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rather than checking if the cat intersects with the basketball, check if the cat is in proximity of the basketball
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Please fix the bug: 'Timeout.tick error: Cannot read properties of null (reading 'x')' in or related to this line: 'var dx = basketball.x - catImage.x;' Line Number: 439
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Create a text generator that displays text at one of four possible positions on the screen every 7 to 12 seconds. The displayed text should be selected randomly from a pool of five entries.
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To ensure the cat doesn't need to fully intersect with the basketball for an interaction to be considered valid, but only partially, you would adjust the collision detection logic to be Bounding Box Overlap
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fix ti
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rather than even, check for odd score
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Please fix the bug: 'Timeout.tick error: Cannot read properties of null (reading 'x')' in or related to this line: 'var dx = basketball.x - catImage.x;' Line Number: 383
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Please fix the bug: 'Timeout.tick error: Cannot read properties of null (reading 'x')' in or related to this line: 'var dx = basketball.x - catImage.x;' Line Number: 381
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re-execute everything below this line everytime the score hits multiples of 2: // Create CI and Cat images and move them top right and add them to the top layer
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implementing a mechanism that checks if a cat instance is present on the screen at any given time and, if not, creates and adds a new cat instance to the game.
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do eet
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make sure obstacle and touchdown alpha = 0
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make sure obstacle and intersect alpha = 0
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yeah... its not working, the respawned cat bounces up and down at double the speed
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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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/****
* 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.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 yarn or cat intersects with basketball
game.children.forEach(function (child) {
if ((child instanceof Yarn || 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 intersecting object 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 < 2) {
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, reset bounce count, and initiate fade out
if (bounceCount >= 8) {
bounceCount = 0; // Reset bounce count to 0 after the cat jumps
LK.clearInterval(bounceAnimation);
jumpTowardsBasketball(); // Initiate jump towards basketball
// Start fade out process after intersecting with basketball
LK.setTimeout(function () {
var fadeOutInterval = LK.setInterval(function () {
catImage.alpha -= 0.05; // Decrease opacity
if (catImage.alpha <= 0) {
LK.clearInterval(fadeOutInterval);
catImage.destroy(); // Destroy cat image after fade out
// Respawn cat after it fades out and wait for score to increase by 2 before re-triggering jump sequence
var respawnCat = function respawnCat() {
catImage = LK.getAsset('Cat', {
anchorX: 0.5,
anchorY: 0.5
});
catImage.x = 175;
catImage.y = 1550;
game.addChild(catImage);
// Wait for score to increase by 2 before re-triggering bounceAnimation for the respawned cat
var initialScore = score;
var checkScoreIncrease = function checkScoreIncrease() {
if (score >= initialScore + 2) {
var bounceAnimation = LK.setInterval(function () {
if (isBouncingUp) {
catImage.y -= 15; // Move up
} else {
catImage.y += 15; // Move down
}
// Change direction at the peak of the bounce
if (catImage.y <= 1450 || catImage.y >= 1550) {
isBouncingUp = !isBouncingUp;
if (!isBouncingUp) {
bounceCount++;
}
}
// Reset bounce count to 0 after the cat jumps
if (bounceCount >= 8) {
bounceCount = 0;
LK.clearInterval(bounceAnimation);
jumpTowardsBasketball(); // Initiate jump towards basketball
}
}, 50); // Adjust timing for bounce speed
} else {
LK.setTimeout(checkScoreIncrease, 500); // Check every 500ms
}
};
LK.setTimeout(checkScoreIncrease, 500); // Start checking after a delay to prevent immediate bounce
};
// Delay the respawn of the cat to prevent immediate jump
LK.setTimeout(respawnCat, 5000); // Delay respawn to prevent immediate jump
}
}, 100); // Fade out over 2 seconds
}, 1000); // Start fade out 2 seconds after intersection
}
}, 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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