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the respawned cat bounce animation speed should be similar to the original cat
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after the respawned cat jumps, re-initiate the fade out sequence
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replace // Reset bounce count to 0 after the cat jumps with // After 5 bounces, jump towards the basketball, reset bounce count, and initiate fade out
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the reset cat bounces way too fast
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bounceAnimation(); // Correctly re-trigger bounceAnimation for the respawned cat should be var bounceAnimation = LK.setInterval(function () { if (isBouncingUp) {
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fix it
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make sure obstacle & touchdown alpha = 0
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after the cat jumps, reset the bounce count to 0
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instead of Wait for score to increase by 2 before re-triggering jump sequence do Wait for score to increase by 2 before re-triggering bounceAnimation
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Replace jump sequence with bounce sequence for respawned cat is not working
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rather than re-triggering the jump sequence, re-trigger the bounce sequence
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the respawned cat triggers the jump right away, don't do that
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after the cat fully fades out, respawn it and wait for for the score to go up by 2 before triggering the jump sequence again
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Please fix the bug: 'Timeout.tick error: Cannot read properties of null (reading 'y')' in or related to this line: 'catImage.y -= 30; // Move up' Line Number: 399
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rather then if (score < 2), do if the score is an odd number
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alright so after cat fades out, i'd like CI to be respawned,
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after the cat intersects with the basketball, also add something so that the cat fades out and destroys itself after 2 seconds
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Trigger basketball throw when yarn or cat intersects with basketball
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Trigger basketball throw when cat intersects with basketball
/****
* 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: 1
});
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: 1
});
});
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.jumpHeight = 2 * self.height; // Twice its height
self.originalY = 0; // To be set on spawn
self.jumpIntervalMin = 5000; // Minimum jump interval in milliseconds
self.jumpIntervalMax = 9000; // Maximum jump interval in milliseconds
self.isJumping = false; // Track if currently jumping
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;
}
// Implement jump logic
if (!self.isJumping) {
self.isJumping = true;
var jumpDuration = 500; // Reduced jump up and down duration for snappier movement
var jumpDelay = Math.floor(Math.random() * (self.jumpIntervalMax - self.jumpIntervalMin + 1)) + self.jumpIntervalMin;
LK.setTimeout(function () {
// Jump up
var jumpUp = LK.setInterval(function () {
if (self.y > self.originalY - self.jumpHeight) {
self.y -= 10;
} else {
LK.clearInterval(jumpUp);
// Jump down
var jumpDown = LK.setInterval(function () {
if (self.y < self.originalY) {
self.y += 10;
} else {
self.y = self.originalY;
LK.clearInterval(jumpDown);
self.isJumping = false;
}
}, jumpDuration / self.jumpHeight);
}
}, jumpDuration / self.jumpHeight);
}, jumpDelay);
}
// 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 smiley, ciImage, catImage;
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();
}
});
// Implement game over if the basketball goes off-screen
if (basketball.y > 2732) {
LK.showGameOver();
}
// Trigger basketball throw when cat intersects with basketball
game.children.forEach(function (child) {
if (child === catImage && basketball.intersects(child) && !basketball.isThrown) {
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 = Math.abs(dy) / 30;
var horizontalSpeed = Math.abs(dx) / 100; // Calculate the horizontal speed based on the distance from the cat to the basketball
basketball["throw"](power, angle, horizontalSpeed);
}
});
// Spawn yarn inside the playspace when score equals to 0 or higher
if (score >= 1 && !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
yarn.originalY = yarn.y; // Set the original Y position on spawn
}
// 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;
}
// Check if yarn exists
var yarnExists = game.children.some(function (child) {
return child instanceof Yarn;
});
// If yarn exists, destroy smiley_image
if (yarnExists && smiley) {
smiley.destroy();
smiley = null;
} else if (!smiley) {
// Create smiley image and center it on the screen on the top layer
smiley = LK.getAsset('smiley_image', {
anchorX: 0.5,
anchorY: 0.5
});
smiley.x = 1849;
smiley.y = 2624;
game.addChild(smiley);
}
// Create CI and Cat images and move them top right and add them to the top layer
// Create CI and Cat images and move them top right and add them to the top layer
if (score < 1) {
if (!ciImage) {
ciImage = LK.getAsset('CI', {
anchorX: 0.5,
anchorY: 0.5
});
ciImage.x = 175;
ciImage.y = 1550;
game.addChild(ciImage);
}
if (catImage) {
catImage.destroy();
catImage = null;
}
} else {
if (ciImage) {
ciImage.destroy(); // Correctly destroy ciImage using .destroy() method
ciImage = null;
}
if (!catImage) {
catImage = LK.getAsset('Cat', {
anchorX: 0.5,
anchorY: 0.5
});
catImage.x = 175;
catImage.y = 1550; // Adjust y position to match initial setup
game.addChild(catImage);
// Initialize bounce count and state
var bounceCount = 0;
var isBouncingUp = true;
var jumpTowardsBasketball = function jumpTowardsBasketball() {
var dx = basketball.x - catImage.x;
var dy = basketball.y - catImage.y;
var distance = Math.sqrt(dx * dx + dy * dy);
var jumpSpeedX = dx / (distance / 10); // Adjust horizontal speed based on distance
var jumpSpeedY = dy / (distance / 10); // Adjust vertical speed based on distance
// Gradual transition towards basketball
var transitionToBasketball = function transitionToBasketball() {
var transitionInterval = LK.setInterval(function () {
var dx = basketball.x - catImage.x;
var dy = basketball.y - catImage.y;
var stepX = dx * 0.1; // Move 10% of the distance per tick
var stepY = dy * 0.1; // Move 10% of the distance per tick
catImage.x += stepX;
catImage.y += stepY;
// Check if close enough to consider as overlapped
if (Math.abs(dx) < 5 && Math.abs(dy) < 5) {
LK.clearInterval(transitionInterval);
catImage.x = basketball.x; // Ensure exact overlap
catImage.y = basketball.y; // Ensure exact overlap
}
}, 16); // Run every frame (assuming 60fps, 1000ms/60)
};
transitionToBasketball();
};
// Bounce animation
var bounceAnimation = LK.setInterval(function () {
if (isBouncingUp) {
catImage.y -= 30; // Move up
} else {
catImage.y += 30; // Move down
}
// Change direction at the peak of the bounce
if (catImage.y <= 1450 || catImage.y >= 1550) {
isBouncingUp = !isBouncingUp;
if (!isBouncingUp) {
bounceCount++;
}
}
// After 5 bounces, jump towards the basketball
if (bounceCount >= 8) {
LK.clearInterval(bounceAnimation);
jumpTowardsBasketball(); // Initiate jump towards basketball
}
}, 50); // Adjust timing for bounce speed
}
}
});
2d basketball in the art style of final fantasy 9. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
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Create a cartoon-style illustration of a back alley. The goal is to capture a lively and playful location. No skies.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
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Create a cartoon-style illustration of a yarn ball. The goal is to capture a lively and playful location. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
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Create a cartoon-style illustration of the word ''Bonus''. The goal is to capture a lively and playful text. The letter "O" in Bonus should be a basketball. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
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