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increase the plus sign screen time
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there's a bug where if the character travels for long distances across the screen, when it finally stops, instead of deducting -1 point from the score, it keeps decreasing the score until it reaches 0 and goes to game over. this is a bug, when it stops it always needs to only deduct 1 point
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decrease the whitebackgroundtransparency by 0.1
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To ensure the white background's transparency decreases as intended, the alpha adjustment logic needs to be correctly placed and executed within the context of the game's logic that handles fish collection. This involves decrementing the alpha value of the white background by 0.02 each time a fish is successfully collected by the player, ensuring this operation is linked to the fish collection mechanism. add this
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decrease the whitebackground alpha by 0.02 every time a fish is collected
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now ensure the white background starts at alpha 1, and decreases by 0.02 every time a fish is collected
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the code contains 2 background, a whit background a new whitebackground. remove one of those since they achieve the same thing. remove the newwhiteback
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move the score text 100 pixels lower
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move the score more to the left so it's X position is aligned with the center of the screen
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move the score UI to the midground layer
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the warning asset should cover the score text, so it's layer needs to be above the score
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ensure the warning sign is displayed over the z layer of the score text
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display the warning sign on the top most layer
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the warning sign only appears the first time the score gets to 1, but since the score is dyanmic, it needs to check every time it changes to 1, and play this blinking animation everytime the score is 1
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well, the warning sign does appear on screen, but it needs to blink 3 times, then be destroyed
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Please fix the bug: 'ReferenceError: WarningSign is not defined' in or related to this line: 'var warningAsset = new WarningSign();' Line Number: 151
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I want the Warning sign that appears when the score is 1, to have it's own separate x and y coordinates and not be part of any LK UI layer
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make the warning sign blink 2 times instead of 3
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/****
* 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 + Math.random() * 3;
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;
// Decrement score after movement stops
LK.setScore(LK.getScore() - 1);
scoreTxt.setText(LK.getScore().toString());
if (LK.getScore() <= 0) {
LK.showGameOver();
}
if (LK.getScore() === 1) {
var warningAsset = game.addChild(LK.getAsset('Warning', {
anchorX: 0.5,
anchorY: 0.5,
x: game.width / 2,
y: game.height / 2
}));
var blinkCount = 0;
var blinkInterval = LK.setInterval(function () {
warningAsset.alpha = warningAsset.alpha === 1 ? 0 : 1;
blinkCount++;
if (blinkCount >= 6) {
LK.clearInterval(blinkInterval);
warningAsset.destroy();
}
}, 300);
}
// 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;
});
/****
* Initialize Game
****/
var game = new LK.Game();
/****
* Game Code
****/
// Set the initial score to 3 at the start of the game
var warningDisplayed = false;
var warningBlinkCount = 0;
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) {
// 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();
var plusAsset = game.addChild(LK.getAsset('plus', {
anchorX: 0.5,
anchorY: 0.5,
x: food[l].x,
y: food[l].y
}));
LK.setTimeout(function () {
plusAsset.destroy();
}, 150);
food[l].destroy();
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 = 300 + Math.random() * (game.height - 400);
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.
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