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ensure that scoreTxt appears above sky, make sure it's added to the game after sky.
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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
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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 }
Code edit (1 edits merged)
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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 with hover animation var sky = LK.getAsset('Sky', { anchorX: 0.5, anchorY: 0.5 }); sky.x = 1024; // Center horizontally sky.y = 300; // Initial vertical position game.addChild(sky); // Initialize hover movement variables var hoverAmplitudeX = 100; // Horizontal movement range var hoverAmplitudeY = 50; // Vertical movement range var hoverSpeed = 0.02; // Speed of the hover movement var hoverAngle = 0; // Starting angle for sine wave calculation LK.on('tick', function () { hoverAngle += hoverSpeed; sky.x = 1024 + Math.sin(hoverAngle) * hoverAmplitudeX; // Horizontal hover sky.y = 300 + Math.cos(hoverAngle) * hoverAmplitudeY; // Vertical hover // Dynamically update scoreTxt position to be centered with sky scoreTxt.x = sky.x; scoreTxt.y = sky.y + sky.height / 2 + scoreTxt.height / 2 - 250; ; }); var scoreTxt = new Text2(score.toString(), { size: 100, fill: "#000000" }); // Ensure score text is on the upper layer by adding sky first, then scoreTxt game.addChild(sky); game.addChild(scoreTxt); 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 >= 5 && !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 % 3 == 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 } } });
===================================================================
--- original.js
+++ change.js
@@ -235,18 +235,18 @@
sky.x = 1024 + Math.sin(hoverAngle) * hoverAmplitudeX; // Horizontal hover
sky.y = 300 + Math.cos(hoverAngle) * hoverAmplitudeY; // Vertical hover
// Dynamically update scoreTxt position to be centered with sky
scoreTxt.x = sky.x;
- scoreTxt.y = sky.y + sky.height / 2 + scoreTxt.height / 2 - 300;
+ scoreTxt.y = sky.y + sky.height / 2 + scoreTxt.height / 2 - 250;
;
});
var scoreTxt = new Text2(score.toString(), {
size: 100,
fill: "#000000"
});
-// Ensure score text is on the upper layer and sky is below it by adjusting addChild order
-game.addChild(scoreTxt);
+// Ensure score text is on the upper layer by adding sky first, then scoreTxt
game.addChild(sky);
+game.addChild(scoreTxt);
var touchdown = new Touchdown();
var obstacle01 = game.addChild(new Obstacle01());
obstacle01.x = 2048 / 2;
obstacle01.y = 2732 / 2;
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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