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do it
Code edit (1 edits merged)
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yarn jump should be snappier
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when yarn intersects with basketball, trigger throw
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when yarn intersects with basketball after 0.5 seconds, game over
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when yarn intersects with basketball, game over
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when yarn collides with the basketball, make it bounce away
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can you make the yarn jump about twice it's y height every 5 to 9 seconds and return to it's original y height position
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'jumpTimer')' in or related to this line: 'self.jumpTimer += 1000 / 60; // Increment by the time passed per frame (assuming 60 FPS)' Line Number: 258
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'jumpTimer')' in or related to this line: 'self.jumpTimer += 1000 / 60; // Increment by the time passed per frame (assuming 60 FPS)' Line Number: 257
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the yarn should jump like super mario between every 5 to 9 seconds
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/**** * Classes ****/ // ... (previous class definitions remain unchanged) var Yarn = Container.expand(function () { var self = Container.call(this); var yarnGraphics = self.attachAsset('Yarn', { anchorX: 0.5, anchorY: 0.5 }); self.speedX = -10; self.gravity = 0.5; self.jumping = false; // New flag to track if the yarn is jumping self.originalY = 0; // Store the original Y position for jump calculation self.update = function () { self.x += self.speedX; // If the yarn hits the left or right edge of the screen, reverse its direction if (self.x < 100 || self.x > 2210 - self.width) { self.speedX = -self.speedX; } // Rotate the yarn depending on which X it's heading towards if (self.speedX > 0) { yarnGraphics.rotation += 0.1; } else { yarnGraphics.rotation -= 0.1; } // Add a jump to the yarn every 5 to 9 seconds if (LK.ticks % (Math.floor(Math.random() * (540 - 300 + 1)) + 300) == 0 && !self.jumping) { self.originalY = self.y; // Store the original Y position var jumpHeight = 2732 / 4; // Jump by a quarter of the screen self.speedY = -jumpHeight / 60; // Calculate the speed needed to reach the jump height in 1 second (60 frames) self.jumping = true; } // Update the y position of the yarn self.y += self.speedY; // Apply gravity to bring it back down if jumping if (self.jumping) { self.speedY += self.gravity; } // If the yarn has reached or passed its original position, stop its vertical movement and jumping if (self.jumping && self.y >= self.originalY) { self.y = self.originalY; self.speedY = 0; self.jumping = false; } }; }); /**** * Initialize Game ****/ // ... (remaining initialization code remains unchanged) /**** * Game Code ****/ // ... (remaining game code remains unchanged)
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fix it
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add more gravity to the yarn, it never comesback down to it's original y position, remove the progressive vertical movement and anything else that could be messing the yarns code
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the jump is good except the yarn never comesback down fix it
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fix the yarn so that rather than the progressive vertical movement it jumps like mario
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Limit the progressive vertical movement of the yarn to not exceed two times its original Y position before progresivelly returning to it's original Y position
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Limit the progressive vertical movement of the yarn to not exceed two times its original position before progresivelly returning to it's original Y position
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the progressive vertical movement can't be higher than two times it's original position before it fallsback to its original position
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the progressive vertical movement can't be higher than three times it's original position
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the yarn should not teleport to it's y destination, it should be progressive
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Bring the yarn back down to its original y position gradually after leaping
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when the yarn leaps, it should take about 3 seconds before reaching it's apex
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when the yarn leaps, bring it back down to it's original y position after 2 seconds
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make sure the leap isn't continous and the yarn falls back down to its initial position
/****
* Classes
****/
// Assets will be automatically generated based on usage in the code.
var Basketball = Container.expand(function () {
var self = Container.call(this);
self.ballGraphics = self.attachAsset('basketball', {
anchorX: 0.5,
anchorY: 0.5
});
self.speedY = 0;
self.gravity = 0.5;
self.isThrown = false;
self.scored = false; // Add a flag to track if the ball has scored
self["throw"] = function (power, angle, horizontalSpeed) {
self.speedY = -power / 2;
self.speedX = horizontalSpeed;
self.isThrown = true;
self.scored = false; // Reset the scored flag when the ball is thrown
};
self.update = function () {
if (self.isThrown) {
self.y += self.speedY;
self.x += self.speedX;
self.speedY += self.gravity;
self.ballGraphics.rotation -= 0.1;
}
};
});
var Character = Container.expand(function () {
var self = Container.call(this);
var characterGraphics = self.attachAsset('Character', {
anchorX: 1,
anchorY: 1
});
});
var Cloud = Container.expand(function () {
var self = Container.call(this);
var cloudGraphics = self.attachAsset('Cloud', {
anchorX: 0.5,
anchorY: 0.5
});
self.speedX = -2;
self.scaleSpeed = 0.01;
self.update = function () {
self.x += self.speedX;
self.scaleX += self.scaleSpeed;
self.scaleY += self.scaleSpeed;
if (self.scaleX > 1.5 || self.scaleX < 0.5) {
self.scaleSpeed = -self.scaleSpeed;
}
};
});
var Hoop = Container.expand(function () {
var self = Container.call(this);
var hoopGraphics = self.attachAsset('hoop', {
anchorX: 0.5,
anchorY: 0.5
});
self.moveSpeed = 2;
self.update = function () {
self.x = touchdown.x;
self.y = touchdown.y;
};
self.parent = touchdown;
});
var Obstacle01 = Container.expand(function () {
var self = Container.call(this);
self.obstacleGraphics = self.attachAsset('Obstacle01', {
anchorX: 0.8,
anchorY: -0.35,
alpha: 0
});
self.parent = touchdown;
});
var Touchdown = Container.expand(function () {
var self = Container.call(this);
var touchdownGraphics = self.attachAsset('Touchdown', {
anchorX: 4.7,
anchorY: -1.25,
alpha: 0
});
});
var Yarn = Container.expand(function () {
var self = Container.call(this);
var yarnGraphics = self.attachAsset('Yarn', {
anchorX: 0.5,
anchorY: 0.5
});
self.speedX = -10;
self.update = function () {
self.x += self.speedX;
// If the yarn hits the left or right edge of the screen, reverse its direction
if (self.x < 100 || self.x > 2210 - self.width) {
self.speedX = -self.speedX;
}
// Rotate the yarn depending on which X it's heading towards
if (self.speedX > 0) {
yarnGraphics.rotation += 0.1;
} else {
yarnGraphics.rotation -= 0.1;
}
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x87CEEB // Light blue background to simulate sky
});
/****
* Game Code
****/
var basketball = game.addChild(new Basketball());
var character = game.addChild(new Character());
character.x = 550;
character.y = 2732;
var hoop = game.addChild(new Hoop());
basketball.x = 400;
basketball.y = 2732 - 450; // Start near the bottom
hoop.x = 2048 / 2;
hoop.y = 2732 / 4; // Position the hoop in the upper part of the screen
var score = 0;
// Create sky and position it at the top of the screen
var sky = LK.getAsset('Sky', {
anchorX: 0.5,
anchorY: 0.5
});
sky.x = 800 / 2;
sky.y = 300;
game.addChild(sky);
var scoreTxt = new Text2(score.toString(), {
size: 100,
fill: "#000000"
});
game.addChild(scoreTxt);
scoreTxt.x = sky.x - 10;
scoreTxt.y = sky.y - 0;
var touchdown = new Touchdown();
var obstacle01 = game.addChild(new Obstacle01());
obstacle01.x = 2048 / 2;
obstacle01.y = 2732 / 2;
touchdown.x = 2048 / 2;
touchdown.y = 2732 / 2;
game.addChild(touchdown);
// Draw and center the Board on the screen
var board = LK.getAsset('Board', {
anchorX: 0.5,
anchorY: 0.5
});
board.x = 2048 / 2;
board.y = 3532 / 2;
game.addChildAt(board, 0);
game.on('down', function (obj) {
if (!basketball.isThrown) {
var event = obj.event;
var pos = event.getLocalPosition(game);
// Calculate the arc between the ball and the hoop
var dx = hoop.x - basketball.x;
var dy = hoop.y - basketball.y;
var distance = Math.sqrt(dx * dx + dy * dy);
var angle = Math.atan2(dy, dx) / 2; // Reduce the angle of the throw
var power = (2732 - pos.y) / 30;
var horizontalSpeed = Math.abs(basketball.x - pos.x) / 100; // Calculate the horizontal speed based on the distance from the click to the basketball
basketball["throw"](power, angle, horizontalSpeed);
// Make the character hop a little bit vertically
character.y -= 50;
LK.setTimeout(function () {
character.y += 50;
}, 200);
}
});
var clouds = [];
LK.on('tick', function () {
if (LK.ticks % 360 == 0) {
var newCloud = new Cloud();
newCloud.x = 2048;
newCloud.y = Math.random() * 800;
newCloud.scaleX = newCloud.scaleY = Math.random() * 300 + 50; // Increase size variation
clouds.push(newCloud);
game.addChildAt(newCloud, 0);
}
for (var i = clouds.length - 1; i >= 0; i--) {
clouds[i].update();
if (clouds[i].x < -500) {
clouds[i].destroy();
clouds.splice(i, 1);
}
}
game.setChildIndex(basketball, game.children.length - 1);
basketball.update();
hoop.update();
// Check for scoring
if (basketball.intersects(touchdown) && !basketball.scored) {
score += 1;
scoreTxt.setText(score.toString());
basketball.scored = true; // Set the scored flag to true
// Move basketball down slowly
basketball.speedY = 2;
basketball.speedX = 0;
basketball.gravity = 0;
// Fade out the ball progressively until it disappears
var fadeOutInterval = LK.setInterval(function () {
basketball.ballGraphics.alpha -= 0.05;
if (basketball.ballGraphics.alpha <= 0) {
LK.clearInterval(fadeOutInterval);
basketball.destroy();
basketball = game.addChild(new Basketball());
basketball.x = 400;
basketball.y = 2732 - 450;
basketball.isThrown = false;
basketball.ballGraphics.rotation = 0;
basketball.ballGraphics.alpha = 1.0;
}
}, 100);
// Stop the ball from moving down after 2 seconds
LK.setTimeout(function () {
basketball.speedY = 0;
}, 2000);
// Respawn touchdown
LK.setTimeout(function () {
touchdown.destroy(); // Destroy the previous instance of touchdown
touchdown = new Touchdown();
touchdown.x = Math.random() * 1024 + 1024; // Random x position in the middle or right side of the screen
touchdown.y = Math.random() * 1366 + 1366 / 2; // Random y position in the middle or top side of the screen
game.addChild(touchdown);
// Move hoop and obstacle01 to the new touchdown position
hoop.x = touchdown.x;
hoop.y = Math.max(touchdown.y, 1366 / 2); // Ensure hoop doesn't go too low
obstacle01.x = touchdown.x;
obstacle01.y = Math.max(touchdown.y, 1366 / 2); // Ensure obstacle01 doesn't go too low
}, 2000);
}
// Update Yarn instances
game.children.forEach(function (child) {
if (child instanceof Yarn) {
child.update();
// Add a vertical leap to the yarn every 5 to 9 seconds
if (LK.ticks % (Math.floor(Math.random() * (540 - 300 + 1)) + 300) == 0) {
self.leap = true; // Set the leap flag to true
self.leapHeight = self.y - 2732 / 4; // Calculate the height of the leap
}
// If the yarn is in the leap state
if (self.leap) {
// If the yarn has not reached the peak of the leap, make it leap
if (self.y > self.leapHeight) {
self.y -= 10;
} else {
// If the yarn has reached the peak of the leap, make it fall back down
self.leap = false;
}
} else {
// If the yarn is not in the leap state and it's not at its initial position, make it fall back down
if (self.y < 2625) {
self.y += 10;
}
}
}
});
// Implement game over if the basketball goes off-screen
if (basketball.y > 2732) {
LK.showGameOver();
}
// Spawn yarn inside the playspace when score equals to 0 or higher
if (score >= 0 && !game.children.some(function (child) {
return child instanceof Yarn;
})) {
var yarn = game.addChild(new Yarn());
yarn.x = 1850; // Center of the playspace
yarn.y = 2625; // Center of the playspace
}
// Check for collision with Obstacle01 only if the basketball has not scored
if (!basketball.scored && basketball.intersects(obstacle01)) {
// Bounce the basketball in the opposite direction
basketball.speedY = -basketball.speedY;
basketball.speedX = -basketball.speedX;
}
});
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