visually
Code edit (8 edits merged)
Please save this source code
User prompt
objGust should be on the layer behind seagul
User prompt
objgust must be instantiated before seagul can dive
User prompt
if seagul is diving, do not instantiate objgust again
Code edit (5 edits merged)
Please save this source code
User prompt
when left clicking also spawn behind seagul for 0.5 seconds objgust
Code edit (1 edits merged)
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User prompt
Move objimhungry to the right
User prompt
Instantiate objimhungry for two seconds over objhead when hunger bar is decreasing.
Code edit (1 edits merged)
Please save this source code
Code edit (1 edits merged)
Please save this source code
User prompt
Move objhead to the right
User prompt
Replace objstomach with objhead
User prompt
Fix it
User prompt
If more than one is attached to contactpoint the hunger refill should stack
User prompt
compare objfries to objcrab, both should behave the exact same way when attached to contactpoint, if it isn't, then delete the redundant code
User prompt
when hungermeter is increasing, the bar should be light green
User prompt
objmusic notes should be rendered before objbackground11
User prompt
objmusicnotes should be behind objbackground11
User prompt
similar to objfries, when objcrab is snatched, it should increase hunger
User prompt
similar to objfries, when objcrab intersects with contactpoint, it should increase hunger
User prompt
when objcrab intersects with contactpoint, it should increase hunger
/**** * 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 }; }); 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 } }; }); var ObjCrab = Container.expand(function () { var self = Container.call(this); var crabGraphics = self.attachAsset('objCrab', { anchorX: 0.5, anchorY: 0.5 }); self.y = 2455; self.speed = 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.intersects(background8)) { var objSandDust = game.addChild(new ObjSandDust()); objSandDust.x = background8.x; objSandDust.y = background8.y - 50; self.destroy(); } if (self.intersects(objContactPoint)) { self.attached = true; self.x = objContactPoint.x; self.y = objContactPoint.y; self.speed = 0; // Stop crab movement when snatched } else { self.attached = false; } // Check if objCrab leaves the playspace if (self.y > 2732 + self.height || self.y < -self.height || self.x > 2048 + self.width || self.x < -self.width) { self.attached = false; // Mark crab as detached when destroyed self.destroy(); } }; }); 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) { self.destroy(); // Destroy the object when fully transparent } }; }); var ObjMusicNotes = Container.expand(function () { var self = Container.call(this); var musicNotesGraphics = self.attachAsset('ObjMusicNotes', { anchorX: 0.5, anchorY: 0.5 }); var scaleDirection = 1; self.update = function () { // Make the music notes dance by scaling up and down slightly if (self.scale.y >= 1.1) { scaleDirection = -1; } else if (self.scale.y <= 0.9) { scaleDirection = 1; } self.scale.y += scaleDirection * 0.002; }; }); 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 = 10 + Math.floor(LK.getScore() / 10); 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; } } // Increment score by 3 every second objCrab or objFries are intersecting with objContactPoint if (LK.ticks % 60 == 0) { if (objContactPoint.intersects(fries) || typeof crab !== 'undefined' && objContactPoint.intersects(crab)) { score += 3; } } // Update the score display scoreText.setText('Score: ' + score); // Check if objContactPoint and fries or crab are intersecting if (objContactPoint.intersects(fries) || typeof crab !== 'undefined' && objContactPoint.intersects(crab)) { intersecting = true; // Attach fries or crab to the center of objContactPoint if (objContactPoint.intersects(fries)) { fries.x = objContactPoint.x; fries.y = objContactPoint.y; } else if (typeof crab !== 'undefined') { crab.speed = 0; crab.x = objContactPoint.x; crab.y = objContactPoint.y; crab.rotation = 0; // Stop rotation when snatched crab.attached = true; // Mark crab as snatched } // Stop decreasing hungerMeter's width and start replenishing it var attachedItems = 0; if (objContactPoint.intersects(fries)) { attachedItems++; } if (typeof crab !== 'undefined' && objContactPoint.intersects(crab)) { attachedItems++; } hungerMeter.width = Math.min(hungerMeter.width + attachedItems, 2048); hungerMeter.tint = 0x90EE90; // Light green color } else if (typeof crab !== 'undefined' && crab.attached) { crab.x = objContactPoint.x; crab.y = objContactPoint.y; // Stop decreasing hungerMeter's width and start replenishing it when objCrab is attached var attachedItems = 1; // Since crab is attached if (objContactPoint.intersects(fries)) { attachedItems++; } hungerMeter.width = Math.min(hungerMeter.width + attachedItems, 2048); } else { // Decrease hungerMeter's width over time if seagull is not snatching fries or crab if (!intersecting && hungerMeter.width > 0) { hungerMeter.width -= 2; // Increase the rate of decrease hungerMeter.tint = 0xea6262; // Reset to original color // 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; LK.setTimeout(function () { game.objImHungry.destroy(); game.objImHungry = null; }, 2000); } if (LK.ticks % 60 == 0) { score += 1; } } } // Check if fries or crab leave the playspace if (fries.y > 2732 + fries.height / 2 || fries.y < -fries.height / 2 || fries.x > 2048 + fries.width / 2 || fries.x < -fries.width / 2) { // Destroy fries fries.destroy(); } if (typeof crab !== 'undefined' && (crab.y > 2732 + crab.height / 2 || crab.y < -crab.height / 2 || crab.x > 2048 + crab.width / 2 || crab.x < -crab.width / 2)) { crab.destroy(); crab.attached = false; // Mark crab as detached when destroyed } // Initialize objBackground13 every 6 to 15 seconds if (!game.background13Active && LK.ticks % (60 * (Math.floor(Math.random() * 10) + 6)) == 0) { var background13 = game.addChild(new Background13()); 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 6 to 10 seconds if (LK.ticks % (60 * (Math.floor(Math.random() * 5) + 6)) == 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) { LK.setScore(score); LK.showGameOver(); } // Attach objContactPoint to the center of seagull objContactPoint.x = self.x; objContactPoint.y = self.y + 200; }; // Remove the down event from the seagull as we want to trigger it from anywhere in the playspace }); 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 crab; // Declare crab in the global scope var intersecting = false; // Flag to track if seagull is interacting with fries or crab var gustSpawned = false; // Flag to track if objGust has been spawned 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 objMusicNotes = game.addChild(new ObjMusicNotes()); objMusicNotes.x = 435; objMusicNotes.y = 1010; 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 })); 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 = 1525; 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 background5 = game.addChild(LK.getAsset('objBackground05', { anchorX: 0.5, anchorY: 0.5 })); 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()); seagull.x = -seagull.width / 2; // Start from outside the left edge of the playspace seagull.y = 475; var fries = game.addChild(LK.getAsset('objFries', { anchorX: 0.5, anchorY: 0.5 })); fries.x = 1024; fries.y = 2166; var hungerMeter = game.addChild(LK.getAsset('objHungerMeter', { anchorX: 0.5, anchorY: 0.5, width: 2048 })); hungerMeter.x = 1024; hungerMeter.y = 2650; 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; 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; ; game.down = function (x, y, obj) { if (!seagull.diving && !seagull.returning) { // 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) { // 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 } };
===================================================================
--- original.js
+++ change.js
@@ -198,8 +198,9 @@
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
@@ -362,8 +363,9 @@
* Game Code
****/
var crab; // Declare crab in the global scope
var intersecting = false; // Flag to track if seagull is interacting with fries or crab
+var gustSpawned = false; // Flag to track if objGust has been spawned
var background = game.addChild(LK.getAsset('ObjBackground01', {
anchorX: 0.5,
anchorY: 0.5
}));
@@ -483,12 +485,15 @@
seagull.startY = seagull.y;
// Calculate endX based on current speed and direction
seagull.endX = seagull.startX + seagull.speed * seagull.direction * seagull.diveDuration / 2;
}
- // 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
+ if (!gustSpawned) {
+ // 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
+ }
};
\ No newline at end of file
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