User prompt
The game might not have a specific event or condition correctly set up to trigger the display of the `collectCoin` asset when a fish is collected. If the logic to detect fish collection and subsequently display the asset is missing, incorrect, or not properly connected to the fish collection event, the asset won't appear. fix this
User prompt
fix it
User prompt
display this collectcoin asset over the character, similar to the deduct asset, only that unlike that one, this is triggered by collecting a coin, so same implementation but different trigger
User prompt
display this collectcoin asset over the character, similar to the deduct asset
Code edit (2 edits merged)
Please save this source code
User prompt
the deduct asset should not be considered as part of the hitbox of the character, so that when enemies or blockers interact with it, they simply pass through it instead of triggering the game over. only the character's asset can be hit for it to die. keep the same functionality of the deduct asset, just dont consider it as a hitbox
User prompt
the deduct asset should not be considered as part of the hitbox of the character, so that when enemies or blockers interact with it, they simply pass through it instead of triggering the game over. only the character's asset can be hit for it to die
Code edit (2 edits merged)
Please save this source code
User prompt
move the deduct asset 100 pixels higher
User prompt
create a new asset called "deduct" and attach it to the player character. display it for 1 second every time the character stops moving. give it x and y coordinates relative to the center of the character's center, so I can move it around
User prompt
now the score stopped updating when I move, it needs to deduct 1 point when I stop moving
User prompt
the game should only go to game over when the character stops moving. right now, if I have a score of 1 and give a command for my character to move, it goes to game over as soon as I click, since the score decreases when I click. it should only go to game over after the character stops moving, giving it a chance to finish it's movement, as it might actually collect a fish on it's way which could increase it's score, allowing it to continue playing
User prompt
the game should only go to game over when the character stops moving. right now, if I have a score of 1 and give a command for my character to move, it goes to game over as soon as I click, since the score decreases when I click. it should only go to game over after the character stops moving, giving it a chance to finish it's movement, as it might actually collect a fish on it's way which could increase it's score, allowing it to continue plating
Code edit (1 edits merged)
Please save this source code
User prompt
I think fish dont get generated in the bottom 500 pixels of the bottom side of the screen, remove that limitation
User prompt
If the game inadequately tracks the number of fish collected, especially in rapid succession, it might inaccurately trigger the blocker spawn condition. For instance, if fish collection increments are processed faster than the blocker spawn logic, the game might register multiple sets of 5 fish collections before spawning a single blocker, leading to the unintended spawning of multiple blockers. fix this
User prompt
fix this. The mechanism used to prevent multiple blocker spawns, typically a flag or a counter, might not be updated in time. If the flag that indicates a blocker has been spawned (`blockersSpawned`) is reset before or without ensuring that no additional score increments have met the spawn condition again, the game might spawn another blocker immediately on the next check.
User prompt
give me a fix for each
User prompt
fix it
User prompt
can you fix it, keeping in mind the blocker's trigger is simply after collecting 5 fish. once every 5th fish is collected, generate a single blocker
User prompt
✅ Reset the blockersSpawned flag after a blocker is generated to allow new blockers to be generated after every 5 fish are collected. while ensuring a single blocker is spawned per generation
User prompt
you're generating way too many blockers. only a single blocker can be generated at once
User prompt
blockers dont work correctly. way too many blockers get generated, instead only a single blocker must be generated per 5 fish collected
User prompt
blockers dont work correctly. a blocker does get generated after the first 5 points are collected, but then doesnt work again after the next 5 are collected
User prompt
blockers dont work correctly. a blocker does get generated after the first 5 points are collected, but then doesnt work again after the next 5 are collected
/****
* 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 = -70;
var rotor2 = self.addChild(new Rotor());
rotor2.x = 90;
rotor2.y = -70;
self.speed = 3;
self.direction = Math.random() > 0.5 ? 1 : -1;
self.spawnOffset = self.direction > 0 ? -100 : 100;
self.move = function () {
self.speed *= 1.01; // Increase speed by 1% each frame
self.x += self.speed * self.direction;
rotor1.move();
rotor2.move();
};
});
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.blinkTimer = 0;
self.move = function () {
// Increment blink timer
// Increment blink timer
self.blinkTimer += 16.6667; // Assuming 60FPS, each tick is approximately 16.6667ms
// Toggle visibility based on blink timer
if (self.blinkTimer >= 60) {
self.alpha = self.alpha === 1 ? 0 : 1;
self.blinkTimer = 0; // Reset timer
}
};
});
// 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
});
self.blinkTimer = 0;
self.move = function () {
// Increment blink timer
// Increment blink timer
// Increment blink timer
self.blinkTimer += 16.6667; // Assuming 60FPS, each tick is approximately 16.6667ms
// Toggle visibility based on blink timer
if (self.blinkTimer >= 90) {
self.alpha = self.alpha === 1 ? 0 : 1;
self.blinkTimer = 0; // Reset timer
}
};
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
****/
// Set the initial score to 3 at the start of the game
var foodCollected = 0;
LK.setScore(3);
LK.on('tick', function () {
// Existing game tick logic...
// Check for enemy collision and destroy both enemies
for (var i = 0; i < enemies.length; i++) {
for (var j = i + 1; j < enemies.length; j++) {
if (enemies[i] && enemies[j] && enemies[i].intersects(enemies[j])) {
// Create individual explosions for each enemy
var explosion1 = LK.getAsset('explosion', {
anchorX: 0.5,
anchorY: 0.5,
x: enemies[i].x,
y: enemies[i].y
});
var explosion2 = LK.getAsset('explosion', {
anchorX: 0.5,
anchorY: 0.5,
x: enemies[j].x,
y: enemies[j].y
});
midgroundContainer.addChild(explosion1);
midgroundContainer.addChild(explosion2);
// Set timeouts to destroy explosions
LK.setTimeout(function () {
explosion1.destroy();
}, 200);
LK.setTimeout(function () {
explosion2.destroy();
}, 200);
// Increment score by 2 when two enemies collide
LK.setScore(LK.getScore() + 2);
scoreTxt.setText(LK.getScore().toString());
// Destroy the colliding enemies
enemies[i].destroy();
enemies[j].destroy();
// Remove the destroyed enemies from the array
enemies.splice(j, 1);
enemies.splice(i, 1);
i--;
}
}
}
// Continue with any additional game tick logic...
});
if (foodCollected % 5 === 0 && foodCollected > 0) {
blockersSpawned = foodCollected % 5 === 0;
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 newWhiteBackground = backgroundContainer.addChild(LK.getAsset('whiteBackground', {
anchorX: 0,
anchorY: 0,
x: 0,
y: 0,
width: 2048,
height: 2732,
color: 0xffffff
}));
var whiteBackground = backgroundContainer.addChild(LK.getAsset('whiteBackground', {
anchorX: 0,
anchorY: 0,
x: 0,
y: 0,
width: 2048,
height: 2732,
alpha: 0.8
}));
var background = backgroundContainer.addChild(LK.getAsset('background', {
anchorX: 0,
anchorY: 0,
x: 0,
y: 0,
width: 2048,
height: 2732,
alpha: 0.8
}));
// Initialize player, enemies, and food arrays
// Define assets for the player fish, enemy fish, and food fish
// Initialize score text
var scoreTxt = new Text2('3', {
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
LK.setScore(LK.getScore() - 1); // Deduct 1 point from the score
if (LK.getScore() <= 0) {
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
return;
}
scoreTxt.setText(LK.getScore().toString()); // Update score display
}
});
var player;
var enemies = [];
var food = [];
var blockers = [];
var tv;
var blockersSpawned = false;
var spawnSide = 'right'; // Variable to alternate enemy spawn side
// 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].x > game.width + 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
var _loop = function _loop() {
if (player.intersects(food[l]) && player.width > food[l].width) {
var fadeOutFood = function fadeOutFood(fish) {
var fadeOutInterval = LK.setInterval(function () {
if (fish.alpha > 0) {
fish.alpha -= 0.3; // Increase the rate of becoming transparent
fish.scaleX *= 1.1; // Grow in size
fish.scaleY *= 1.1; // Grow in size
} else {
LK.clearInterval(fadeOutInterval);
fish.destroy();
}
}, 50); // Reduce the interval time
};
// Adjust the alpha of the white background based on the score to make it fully transparent after 50 points
var currentScore = LK.getScore();
var newAlpha = 1 - currentScore * 0.02; // Each point decreases alpha by 2%
whiteBackground.alpha = newAlpha > 0 ? newAlpha : 0; // Ensure alpha does not go below 0
player.grow();
// Animate food fish before destroying
food[l].scaleX = 2;
food[l].scaleY = 2;
fadeOutFood(food[l]);
food.splice(l, 1);
foodCollected++;
foodCollected++;
// Increase score
LK.setScore(LK.getScore() + 1);
scoreTxt.setText(LK.getScore());
// Spawn a new enemy for each score increment
newEnemy = new EnemyFish();
// Alternate spawn side for each new enemy
if (spawnSide === 'right') {
newEnemy.x = game.width + 100; // Spawn 100 pixels to the right of the screen
spawnSide = 'left';
} else {
newEnemy.x = -100; // Spawn 100 pixels to the left of the screen
spawnSide = 'right';
}
newEnemy.direction = spawnSide === 'right' ? 1 : -1;
newEnemy.y = 200 + Math.random() * (game.height - 400);
enemies.push(newEnemy);
midgroundContainer.addChild(newEnemy);
}
},
newEnemy;
for (var l = 0; l < food.length; l++) {
_loop();
}
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
// This condition has been removed to prevent spawning blockers based on score
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 (foodCollected % 5 === 0 && foodCollected > 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.