User prompt
do it
Code edit (1 edits merged)
Please save this source code
User prompt
yarn jump should be snappier
User prompt
when yarn intersects with basketball, trigger throw
User prompt
when yarn intersects with basketball after 0.5 seconds, game over
User prompt
when yarn intersects with basketball, game over
User prompt
when yarn collides with the basketball, make it bounce away
User prompt
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
User prompt
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
User prompt
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
User prompt
the yarn should jump like super mario between every 5 to 9 seconds
User prompt
/**** * 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)
User prompt
fix it
User prompt
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
User prompt
the jump is good except the yarn never comesback down fix it
User prompt
fix the yarn so that rather than the progressive vertical movement it jumps like mario
User prompt
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
User prompt
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
User prompt
the progressive vertical movement can't be higher than two times it's original position before it fallsback to its original position
User prompt
the progressive vertical movement can't be higher than three times it's original position
User prompt
the yarn should not teleport to it's y destination, it should be progressive
User prompt
Bring the yarn back down to its original y position gradually after leaping
User prompt
when the yarn leaps, it should take about 3 seconds before reaching it's apex
User prompt
when the yarn leaps, bring it back down to it's original y position after 2 seconds
User prompt
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.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 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 intersects with basketball game.children.forEach(function (child) { if (child instanceof Yarn && 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 yarn to the basketball basketball["throw"](power, angle, horizontalSpeed); } }); // Spawn yarn inside the playspace when score equals to 1 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; } });
===================================================================
--- original.js
+++ change.js
@@ -101,21 +101,21 @@
}
// Implement jump logic
if (!self.isJumping) {
self.isJumping = true;
- var jumpDuration = 200; // Reduced jump up and down duration for snappier movement
+ 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 -= 5;
+ self.y -= 10;
} else {
LK.clearInterval(jumpUp);
// Jump down
var jumpDown = LK.setInterval(function () {
if (self.y < self.originalY) {
- self.y += 5;
+ self.y += 10;
} else {
self.y = self.originalY;
LK.clearInterval(jumpDown);
self.isJumping = false;
@@ -285,10 +285,10 @@
var horizontalSpeed = Math.abs(dx) / 100; // Calculate the horizontal speed based on the distance from the yarn to the basketball
basketball["throw"](power, angle, horizontalSpeed);
}
});
- // Spawn yarn inside the playspace when score equals to 0 or higher
- if (score >= 0 && !game.children.some(function (child) {
+ // Spawn yarn inside the playspace when score equals to 1
+ 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
2d basketball in the art style of final fantasy 9. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
2d basketball hoop net in the art style of final fantasy 9 , just the ring and the net. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
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.
Create a cartoon-style illustration of clouds. The goal is to capture a lively and playful location... Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
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.
Create a cartoon-style illustration of a Cat. The goal is to capture a lively and playful location. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
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.
cartoon sideways claw swipe effect just the scratches in orange. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.