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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: 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 >= 5) { bounceCount = 0; 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 -= 40; // Move up } else { catImage.y += 40; // Move down } // Change direction at the peak of the bounce if (catImage.y <= 1450 || catImage.y >= 1550) { isBouncingUp = !isBouncingUp; if (!isBouncingUp) { bounceCount++; } } // After the respawned cat jumps, re-initiate the fade out sequence if (bounceCount >= 5) { bounceCount = 0; 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) { bounceAnimation(); // Correctly re-trigger bounceAnimation for the respawned cat } 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 } 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 } } });
===================================================================
--- original.js
+++ change.js
@@ -428,13 +428,45 @@
if (!isBouncingUp) {
bounceCount++;
}
}
- // Reset bounce count to 0 after the cat jumps
- if (bounceCount >= 8) {
+ // After the respawned cat jumps, re-initiate the fade out sequence
+ if (bounceCount >= 5) {
bounceCount = 0;
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) {
+ bounceAnimation(); // Correctly re-trigger bounceAnimation for the respawned cat
+ } 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
} else {
LK.setTimeout(checkScoreIncrease, 500); // Check every 500ms
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