Code edit (3 edits merged)
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increase the distance in the function checkProximity
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delay it further
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The Cat image will play its bounce animation too soon, delay it .
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CI (Confidence Interval) Logic: The CI image will always be present on the screen. When the score becomes an odd number, the CI image will be destroyed. Cat Logic: When the score becomes an odd number, a new instance of the Cat image will be spawned. The Cat image will play its bounce animation and jump sequence. When the Cat collides with the basketball, it will fade out and destroy itself. After the Cat is destroyed, a new instance of the CI image will respawn.
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// Check if the score is an odd number if (score % 2 != 0 && score != 0) { // Destroy CI image if it exists if (ciImage) { ciImage.destroy(); } // Spawn Cat image if it doesn't exist if (!catImage) { catImage = LK.getAsset('Cat', { anchorX: 0.5, anchorY: 0.5 }); catImage.x = 175; catImage.y = 1550; game.addChild(catImage); // Initialize bounce animation for Cat var bounceCount = 0; var isBouncingUp = true; 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, initiate jump sequence if (bounceCount >= 5) { LK.clearInterval(bounceAnimation); var jumpDuration = 500; // Reduced jump up and down duration for snappier movement var jumpUp = LK.setInterval(function () { if (catImage.y > 1300) { catImage.y -= 10; } else { LK.clearInterval(jumpUp); var jumpDown = LK.setInterval(function () { if (catImage.y < 1550) { catImage.y += 10; } else { LK.clearInterval(jumpDown); } }, jumpDuration / (1550 - 1300)); } }, jumpDuration / (1550 - 1300)); } }, 50); // Adjust timing for bounce speed // Check for collision with the basketball game.on('tick', function () { if (catImage && basketball.intersects(catImage)) { // Fade out the Cat image var fadeOutInterval = LK.setInterval(function () { catImage.alpha -= 0.05; // Decrease opacity if (catImage.alpha <= 0) { LK.clearInterval(fadeOutInterval); catImage.destroy(); // Destroy Cat image catImage = null; // Reset Cat image variable // Respawn CI image ciImage = LK.getAsset('CI', { anchorX: 0.5, anchorY: 0.5 }); ciImage.x = 175; ciImage.y = 1550; game.addChild(ciImage); } }, 25); // Fade out over 1 second } }); } }
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// Check if the score is an even number and CI image exists if (score % 2 == 0 && score != 0 && ciImage) { ciImage.destroy(); // Destroy CI image if it exists } // Check if the score is an odd number if (score % 2 != 0 && score != 0) { // Destroy CI image if it exists if (ciImage) { ciImage.destroy(); } // Spawn Cat image if it doesn't exist if (!catImage) { catImage = LK.getAsset('Cat', { anchorX: 0.5, anchorY: 0.5 }); catImage.x = 175; catImage.y = 1550; game.addChild(catImage); // Initialize bounce animation for Cat var bounceCount = 0; var isBouncingUp = true; 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, destroy Cat if (bounceCount >= 5) { LK.clearInterval(bounceAnimation); catImage.destroy(); // Destroy Cat image catImage = null; // Reset Cat image variable } }, 50); // Adjust timing for bounce speed } }
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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: 451
Code edit (3 edits merged)
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regenerate all comment lines
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can you please make sure the cat doesn't start bouncing until 5 to 12 seconds elapsed
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Please fix the bug: 'Timeout.tick error: isBouncingUp is not defined' in or related to this line: 'if (isBouncingUp) {' Line Number: 470
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wait 5 to 12 seconds before Initialize bounce count and state
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initialize the spawnTick property for the catImage object when it is created. You can do this by adding catImage.spawnTick = LK.ticks; after creating the catImage object.
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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: 448
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when cat is on screen wait between 5 to 12 seconds before executing any code
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wait for a random duration between 5 to 12 seconds before initiating cats bouncing sequence.
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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: 446
Code edit (1 edits merged)
Please save this source code
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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
Code edit (1 edits merged)
Please save this source code
Code edit (1 edits merged)
Please save this source code
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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
/**** * 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 ****/ // Function to check if two objects are within a certain distance of each other // Initialize shape assets for the game // Initialize image assets for the game 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 + 200; // 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 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 == 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 5 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 -= 0.05; // Decrease opacity if (catImage.alpha <= 0) { LK.clearInterval(fadeOutInterval); catImage.destroy(); // Destroy cat image after fade out } }, 25); // Fade out over 1 seconds }, 500); // Start fade out 1 seconds after intersection } }, 50); // Adjust timing for bounce speed }, 2000); // Further delay the start of the bounce animation by 2 seconds } } });
===================================================================
--- original.js
+++ change.js
@@ -150,9 +150,9 @@
// Initialize image assets for the game
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 + 100; // Increased proximity distance
+ return Math.sqrt(dx * dx + dy * dy) < distance + 200; // Increased proximity distance
}
// Function to display random text at one of four possible positions on the screen
function displayRandomText() {
// Clear existing timer if any
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.