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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
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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
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fix ti
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rather than even, check for odd score
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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: 383
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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: 381
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re-execute everything below this line everytime the score hits multiples of 2: // Create CI and Cat images and move them top right and add them to the top layer
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implementing a mechanism that checks if a cat instance is present on the screen at any given time and, if not, creates and adds a new cat instance to the game.
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do eet
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make sure obstacle and touchdown alpha = 0
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make sure obstacle and intersect alpha = 0
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yeah... its not working, the respawned cat bounces up and down at double the speed
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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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/**** * 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 ****/ 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; } 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: 1875, y: 778 }, // Top-right { x: 725, 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, 100) && !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) { 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 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 } } });
===================================================================
--- original.js
+++ change.js
@@ -143,8 +143,13 @@
/****
* Game Code
****/
+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;
+}
function displayRandomText() {
// Clear existing timer if any
if (textDisplayTimer) {
LK.clearTimeout(textDisplayTimer);
@@ -330,9 +335,9 @@
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) {
+ if ((child instanceof Yarn || child === catImage) && checkProximity(basketball, child, 100) && !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
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.