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make ObjFish swim right to left and bob up and down slowly
Code edit (10 edits merged)
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Add a border and a slight shadow to the hunger meter
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Add a border and a slight shadow to the hunger meter Implement an animated fill that changes color as the hunger meter depletes. start light green when full and gradually turn the current color it is
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execute #2 & 3
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Please fix the bug: 'ReferenceError: background13Graphics is not defined' in or related to this line: 'background13Graphics.scale.x = this.direction;' Line Number: 144
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also make sure that only one can be active at a time
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make sure it spawns from both side of the playspace, not just one side
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remember to spawn a new one every 6 to 15 seconds
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it should fly much higher than that
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make sure depending on which axis it flies, the image is flipped accordingly
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initialize objbackground13, its behavior should be to appear from outside the playspace in the upper portion of the playspace and every 6 to 15 seconds fly accross one side of the playspace all the way to the other and once it reaches the exterior of the playspace it destroys itself, make sure the asset aligns with the direction its flying.
Code edit (1 edits merged)
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Code edit (1 edits merged)
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Code edit (1 edits merged)
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Code edit (8 edits merged)
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as the score increases the seagul horizontal movement should also increase
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Code edit (14 edits merged)
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Initialize background07 on screen
Code edit (4 edits merged)
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initialize background06 on screen
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change left clicking on the seagul to left clicking anywhere on the playspace
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make it Impact
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make it GillSans-Bold
/**** * Classes ****/ 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; // 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 ObjFish = Container.expand(function () { var self = Container.call(this); var fishGraphics = self.attachAsset('objFish', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 2; self.bobAmplitude = 10; self.bobFrequency = 0.05; self.update = function () { self.x -= self.speed; self.y += Math.sin(LK.ticks * self.bobFrequency) * self.bobAmplitude; // Reset position if out of bounds if (self.x < -fishGraphics.width / 2) { self.x = 2048 + fishGraphics.width / 2; } }; }); 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 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 { 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 fries are intersecting with objContactPoint if (LK.ticks % 60 == 0 && objContactPoint.intersects(fries)) { score += 3; } // Update the score display scoreText.setText('Score: ' + score); // Check if objContactPoint and fries are intersecting if (objContactPoint.intersects(fries)) { // Attach fries to the center of objContactPoint fries.x = objContactPoint.x; fries.y = objContactPoint.y; // Stop decreasing hungerMeter's width and start replenishing it hungerMeter.width = Math.min(hungerMeter.width + 1, 2048); // Do not increment score when seagull snatches fries } else { // Decrease hungerMeter's width over time if seagull is not snatching fries if (hungerMeter.width > 0) { hungerMeter.width -= 2; // Increase the rate of decrease if (LK.ticks % 60 == 0) { score += 1; } } } // Check if fries 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(); } // 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 } }; } // 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 }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ var background = game.addChild(LK.getAsset('ObjBackground01', { anchorX: 0.5, anchorY: 0.5 })); background.x = 1024; background.y = 1366; var objFish = game.addChild(new ObjFish()); objFish.x = 2048 + objFish.width / 2; objFish.y = 1500; 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(LK.getAsset('objBackground07', { anchorX: 0.5, anchorY: 0.5 })); background7.x = 150; background7.y = 2650; var background6 = game.addChild(LK.getAsset('objBackground06', { anchorX: 0.5, anchorY: 0.5 })); background6.x = 825; background6.y = 1050; var background4 = game.addChild(LK.getAsset('objBackground04', { anchorX: 0.5, anchorY: 0.5 })); 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(LK.getAsset('objBackground02', { anchorX: 0.5, anchorY: 0.5 })); background2.x = 1824; background2.y = 1766; var seagull = game.addChild(new Seagull()); seagull.x = 1024; 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: 50, 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 stomach = game.addChild(LK.getAsset('objStomach', { anchorX: 0.5, anchorY: 0.5 })); stomach.x = 995; stomach.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; } }; objFish.update();
===================================================================
--- original.js
+++ change.js
@@ -19,8 +19,26 @@
self.destroy(); // Destroy background13 when it goes out of bounds
}
};
});
+var ObjFish = Container.expand(function () {
+ var self = Container.call(this);
+ var fishGraphics = self.attachAsset('objFish', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.speed = 2;
+ self.bobAmplitude = 10;
+ self.bobFrequency = 0.05;
+ self.update = function () {
+ self.x -= self.speed;
+ self.y += Math.sin(LK.ticks * self.bobFrequency) * self.bobAmplitude;
+ // Reset position if out of bounds
+ if (self.x < -fishGraphics.width / 2) {
+ self.x = 2048 + fishGraphics.width / 2;
+ }
+ };
+});
var Seagull = Container.expand(function () {
var self = Container.call(this);
var seagullGraphics = self.attachAsset('objSeagull', {
anchorX: 0.5,
@@ -150,14 +168,11 @@
anchorY: 0.5
}));
background.x = 1024;
background.y = 1366;
-var objFish = game.addChild(LK.getAsset('objFish', {
- anchorX: 0.5,
- anchorY: 0.5
-}));
-objFish.x = 500;
-objFish.y = 800;
+var objFish = game.addChild(new ObjFish());
+objFish.x = 2048 + objFish.width / 2;
+objFish.y = 1500;
var background11 = game.addChild(LK.getAsset('objBackground11', {
anchorX: 0.5,
anchorY: 0.5
}));
@@ -273,5 +288,6 @@
seagull.startY = seagull.y;
// Calculate endX based on current speed and direction
seagull.endX = seagull.startX + seagull.speed * seagull.direction * seagull.diveDuration / 2;
}
-};
\ No newline at end of file
+};
+objFish.update();
\ No newline at end of file
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.