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add a white outline to the character
Code edit (4 edits merged)
Please save this source code
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decerase the incoming animation to 1.5 seconds
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fix the blinking problem
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make the incoming asset blink once every 200 milsieconds, befire it disappears in its 2 secodns lifespan
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fix it
Code edit (1 edits merged)
Please save this source code
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change the incoming y height fro ma formula to a straight number relative to the top side of the screen
Code edit (1 edits merged)
Please save this source code
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while the incoming sign needs to have a dynamic x position, it's y position should always be the same. please move it hogher closer to the top of the screen
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add these fixes
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the x coordinate of the incoming asset needs to match the same x coordinate of the blocker. when a blocker is generated, show the incoming blocker on the same x position of the blocker
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the x position of the incoming asset needs to match the same x position of the incoming blocker it is generated from
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create the incoming asset I requested and show it on screen when a blocker is generated
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I dont see the incoming asset when a blocker is being generated. whenever a blocker is generated, show the incoming asset on screen for 2 seconds
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after eating a fish, decrease the player speed by 0.1
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now add a padding to both the upper and lower sides of the screens, of 200 pxels, where neither enemies nor fish can be generated, so they appear more inward the playing area and not overlap with the top and bottom sides of the screen
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now allow both fish and enemies to be generated at the bottom parts of the screen as well, so they get generated across the entire screen length
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remove the limitation where the player cant click in the bottom part of the screen, so the whole screen can be used
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remove the news coming soon text
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remove the tv
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remove the bottom cover
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fix it
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fix it
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the coins should appear similar to the blocker, once every amount of obtained score, but this number instead of 5 is 3, so when the score is 3,6,9,12 etc, generate these coins
/**** * 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 }); self.speed = 2; self.spawnOffset = 0; self.move = function () { self.speed *= 1.01; // Increase speed by 1% each frame self.y += self.speed; }; }); // 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 }); 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; }; }); // 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 }); playerGraphics.stroke = '#ffffff'; playerGraphics.strokeThickness = 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; }; }); // 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 }); game.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); } });
===================================================================
--- original.js
+++ change.js
@@ -62,8 +62,10 @@
var playerGraphics = self.attachAsset('playerFish', {
anchorX: 0.5,
anchorY: 0.5
});
+ playerGraphics.stroke = '#ffffff';
+ playerGraphics.strokeThickness = 5;
self.speed = 5;
self.destination = null;
self.readyForNewCommand = true; // Player is initially ready for a new command
self.move = function () {
@@ -134,13 +136,13 @@
});
game.addChild(incomingWarning);
var blinkInterval = LK.setInterval(function () {
incomingWarning.alpha = incomingWarning.alpha === 1 ? 0 : 1;
- }, 200);
+ }, 100);
LK.setTimeout(function () {
LK.clearInterval(blinkInterval);
incomingWarning.destroy();
- }, 1000);
+ }, 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;
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.
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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.
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