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Please fix the bug: 'Timeout.tick error: Cannot read properties of undefined (reading 'alpha')' in or related to this line: 'food[l].alpha -= 0.1;' Line Number: 302
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Please fix the bug: 'TypeError: LK.effects.animate is not a function' in or related to this line: 'LK.effects.animate(food[l], {' Line Number: 299
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Please fix the bug: 'TypeError: food[l].animate is not a function' in or related to this line: 'food[l].animate({' Line Number: 299
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Please fix the bug: 'TypeError: food[l].animate is not a function' in or related to this line: 'food[l].animate({' Line Number: 299
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add an animation to the foodfish, which when collected, instead of simply disappearing, they grow double in size and also turn transparent over a period of 1 second
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the rotors blink too fast, slow them down
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make the rotors blink intermitently. so that when one is visible, the other one is invisible, and then the other way around
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the game is getting increassingly more lagging over time, and I have a feeling it's because some assets are not correctly destroyed after exiting the screen. ensure all fish that can be collected, enemies and blockers are destroyed after exiting the screen area
Code edit (1 edits merged)
Please save this source code
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ncrease the blink speed of the flame
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move the rotors 10 pixels higher
Code edit (1 edits merged)
Please save this source code
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make the rotors blink faster
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Make sure the method containing the blinking logic is called within the game's main loop on each tick.
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Ensure the blinking logic within the Rotor class correctly calculates when to toggle visibility based on the game's tick rate. Use a counter or timer that increments with each tick and toggles visibility after reaching a certain threshold.
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implement the same logic as for the flame blinking animation that is attached to the blocker, as that animation works
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implement the fixes above
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implement the fixes above
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apply the above suggestions
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fix it pls, make it blink
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make the rotors blink
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fix it
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the rotors should blink in a similar manner as the incoming asset blinking animation. ensure the rotor blink animation is implemented in the same way, as it currently doesnt work
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fix it
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fix it pls
/****
* Classes
****/
var BackgroundContainer = Container.expand(function () {
var self = Container.call(this);
return Container.call(this);
});
var Blocker = Container.expand(function () {
var self = Container.call(this);
var blockerGraphics = self.attachAsset('blocker', {
anchorX: 0.5,
anchorY: 0.5
});
var flame = self.addChild(new Flame());
flame.x = 0;
flame.y = -150;
self.speed = 2;
self.spawnOffset = 0;
self.move = function () {
self.speed *= 1.01; // Increase speed by 1% each frame
self.y += self.speed;
flame.move();
};
});
// Enemy fish class
var EnemyFish = Container.expand(function () {
var self = Container.call(this);
var enemyGraphics = self.attachAsset('enemyFish', {
anchorX: 0.5,
anchorY: 0.5,
flipX: self.direction > 0 ? 0 : 1
});
var rotor1 = self.addChild(new Rotor());
rotor1.x = -90;
rotor1.y = -60;
var rotor2 = self.addChild(new Rotor());
rotor2.x = 90;
rotor2.y = -60;
self.speed = 3;
self.direction = Math.random() > 0.5 ? 1 : -1;
self.spawnOffset = self.direction > 0 ? -100 : 100;
self.move = function () {
self.speed *= 1.005; // Increase speed by 0.5% each frame
self.x += self.speed * self.direction;
};
});
var Flame = Container.expand(function () {
var self = Container.call(this);
var flameGraphics = self.attachAsset('flame', {
anchorX: 0.5,
anchorY: 0.5
});
self.spawnOffset = 0;
self.move = function () {
// Check if enough time (300ms) has passed since the last blink
if (LK.ticks % 10 === 0) {
// Toggle the visibility every 10 ticks (approximately 300ms at 60FPS)
self.alpha = self.alpha === 1 ? 0 : 1;
}
};
});
// Food fish class
var FoodFish = Container.expand(function () {
var self = Container.call(this);
var foodGraphics = self.attachAsset('foodFish', {
anchorX: 0.5,
anchorY: 0.5,
flipX: self.direction > 0 ? 0 : 1
});
self.speed = 2;
self.direction = Math.random() > 0.5 ? 1 : -1;
self.move = function () {
self.x += self.speed * self.direction;
};
});
var ForegroundContainer = Container.expand(function () {
var self = Container.call(this);
return self;
});
var MidgroundContainer = Container.expand(function () {
var self = Container.call(this);
return Container.call(this);
});
// Player fish class
var PlayerFish = Container.expand(function () {
var self = Container.call(this);
var playerGraphics = self.attachAsset('playerFish', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 5;
self.destination = null;
self.readyForNewCommand = true; // Player is initially ready for a new command
self.move = function () {
if (self.destination) {
var direction = {
x: self.destination.x - self.x,
y: self.destination.y - self.y
};
var magnitude = Math.sqrt(direction.x * direction.x + direction.y * direction.y);
if (magnitude < self.speed) {
self.x = self.destination.x;
self.y = self.destination.y;
self.destination = null; // Reached destination
self.speed = 0; // Stop the player fish
} else {
direction.x /= magnitude;
direction.y /= magnitude;
self.x += direction.x * self.speed;
self.y += direction.y * self.speed;
self.speed *= 0.98; // Decelerate
}
// Allow new commands when the player fish comes to a full stop
if (self.speed < 0.1) {
self.readyForNewCommand = true;
}
}
// Flip the fish asset based on the direction it's moving
if (self.destination) {
playerGraphics.flipX = self.x < self.destination.x ? 0 : 1;
} else {
playerGraphics.flipX = playerGraphics.flipX;
}
};
self.grow = function () {
self.scaleX *= 1.01;
self.scaleY *= 1.01;
playerGraphics.width *= 1.01;
playerGraphics.height *= 1.01;
self.speed -= 0.1;
};
});
var Rotor = Container.expand(function () {
var self = Container.call(this);
var rotorGraphics = self.attachAsset('rotor', {
anchorX: 0.5,
anchorY: 0.5
});
return self;
});
// TV class
var TV = Container.expand(function () {
var self = Container.call(this);
var tvGraphics = self.attachAsset('tv', {
anchorX: 0.5,
anchorY: 0.5
});
});
/****
* Initialize Game
****/
var game = new LK.Game();
/****
* Game Code
****/
// Spawn blockers with incoming warning
if (LK.getScore() % 5 === 0 && LK.getScore() > 0 && !blockersSpawned) {
blockersSpawned = true;
var incomingWarning = LK.getAsset('incoming', {
anchorX: 0.5,
anchorY: 0,
x: randomX,
// Match the x position of the incoming blocker
y: 50 // Move it higher, closer to the top of the screen
});
foregroundContainer.addChild(incomingWarning);
var blinkInterval = LK.setInterval(function () {
incomingWarning.alpha = incomingWarning.alpha === 1 ? 0 : 1;
}, 100);
LK.setTimeout(function () {
LK.clearInterval(blinkInterval);
incomingWarning.destroy();
}, 300);
var newBlocker = new Blocker();
var safeZone = newBlocker.width / 2 + 300; // Half width of the blocker plus minimum gap
var randomX = Math.random() * (game.width - 2 * safeZone) + safeZone; // Calculate random X within safe zone
newBlocker.x = randomX;
newBlocker.y = -newBlocker.height;
blockers.push(newBlocker);
midgroundContainer.addChild(newBlocker);
}
var backgroundContainer = game.addChild(new BackgroundContainer());
var midgroundContainer = game.addChild(new MidgroundContainer());
var foregroundContainer = game.addChild(new ForegroundContainer());
var background = backgroundContainer.addChild(LK.getAsset('background', {
anchorX: 0,
anchorY: 0,
x: 0,
y: 0,
width: 2048,
height: 2732
}));
// Initialize player, enemies, and food arrays
// Define assets for the player fish, enemy fish, and food fish
// Initialize score text
var scoreTxt = new Text2('0', {
size: 150,
fill: '#ffffff',
stroke: '#000000',
strokeThickness: 5
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
// Touch down event to set player's destination
game.on('down', function (obj) {
var touchPosition = obj.event.getLocalPosition(game);
if (player.readyForNewCommand) {
player.destination = {
x: touchPosition.x,
y: touchPosition.y
};
player.speed = 40; // Reset speed
player.readyForNewCommand = false; // Player is not ready for a new command until it reaches its destination
}
});
var player;
var enemies = [];
var food = [];
var blockers = [];
var tv;
var blockersSpawned = false;
// Create the player fish
player = midgroundContainer.addChild(new PlayerFish());
player.x = game.width / 2;
player.y = game.height / 2;
// Game tick event
LK.on('tick', function () {
// Move enemies and check for off-screen
for (var i = enemies.length - 1; i >= 0; i--) {
enemies[i].move();
if (enemies[i].x < -enemies[i].width) {
enemies[i].destroy();
enemies.splice(i, 1);
}
}
// Move food and check for off-screen
for (var j = food.length - 1; j >= 0; j--) {
food[j].move();
if (food[j].x < -food[j].width) {
food[j].destroy();
food.splice(j, 1);
}
}
// Check for player collision with enemies
for (var k = 0; k < enemies.length; k++) {
if (player.intersects(enemies[k])) {
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
return;
}
}
for (var n = 0; n < blockers.length; n++) {
if (player.intersects(blockers[n])) {
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
return;
}
}
// Check for player collision with food and grow if the food is smaller
for (var l = 0; l < food.length; l++) {
if (player.intersects(food[l]) && player.width > food[l].width) {
player.grow();
food[l].destroy();
food.splice(l, 1);
// Increase score
LK.setScore(LK.getScore() + 1);
scoreTxt.setText(LK.getScore());
// Spawn a new enemy for each score increment
var newEnemy = new EnemyFish();
newEnemy.x = (newEnemy.direction > 0 ? 0 : game.width) + newEnemy.spawnOffset;
newEnemy.y = 200 + Math.random() * (game.height - 400);
enemies.push(newEnemy);
midgroundContainer.addChild(newEnemy);
}
}
for (var m = blockers.length - 1; m >= 0; m--) {
blockers[m].move();
if (blockers[m].y > game.height) {
blockers[m].destroy();
blockers.splice(m, 1);
}
}
// Move player
player.move();
// Spawn enemies and food
if (LK.getScore() % 5 !== 0) {
blockersSpawned = false;
}
if (LK.ticks % 60 === 0) {
var newFood = new FoodFish();
newFood.x = newFood.direction > 0 ? 0 : game.width;
newFood.y = 200 + Math.random() * (game.height - 900);
food.push(newFood);
midgroundContainer.addChild(newFood);
}
if (LK.getScore() % 5 === 0 && LK.getScore() > 0 && !blockersSpawned) {
blockersSpawned = true;
// Calculate random X within safe zone first
var safeZone = 300; // Minimum gap from the edge
var randomX = Math.random() * (game.width - 2 * safeZone) + safeZone;
var incomingWarning = LK.getAsset('incoming', {
anchorX: 0.5,
anchorY: 0,
x: randomX,
// Match the x position of the incoming blocker
y: 50 // Move it higher, closer to the top of the screen
});
game.addChild(incomingWarning);
var blinkInterval = LK.setInterval(function () {
incomingWarning.alpha = incomingWarning.alpha === 1 ? 0 : 1;
}, 200);
LK.setTimeout(function () {
LK.clearInterval(blinkInterval);
incomingWarning.destroy();
}, 2000);
var newBlocker = new Blocker();
newBlocker.x = randomX;
newBlocker.y = -newBlocker.height;
blockers.push(newBlocker);
midgroundContainer.addChild(newBlocker);
}
});
Design a minimalistic, pixelated background for a cyberpunk AI city, focusing on a futuristic yet understated aesthetic to ensure it doesn't overshadow game elements.. pixelated. 8 bit.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
cute red enemy flying drone. angry eyes. pixelated. 8 bit.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Design a pixel art scene for a game item: a TV broadcasting a news alert about an imminent AI uprising. Include flashing warning signs and depict the newscaster in a state of high alert to convey urgency and tension, ensuring all elements are styled to fit within a pixelated game environment.. pixelated. 8 bit.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
notepad word document file icon. pixelated. 8 bit.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
yellow warning sign. flat pixelated. 8 bit.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
red flame. flat pixelated. 8 bit.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
blue text saying "+1". pixelated. 8 bit.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
red danger warning sign. pixelated. 8 bit.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.