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stretch the background asset over the entire game screen area
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the collision vox for the obstacle should have the same exact radius size as the obstacle asset
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fix the collision box between the ball and the obstacles as they trigger the game over without actually touching, they are just in close proximity by not touching
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fix the collision box for both the ball and the obstacles as they trigger the game over without actually touching, they are just in close proximity by not touching
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each generated coin should have an animation formed of 3 frames that rune in a sequence once every 300 miliseconds. the first frame is coin asset, the second is coin_2 and the third frame is coin_3. after coin_3 show coin again and repeat this loop indefinitely
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Please fix the bug: 'TypeError: grid.getCell is not a function' in or related to this line: 'var coinCell = grid.getCell(obstacles[i]);' Line Number: 162
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Make sure that the coin instances are accessible in the global scope. This can be done by adding the coins to a global array that holds all obstacles.
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Verify that the Ball class has a method to check for intersections with coins. This method should handle the logic for collecting coins, updating the score, and removing the coin from the game.
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coins are no longer created on every tap
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coins are no longer created on every tap
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coins are no longer created on every tap
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Please fix the bug: 'TypeError: grid.getCell is not a function' in or related to this line: 'var coinCell = grid.getCell(obstacles[i]);' Line Number: 146
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add the coin code in the part that handles coin creation and collection. the coin needs to be collected by the ball
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Ensure that the collision detection logic is correctly implemented. The ball should have a method to check for intersections with coins. then Verify that the collision detection is being called in the game's update loop.
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make the obstacles blink animation faster
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create a collision detection mechanism inside the ball, so that on contact with the coins, it collects them
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move the coin logic into it's own Class
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Update your collision handling code to properly detect and handle the collection of coins. Make sure the coin is identified and removed upon collision with the ball.
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First, make sure the intersects method is correctly implemented. This method is crucial for detecting collisions between the ball and other objects like coins. You might need to adjust it to correctly handle the types of objects in your game (e.g., ellipses for coins).
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the coins are still not collectable
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make the ball collect or destroy the coins upon collision, right now this doesnt happen. fix it
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Ensure that the grid management logic is correctly updating the grid when a coin is created or destroyed. The grid should accurately reflect the positions of all obstacles and coins. When a coin is collected, the grid should be updated to mark the cell as empty.
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Verify that instances of the `Coin` class are being created and added to the game correctly. Ensure that the `Coin` objects are being added to the correct container and that their positions are set accurately.
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The collision detection logic might not be correctly identifying when the ball intersects with a coin. Ensure that the `intersects` method is being used correctly and that it accurately detects collisions between the ball and the coins.
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The collision detection logic might not be correctly identifying when the ball intersects with a coin. Ensure that the `intersects` method is being used correctly and that it accurately detects collisions between the ball and the coins.
/**** * Classes ****/ //<Assets used in the game will automatically appear here> // Ball class var Ball = Container.expand(function () { var self = Container.call(this); var ballGraphics = self.attachAsset('ball', { anchorX: 0.5, anchorY: 0.5 }); self.speedX = 5; self.speedY = 5; self.rotationDirection = 1; // 1 for right, -1 for left self.update = function () { // Check for collision with coins for (var i = 0; i < obstacles.length; i++) { if (obstacles[i] instanceof Coin && self.intersects(obstacles[i])) { // Increase the score by 1 and remove the Coin score += 1; scoreTxt.setText(score); // Remove the coin from the grid var coinCell = grid.getCell(obstacles[i]); grid.grid[coinCell.row][coinCell.col] = null; // Destroy the coin and remove it from the obstacles array obstacles[i].destroy(); obstacles.splice(i, 1); // Break the loop as the current index is no longer valid break; } } self.x += self.speedX; self.y += self.speedY; self.rotation += 0.05 * self.rotationDirection; // Rotate the ball // Bounce off walls if (self.x - self.width / 2 <= 0) { self.x = self.width / 2; self.speedX *= -1; self.rotationDirection *= -1; // Flip the rotation direction score += scoreMultiplier; scoreTxt.setText(score); scoreMultiplier++; var obstacle = new BlinkingObstacle(); var emptyCells = grid.getEmptyCells(); var randomCell = emptyCells[Math.floor(Math.random() * emptyCells.length)]; obstacle.x = randomCell.col * (2048 / 12) + obstacle.width / 2; obstacle.y = randomCell.row * (2732 / 20) + obstacle.height / 2; obstacles.push(obstacle); game.addChild(obstacle); grid.addObstacle(obstacle, randomCell.row, randomCell.col); } else if (self.x + self.width / 2 >= 2048) { self.x = 2048 - self.width / 2; self.speedX *= -1; self.rotationDirection *= -1; // Flip the rotation direction score += scoreMultiplier; scoreTxt.setText(score); scoreMultiplier++; var obstacle = new BlinkingObstacle(); var emptyCells = grid.getEmptyCells(); var randomCell = emptyCells[Math.floor(Math.random() * emptyCells.length)]; obstacle.x = randomCell.col * (2048 / 12) + obstacle.width / 2; obstacle.y = randomCell.row * (2732 / 20) + obstacle.height / 2; obstacles.push(obstacle); game.addChild(obstacle); grid.addObstacle(obstacle, randomCell.row, randomCell.col); } if (self.y - self.height / 2 <= 0) { self.y = self.height / 2; self.speedY *= -1; score += scoreMultiplier; scoreTxt.setText(score); scoreMultiplier++; var obstacle = new Obstacle(); var emptyCells = grid.getEmptyCells(); var randomCell = emptyCells[Math.floor(Math.random() * emptyCells.length)]; obstacle.x = randomCell.col * (2048 / 12) + obstacle.width / 2; obstacle.y = randomCell.row * (2732 / 20) + obstacle.height / 2; obstacles.push(obstacle); game.addChild(obstacle); grid.addObstacle(obstacle, randomCell.row, randomCell.col); } else if (self.y + self.height / 2 >= 2732) { self.y = 2732 - self.height / 2; self.speedY *= -1; score += scoreMultiplier; scoreTxt.setText(score); scoreMultiplier++; var obstacle = new Obstacle(); var emptyCells = grid.getEmptyCells(); var randomCell = emptyCells[Math.floor(Math.random() * emptyCells.length)]; obstacle.x = randomCell.col * (2048 / 12) + obstacle.width / 2; obstacle.y = randomCell.row * (2732 / 20) + obstacle.height / 2; obstacles.push(obstacle); game.addChild(obstacle); grid.addObstacle(obstacle, randomCell.row, randomCell.col); } }; }); // BlinkingObstacle class var BlinkingObstacle = Container.expand(function () { var self = Container.call(this); var obstacleGraphics = self.attachAsset('obstacle', { anchorX: 0.5, anchorY: 0.5 }); var blinkGraphics = self.attachAsset('obstacle_blink', { anchorX: 0.5, anchorY: 0.5 }); blinkGraphics.alpha = 0; var blinkDirection = 1; // 1 for fading in, -1 for fading out self.update = function () { // Update the alpha value of the blinkGraphics blinkGraphics.alpha += 0.02 * blinkDirection; // Reverse the direction of the blink when it reaches full opacity or full transparency if (blinkGraphics.alpha >= 1) { blinkDirection = -1; } else if (blinkGraphics.alpha <= 0) { blinkDirection = 1; } }; }); // Coin class var Coin = Container.expand(function () { var self = Container.call(this); var coinGraphics = self.attachAsset('coin', { anchorX: 0.5, anchorY: 0.5 }); var coinFrame2 = self.attachAsset('coin_2', { anchorX: 0.5, anchorY: 0.5 }); coinFrame2.visible = false; var coinFrame3 = self.attachAsset('coin_3', { anchorX: 0.5, anchorY: 0.5 }); coinFrame3.visible = false; var frameIndex = 0; var frameTimer = 0; self.update = function () { frameTimer += 1; if (frameTimer >= 18) { // 300ms at 60FPS frameTimer = 0; frameIndex = (frameIndex + 1) % 3; coinGraphics.visible = frameIndex === 0; coinFrame2.visible = frameIndex === 1; coinFrame3.visible = frameIndex === 2; } }; }); // Grid class var Grid = Container.expand(function () { var self = Container.call(this); self.grid = []; for (var i = 0; i < 20; i++) { self.grid[i] = []; for (var j = 0; j < 13; j++) { self.grid[i][j] = null; } } self.getEmptyCells = function () { var emptyCells = []; for (var row = 0; row < 20; row++) { for (var col = 0; col < 12; col++) { if (self.grid[row][col] === null) { emptyCells.push({ row: row, col: col }); } } } return emptyCells; }; self.addObstacle = function (obstacle, row, col) { self.grid[row][col] = obstacle; }; self.getCell = function (obstacle) { for (var row = 0; row < 20; row++) { for (var col = 0; col < 12; col++) { if (self.grid[row][col] === obstacle) { return { row: row, col: col }; } } } return null; }; }); // Obstacle class var Obstacle = Container.expand(function () { var self = Container.call(this); var obstacleGraphics = self.attachAsset('obstacle', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { // Obstacles can have their own behavior if needed }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 //Init game with black background }); /**** * Game Code ****/ // Initialize arrays and variables var BackgroundContainer = new Container(); var MidgroundContainer = new Container(); var ForegroundContainer = new Container(); var scoreMultiplier = 1; // Initialize scoreMultiplier game.addChild(BackgroundContainer); game.addChild(MidgroundContainer); game.addChild(ForegroundContainer); // Create a background and attach it to the BackgroundContainer var background = LK.getAsset('background', { anchorX: 0.0, anchorY: 0.0, scaleX: 2048 / 1000, // Scale the background to fit the screen width scaleY: 2732 / 936.52, // Scale the background to fit the screen height x: 0, y: 0 }); BackgroundContainer.addChild(background); var ball = MidgroundContainer.addChild(new Ball()); ball.x = 1024; ball.y = 1366; var obstacles = []; var grid = new Grid(); var obstacles = []; for (var i = 0; i < 5; i++) { var obstacle = new BlinkingObstacle(); var emptyCells = grid.getEmptyCells(); var randomCell = emptyCells[Math.floor(Math.random() * emptyCells.length)]; obstacle.x = randomCell.col * (2048 / 12) + obstacle.width / 2; obstacle.y = randomCell.row * (2732 / 20) + obstacle.height / 2; obstacles.push(obstacle); ForegroundContainer.addChild(obstacle); grid.addObstacle(obstacle, randomCell.row, randomCell.col); } // Handle touch events game.down = function (x, y, obj) { // Change ball direction on touch ball.speedY *= -1; ball.rotationDirection *= -1; // Flip the rotation direction // Add +1 to the score everytime the player taps on the screen score += 1; scoreTxt.setText(score); // Generate a Coin var coin = new Coin(); var emptyCells = grid.getEmptyCells(); var randomCell = emptyCells[Math.floor(Math.random() * emptyCells.length)]; coin.x = randomCell.col * (2048 / 12) + coin.width / 2; coin.y = randomCell.row * (2732 / 20) + coin.height / 2; obstacles.push(coin); ForegroundContainer.addChild(coin); grid.addObstacle(coin, randomCell.row, randomCell.col); }; // Update game state // Create a score text and attach it to the GUI overlay var score = 0; var scoreTxt = new Text2('0', { size: 150, fill: "#ffffff" }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); game.update = function () { ball.update(); for (var i = 0; i < obstacles.length; i++) { obstacles[i].update(); // Check for collision with ball if (ball.intersects(obstacles[i]) && !(obstacles[i] instanceof Coin)) { // Adjust the collision detection to consider the actual size of the ball and the obstacle var ballBounds = ball.getBounds(); var obstacleBounds = obstacles[i].getBounds(); if (Math.sqrt(Math.pow(ballBounds.x - obstacleBounds.x, 2) + Math.pow(ballBounds.y - obstacleBounds.y, 2)) < ball.width / 2 + obstacles[i].width / 2) { // End game on collision with an obstacle LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } } } };
===================================================================
--- original.js
+++ change.js
@@ -226,9 +226,9 @@
anchorX: 0.0,
anchorY: 0.0,
scaleX: 2048 / 1000,
// Scale the background to fit the screen width
- scaleY: 2732 / 1000,
+ scaleY: 2732 / 936.52,
// Scale the background to fit the screen height
x: 0,
y: 0
});