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ensure that scoreTxt appears above sky, make sure it's added to the game after sky.
Code edit (4 edits merged)
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move score a little bit higher
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move score down
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center scoretxt on sky
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move score on top of sky
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move score above sky
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make sure SKY is one layer below the score
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make sure the score is on the upper layer and sky is below it
Code edit (1 edits merged)
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Code edit (8 edits merged)
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fix this: The score is not centered with the sky because its positioning is not dynamically linked to the sky's current position.
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i cannot see the score, make sure it's on the highest layer and sky is under
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make sure the score is on the upper layer
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make sure the score is children of sky so it follows it
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make sky hover slowly up and down left to right while staying in the upper portion of the screen
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parent score to sky
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Remove the condition score % 2 == 0 from the if statement that checks if the score is a multiple of 2. Instead, change it to every three points
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// Create CI and Cat images and move them top right and add them to the top layer 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() { // Implementation of jumpTowardsBasketball remains unchanged }; // Immediate 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 8 bounces, jump towards the basketball and initiate fade out if (bounceCount >= 8) { 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 -= 0.1; // Increase opacity decrease rate for faster fade out if (catImage.alpha <= 0) { LK.clearInterval(fadeOutInterval); catImage.destroy(); // Destroy cat image after faster fade out } }, 25); // Maintain fade out interval }, 250); // Start fade out 0.25 seconds after intersection for faster execution } }, 50); // Adjust timing for bounce speed }
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Remove the condition (score % 2 == 0) from the if statement
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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: 453
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// Create CI and Cat images and move them top right and add them to the top layer // Remove the condition (score % 2 == 0) from the if statement 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() { // Implementation of jumpTowardsBasketball remains unchanged }; // Delayed bounce animation LK.setTimeout(function () { var bounceAnimation = LK.setInterval(function () { // Implementation of bounceAnimation remains unchanged }, 50); // Adjust timing for bounce speed }, 2000); // Further delay the start of the bounce animation by 2 seconds }
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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
****/
// Initialize the game with a light blue background to simulate the sky
var game = new LK.Game({
backgroundColor: 0x87CEEB
});
/****
* Game Code
****/
// Initialize image assets for the game
// Initialize shape assets for the game
// Function to check if two objects are within a certain distance of each other
function checkProximity(obj1, obj2, distance) {
var dx = obj1.x - obj2.x;
var dy = obj1.y - obj2.y;
return Math.sqrt(dx * dx + dy * dy) < distance + 10; // Increased proximity distance
}
// Function to display random text at one of four possible positions on the screen
function displayRandomText() {
// Clear existing timer if any
if (textDisplayTimer) {
LK.clearTimeout(textDisplayTimer);
}
// Select random text from the pool
var textIndex = Math.floor(Math.random() * textDisplayPool.length);
var selectedText = textDisplayPool[textIndex];
// Select random position
var positionIndex = Math.floor(Math.random() * textDisplayPositions.length);
var selectedPosition = textDisplayPositions[positionIndex];
// Create and display the text
var displayText = new Text2(selectedText, {
size: 50,
fill: "#ffffff" // White color for visibility
});
displayText.x = selectedPosition.x;
displayText.y = selectedPosition.y;
game.addChild(displayText);
// Fade out and remove the text after a short duration
LK.setTimeout(function () {
displayText.destroy();
}, 3000); // Display each text for 3 seconds
// Set a new timer for the next text display
var nextDisplayDelay = Math.floor(Math.random() * (textDisplayIntervalMax - textDisplayIntervalMin + 1)) + textDisplayIntervalMin;
textDisplayTimer = LK.setTimeout(displayRandomText, nextDisplayDelay);
}
var smiley, ciImage, catImage;
// Initialize text display properties
var textDisplayPool = ["Meow", "Meow?", "Meow!", "...Meow", "Me-ow"];
var textDisplayPositions = [{
x: 215,
y: 800
},
// Top-left
{
x: 1850,
y: 778
},
// Top-right
{
x: 685,
y: 1315
},
// Middle
{
x: 1448,
y: 2400
} // Bottom-right
];
var textDisplayIntervalMin = 7000; // Minimum interval in milliseconds
var textDisplayIntervalMax = 12000; // Maximum interval in milliseconds
var textDisplayTimer = null;
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 = [];
// Start displaying text at random positions
displayRandomText();
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) && checkProximity(basketball, child, 300) && !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 2 or higher
if (score >= 2 && !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 == 0 && score != 0) {
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() {
if (catImage) {
if (catImage) {
if (catImage) {
if (catImage) {
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();
};
// Delayed bounce animation
LK.setTimeout(function () {
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 8 bounces, jump towards the basketball and initiate fade out
if (bounceCount >= 8) {
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 -= 0.1; // Increase opacity decrease rate for faster fade out
if (catImage.alpha <= 0) {
LK.clearInterval(fadeOutInterval);
catImage.destroy(); // Destroy cat image after faster fade out
}
}, 25); // Maintain fade out interval
}, 250); // Start fade out 0.25 seconds after intersection for faster execution
}
}, 50); // Adjust timing for bounce speed
}, 2000); // Further delay the start of the bounce animation by 2 seconds
}
}
});
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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