User prompt
generated coins should have a speed between 3 and 5, including anything in between like 3.1 or 4.9 so each fish has it's individual speed that ranges between 3 and 5
User prompt
increase the fish speed
Code edit (1 edits merged)
Please save this source code
User prompt
now when the fish is destroyed, it should display the plus asset over itfor 500 miliseconds, as an explosion
User prompt
remove the fish fade out animation, just have it simply disappear instantly
User prompt
Please fix the bug: 'Timeout.tick error: Cannot read properties of undefined (reading 'destroy')' in or related to this line: 'food[l].destroy();' Line Number: 373
User prompt
Please fix the bug: 'ReferenceError: fadeOutFood is not defined' in or related to this line: 'fadeOutFood(food[l]);' Line Number: 383
User prompt
remove the fish animation that makes it fade away, simply destroy it then reveal the "plus" asset
Code edit (1 edits merged)
Please save this source code
User prompt
after destroying the collected fish, the fish should display an animation for 1 second called "plus"
User prompt
The specific code that checks the character's current position against the target position and sets the `flipX` property accordingly might be missing or not executed within the game's logic. add this
User prompt
the game's code needs to ensure that when a movement command is received, it correctly and timely compares the character's current and target positions to determine the direction of movement and adjusts the character's graphic orientation accordingly.
User prompt
When the player issues a command to move the character, the game should compare the character's current position with the new target position specified by the command. If the target position's x-coordinate is greater than the character's current x-coordinate, it indicates the character should move rightwards, and no flip is needed. Conversely, if the target position's x-coordinate is less than the character's current x-coordinate, the character is moving leftwards, and the game should set the character's graphic `flipX` property to `1` to flip the graphic horizontally, making the character face left. add this
User prompt
When the player issues a command to move the character, the game should compare the character's current position with the new target position specified by the command. If the target position's x-coordinate is greater than the character's current x-coordinate, it indicates the character should move rightwards, and no flip is needed. Conversely, if the target position's x-coordinate is less than the character's current x-coordinate, the character is moving leftwards, and the game should set the character's graphic `flipX` property to `1` to flip the graphic horizontally, making the character face left. add this
User prompt
✅ Flip the player's horizontal graphic based on the direction of movement.
User prompt
make it flip by implementing the above fix
User prompt
let's think step by step. 1. Determine the direction of the character's movement by comparing its current position with its target or next position. If the next position's x-coordinate is greater than the current position's x-coordinate, the character is moving to the right. Conversely, if the next position's x-coordinate is less than the current position's x-coordinate, the character is moving to the left. 2. Based on the direction of movement, you can flip the character's graphic horizontally. If the character is moving to the right, keep the graphic orientation as it is. If the character is moving to the left, flip the graphic horizontally. This can typically be done by setting a property on the character's graphic asset, such as `flipX`, to `true` or `false`. For example, if the character is moving to the left, you might set `characterGraphic.flipX = 1` to flip the graphic, and if moving to the right, set it back to `characterGraphic.flipX = 0` to keep the original orientation. 3. Incorporate this logic into the character's movement method or function. This is where you calculate the character's next position based on player commands or input. After determining the next position but before updating the character's position, check the direction of movement and apply the graphic flip accordingly. 4. Make sure this logic runs continuously as part of the game's update cycle. This ensures that the character's graphic orientation updates in real-time as the player commands the character to move around the screen.
User prompt
Please fix the bug: 'TypeError: Cannot read properties of null (reading 'x')' in or related to this line: 'if (self.destination.x > self.x) {' Line Number: 139
User prompt
Incorporate this logic into the character's movement method or function. This is where you calculate the character's next position based on player commands or input. After determining the next position but before updating the character's position, check the direction of movement and apply the graphic flip accordingly.
User prompt
Determine the direction of the character's movement by comparing its current position with its target or next position. If the next position's x-coordinate is greater than the current position's x-coordinate, the character is moving to the right. Conversely, if the next position's x-coordinate is less than the current position's x-coordinate, the character is moving to the left. add this
User prompt
how can I make the character's asset flip it's graphic depending on the direction it's moving. the player can give commands to the character to move it around the screen, and I want when the players's x position changes as the charcter moves to the right, the asset orientation should remain as it is, but when the character changes it's direction to the left of it's current position, the character's graphic should flip horizontally
User prompt
how can I make the character's asset flip it's graphic depending on the direction it's moving. the player can give commands to the character to move it around the screen, and I want when the players's x position changes as the charcter moves to the right, the asset orientation should remain as it is, but when the character changes it's direction to the left of it's current position, the character's graphic should flip horizontally
User prompt
whenever a fish is collected, decrease the transparency of the white background by 2, so that after 50 fish are collected it becomes fully invisible
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'length')' in or related to this line: 'for (var l = 0; l < food.length; l++) {' Line Number: 273
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
/****
* 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);
// This code block was incorrectly placed and is now removed to be correctly positioned within the game logic for collecting a coin.
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;
// Decrement score after movement stops
LK.setScore(LK.getScore() - 1);
scoreTxt.setText(LK.getScore().toString());
if (LK.getScore() <= 0) {
LK.showGameOver();
}
// Display deduct asset
var deductAsset = game.addChild(LK.getAsset('deduct', {
anchorX: 0.5,
// Relative to the center of the game stage, not the character
anchorY: 0.5,
// Relative to the center of the game stage, not the character
x: self.x + 100,
// Position relative to the character's current x position
y: self.y - 200 // Position 100 pixels higher relative to the character's current y position
}));
LK.setTimeout(function () {
deductAsset.destroy();
}, 500);
}
}
// 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
****/
// Check for player collision with food and grow if the food is smaller
// Set the initial score to 3 at the start of the game
var _loop = function _loop() {
if (player.intersects(food[l]) && player.width > food[l].width) {
var collectCoinAsset = game.addChild(LK.getAsset('CollectCoin', {
anchorX: 0.5,
anchorY: 0.5,
x: player.x + 100,
// Position relative to the player's current x position
y: player.y - 200 // Position 100 pixels higher relative to the player's current y position
}));
LK.setTimeout(function () {
collectCoinAsset.destroy();
}, 500);
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();
}
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...
});
// Moved blocker spawn logic to a more appropriate location to ensure correct flag handling
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
// Score decrement and game over check are now moved to be processed after character stops moving
}
});
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 - 200);
food.push(newFood);
midgroundContainer.addChild(newFood);
}
if (foodCollected % 5 === 0 && foodCollected > 0 && !blockersSpawned) {
foodCollected = 0; // Reset fish collection counter after spawning a blocker
blockersSpawned = true; // Blocker has been spawned, prevent more until reset
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,
y: 50
});
game.addChild(incomingWarning);
var blinkInterval = LK.setInterval(function () {
incomingWarning.alpha = incomingWarning.alpha === 1 ? 0 : 1;
}, 200);
LK.setTimeout(function () {
LK.clearInterval(blinkInterval);
incomingWarning.destroy();
blockersSpawned = false; // Reset the flag to allow new blockers to be generated
}, 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.