User prompt
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.
User prompt
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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centralize the coin creation process and coin destruction in their own separate classes
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after a coin has been collected, ensure the grid it was on is updated to make room for the creation of either a new coin or obstacle
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the coin should be destroyed when collected, when it callides with the ball
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now also create a COin asset and a new class for it. these are collectible items which increase the score by 1. whenever the player taps the screen, generate a Coin inside an empty grid space unoccupied by an obstacle or by another coin
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the blinking animation only works on already existing obstacles, but not on newly created ones afterwards. this animation should appear on all obstacle, existing and future generated
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the blinking animation only works on newly created obstacles, but not on the already existing ones at the start of the game. this animation should appear on all obstacle
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attach obstacle_blink over each individual obstacle so that it overlaps it. Then create an animation for it, where this asset starts as fully transparent, then over a period of 1 second it becomes fully visible with alpha 100, then over another 1 second it fades back to transparent alpha 0, and then the cycle repeats and the animation repeats indefinitely, so that each obstacle now gives the illusion of blinking achieved through the obstacle_blink animation effect
User prompt
attach obstacle_blink over each individual obstacle so that it overlaps it. Then create an animation for it, where this asset starts as fully transparent, then over a period of 1 second it becomes fully visible with alpha 100, then over another 1 second it fades back to transparent alpha 0, and then the cycle repeats and the animation repeats indefinitely
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add +1 to the score everytime the player taps on the screen
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stretch the background asset across the entire screen area
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when the ball touches the obstacle go to game over
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the ball only slows down instead of going to game over when touching a onstacle
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the collision box between the ball and the obstacle is still broken, it still goes to game over when they get close but dont quite touch
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when the ball touches a screen edge it no longer generates a new blocker since the grid was moved in its own class
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separate the grid info into it's own centralized class
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fix the collision between the ball and the screen edges
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now the ball can simply go through the obstacles instead of initiating game over
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fix the collision box between the ball and obstacles
Code edit (1 edits merged)
Please save this source code
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Please fix the bug: 'TypeError: ball.hitTest is not a function' in or related to this line: 'if (ball.intersects(obstacles[i]) && ball.hitTest(obstacles[i])) {' Line Number: 175
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there are a couople of obstacles that get created a bit offset from the grid, ensure all of the fit perfectly withing the grid
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make the grid 13 colomns instead of 14 and ensure the entire grid is then properly rescaled across the screem
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increase the ball speed
/**** * 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 () { 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 += 0.01 * 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 }); }); // CoinCreation class var CoinCreation = Container.expand(function () { var self = Container.call(this); self.createCoin = function () { 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; ForegroundContainer.addChild(coin); grid.addCoin(coin, randomCell.row, randomCell.col); console.log("Coin created at position:", coin.x, coin.y); return coin; }; }); // CoinDestruction class var CoinDestruction = Container.expand(function () { var self = Container.call(this); self.destroyCoin = function (coin, index) { var coinRow = Math.floor(coin.y / (2732 / 20)); var coinCol = Math.floor(coin.x / (2048 / 12)); console.log("Coin destroyed at position:", coin.x, coin.y); coin.destroy(); obstacles.splice(index, 1); grid.removeCoin(coinRow, coinCol); }; }); // 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.addCoin = function (coin, row, col) { self.grid[row][col] = coin; }; self.removeCoin = function (row, col) { self.grid[row][col] = 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 / 1000, // 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(); 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 coinCreation = new CoinCreation(); var coin = coinCreation.createCoin(); console.log("Coin created at position:", coin.x, coin.y); }; // 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])) { if (obstacles[i] instanceof Coin) { console.log("Collision detected with coin at position:", obstacles[i].x, obstacles[i].y); // Increase the score by 1 and remove the Coin score += 1; scoreTxt.setText(score); var coinDestruction = new CoinDestruction(); coinDestruction.destroyCoin(obstacles[i], i); } else { // End game on collision with an obstacle LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } } } };
===================================================================
--- original.js
+++ change.js
@@ -120,9 +120,9 @@
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;
ForegroundContainer.addChild(coin);
- grid.addObstacle(coin, randomCell.row, randomCell.col);
+ grid.addCoin(coin, randomCell.row, randomCell.col);
console.log("Coin created at position:", coin.x, coin.y);
return coin;
};
});
@@ -134,9 +134,9 @@
var coinCol = Math.floor(coin.x / (2048 / 12));
console.log("Coin destroyed at position:", coin.x, coin.y);
coin.destroy();
obstacles.splice(index, 1);
- grid.grid[coinRow][coinCol] = null;
+ grid.removeCoin(coinRow, coinCol);
};
});
// Grid class
var Grid = Container.expand(function () {
@@ -164,8 +164,14 @@
};
self.addObstacle = function (obstacle, row, col) {
self.grid[row][col] = obstacle;
};
+ self.addCoin = function (coin, row, col) {
+ self.grid[row][col] = coin;
+ };
+ self.removeCoin = function (row, col) {
+ self.grid[row][col] = null;
+ };
});
// Obstacle class
var Obstacle = Container.expand(function () {
var self = Container.call(this);