User prompt
add a looping background music to the game
User prompt
when a fish is generated play the Fish sound
User prompt
when a coin is collected play the CoinCollect sound
User prompt
play the CoinGen soound when a new coin is being generated
User prompt
attach the Float sound to the player's tap
User prompt
Migrate to the latest version of LK
Code edit (1 edits merged)
Please save this source code
User prompt
display the coinsplosion for only 250 milisecs
User prompt
create a new asset called Coinsplosion and attach it to the coin when collect. as soon as the coin is collected, siplay this asset for 500 miliseconds
User prompt
the coin should increase the score by 3
Code edit (1 edits merged)
Please save this source code
User prompt
Consider implementing the flip animation through a different mechanism that might offer more consistent timing. This could involve manually updating the scale.x property on each game tick based on a custom timing counter that increments each tick and triggers the flip when reaching a certain threshold.
Code edit (1 edits merged)
Please save this source code
User prompt
the flipping coin animation code doesnt work use a different method to flip it
User prompt
the flipping coin animation code doesnt work use a different method to flip it
Code edit (1 edits merged)
Please save this source code
User prompt
the flipping coin animation code doesnt work use a different method to flip it
User prompt
the flipping coin animation code doesnt work use a different method to flip it
Code edit (1 edits merged)
Please save this source code
User prompt
the flipping coin animation code doesnt work use a different method to flip it
User prompt
the coin should flip horizontally every second
User prompt
this animation code soesnt work as intended. the problem is not the value but the code itself LK.setInterval(function () { self.flip(); }, 5000);
/**** 
* Classes
****/ 
// BackgroundContainer class
var BackgroundContainer = Container.expand(function () {
	var self = Container.call(this);
	var background = self.attachAsset('background', {
		anchorX: 0.5,
		anchorY: 0.5,
		x: 2048 / 2,
		y: 2732 / 2,
		width: 2048,
		height: 2732
	});
});
// Coin class
var Coin = Container.expand(function () {
	var self = Container.call(this);
	var coinGraphics = self.attachAsset('coin', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self._move_migrated = function () {
		self.x += self.speed;
	};
});
// Coinsplosion class
var Coinsplosion = Container.expand(function () {
	var self = Container.call(this);
	var coinsplosionGraphics = self.attachAsset('coinsplosion', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.show = function () {
		self.visible = true;
		LK.setTimeout(function () {
			self.visible = false;
		}, 150);
	};
});
// ForegroundContainer class
var ForegroundContainer = Container.expand(function () {
	var self = Container.call(this);
});
// Ink class
var Ink = Container.expand(function () {
	var self = Container.call(this);
	var inkGraphics = self.attachAsset('ink', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.ySpeed = 20; // Initialize y speed at the root of the class
	self.fadeOut = function () {
		var moveInterval = LK.setInterval(function () {
			self.y += self.ySpeed; // Move the ink based on y speed
			self.ySpeed *= 0.9; // Decrease y speed per movement
		}, 1);
		var fadeInterval = LK.setTimeout(function () {
			var fadeInterval = LK.setInterval(function () {
				inkGraphics.alpha -= 0.03;
				if (inkGraphics.alpha <= 0) {
					LK.clearInterval(fadeInterval);
					LK.clearInterval(moveInterval);
					self.destroy();
				}
			}, 1);
		}, 300); // Delay of 1 second before the ink starts fading away
	};
});
// MidgroundContainer class
var MidgroundContainer = Container.expand(function () {
	var self = Container.call(this);
});
// Obstacle class
var Obstacle = Container.expand(function () {
	var self = Container.call(this);
	self.scored = false;
	var obstacleGraphics = self.attachAsset('obstacle', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.speed = gameVariables.enemySpeed;
	self.acceleration = gameVariables.enemyAcceleration; // Initialize acceleration for the enemies
	self._move_migrated = function () {
		self.x += self.speed;
		self.speed += self.acceleration; // Add acceleration to the enemy's speed
		self.y += Math.sin(self.x / 100) * 5; // Add oscillation to the enemy's movement
	};
});
// Assets will be automatically created based on usage in the code.
// Player class
var Player = Container.expand(function () {
	var self = Container.call(this);
	var playerGraphics = self.attachAsset('player', {
		anchorX: 0.5,
		anchorY: 0.5,
		shape: 'circle'
	});
	self.jumpSpeed = gameVariables.jumpSpeed;
	self.gravity = gameVariables.gravity;
	self.acceleration = gameVariables.acceleration;
	self.velocityY = gameVariables.velocityY;
	self.isJumping = gameVariables.isJumping;
	self.jump = function () {
		if (!self.isJumping) {
			self.velocityY = self.jumpSpeed;
			self.isJumping = true;
		}
	};
	self._update_migrated = function () {
		self.y += self.velocityY;
		self.velocityY += self.gravity;
		self.gravity += self.acceleration;
		// Prevent player from falling below the ground
		if (self.y > 2732 - playerGraphics.height / 2) {
			self.y = 2732 - playerGraphics.height / 2;
			self.isJumping = false;
			self.velocityY = gameVariables.velocityY;
			self.gravity = gameVariables.gravity;
			self.acceleration = gameVariables.acceleration;
		}
	};
});
/**** 
* Initialize Game
****/ 
var game = new LK.Game({
	backgroundColor: 0x000000 // Init game with black background
});
/**** 
* Game Code
****/ 
var backgroundContainer = game.addChild(new BackgroundContainer());
LK.playMusic('backgroundMusic');
var midgroundContainer = game.addChild(new MidgroundContainer());
var foregroundContainer = game.addChild(new ForegroundContainer());
var background = backgroundContainer.addChild(LK.getAsset('background', {
	anchorX: 0.5,
	anchorY: 0.5,
	x: 2048 / 2,
	y: 2732 / 2,
	width: 2048,
	height: 2732
}));
// Game Variables class
var GameVariables = function GameVariables() {
	this.jumpSpeed = -15;
	this.gravity = 0.15;
	this.acceleration = 0.003;
	this.enemySpeed = -15;
	this.enemyAcceleration = -0.1; // Add enemyAcceleration to the GameVariables class
	this.coinSpeed = 12; // Set coin speed as a static value
	this.velocityY = 0;
	this.isJumping = false;
};
var gameVariables = new GameVariables();
var spawnSide = 'right';
var coinSpawnSide = 'left';
var player = foregroundContainer.addChild(new Player());
player.x = 2048 / 2;
player.y = 2732 / 2;
var obstacles = [];
var coins = [];
var scoreTxt = new Text2('0', {
	size: 200,
	fill: "#ffffff",
	align: "center",
	stroke: '#000000',
	strokeThickness: 10
});
scoreTxt.anchor.set(0.5, 0.5);
scoreTxt.x = 2048 / 2;
scoreTxt.y = 150;
midgroundContainer.addChild(scoreTxt);
game.on('down', function (x, y, obj) {
	// Make the player jump 200 pixels upwards
	player.y -= 300;
	// Reset the player's speed to its initial state
	player.velocityY = gameVariables.velocityY;
	player.gravity = gameVariables.gravity;
	player.acceleration = gameVariables.acceleration;
	// Play the 'Float' sound
	LK.getSound('Float').play();
	// Generate Ink asset
	var ink = midgroundContainer.addChild(new Ink());
	ink.x = player.x;
	ink.y = player.y + 100;
	ink.fadeOut();
	// Spawn new obstacles
	var newObstacle = new Obstacle();
	if (spawnSide === 'right') {
		newObstacle.x = 2048;
		newObstacle.speed = gameVariables.enemySpeed;
		newObstacle.acceleration = gameVariables.enemyAcceleration; // Set acceleration for enemies spawning from the right
		newObstacle.scored = false;
		spawnSide = 'left';
	} else {
		newObstacle.x = 0;
		newObstacle.speed = -gameVariables.enemySpeed;
		newObstacle.acceleration = -gameVariables.enemyAcceleration; // Set negative acceleration for enemies spawning from the left
		newObstacle.scale.x = -1; // Flip the fish on its x-axis
		newObstacle.scored = false;
		spawnSide = 'right';
	}
	newObstacle.y = Math.random() * (2732 - newObstacle.height - 100) + 130; // Position at a random height on the screen with 200 pixels padding from top and bottom
	obstacles.push(newObstacle);
	game.addChild(newObstacle);
	// Play the 'Fish' sound
	LK.getSound('Fish').play();
	// Increment score
	LK.setScore(LK.getScore() + 1);
	scoreTxt.setText(LK.getScore());
	// Spawn a coin every time the score increments by 10
	if (LK.getScore() % 10 === 0) {
		var newCoin = new Coin();
		if (coinSpawnSide === 'left') {
			newCoin.x = 0;
			newCoin.speed = gameVariables.coinSpeed; // Set coin speed as a negative value
			coinSpawnSide = 'right';
		} else {
			newCoin.x = 2048;
			newCoin.speed = -gameVariables.coinSpeed; // Set coin speed as a static value
			coinSpawnSide = 'left';
		}
		newCoin.y = Math.random() * (2732 - newCoin.height - 100) + 100;
		coins.push(newCoin);
		game.addChild(newCoin);
		// Play the 'CoinGen' sound
		LK.getSound('CoinGen').play();
	}
	// Increase the size of the score text by 20%
	scoreTxt.scale.set(1.3);
	// Return the size of the score text to its original size after 100ms
	LK.setTimeout(function () {
		scoreTxt.scale.set(1);
	}, 100);
});
LK.on('tick', function () {
	player._update_migrated();
	// Check if any part of the player touches the top or bottom side of the screen
	if (player.y - player.height / 2 <= 0 || player.y + player.height / 2 >= 2732) {
		LK.effects.flashScreen(0xff0000, 1000);
		LK.showGameOver();
	}
	obstacles.forEach(function (obstacle, index) {
		obstacle._move_migrated();
		if (obstacle.x < -100) {
			// Remove obstacle if it moves off screen
			obstacle.destroy();
			obstacles.splice(index, 1);
		}
		if (player.intersects(obstacle)) {
			LK.effects.flashScreen(0xff0000, 1000);
			LK.showGameOver();
		}
	});
	coins.forEach(function (coin, index) {
		coin._move_migrated();
		if (coin.x < -100) {
			// Remove coin if it moves off screen
			coin.destroy();
			coins.splice(index, 1);
		}
		if (player.intersects(coin)) {
			// Increase the score by 3 when the player collects a coin
			LK.setScore(LK.getScore() + 3);
			scoreTxt.setText(LK.getScore());
			// Show Coinsplosion
			var coinsplosion = game.addChild(new Coinsplosion());
			coinsplosion.x = coin.x;
			coinsplosion.y = coin.y;
			coinsplosion.show();
			// Play the 'CoinCollect' sound
			LK.getSound('CoinCollect').play();
			// Remove the coin
			coin.destroy();
			coins.splice(index, 1);
		}
	});
	// Update and display the score
	scoreTxt.setText(LK.getScore());
}); ===================================================================
--- original.js
+++ change.js
@@ -132,8 +132,9 @@
 /**** 
 * Game Code
 ****/ 
 var backgroundContainer = game.addChild(new BackgroundContainer());
+LK.playMusic('backgroundMusic');
 var midgroundContainer = game.addChild(new MidgroundContainer());
 var foregroundContainer = game.addChild(new ForegroundContainer());
 var background = backgroundContainer.addChild(LK.getAsset('background', {
 	anchorX: 0.5,
:quality(85)/https://cdn.frvr.ai/660da95302cc0ae7da392c00.png%3F3) 
 cute tiny octopus. pixelated. 8 bit. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
:quality(85)/https://cdn.frvr.ai/660dae5e02cc0ae7da392c1e.png%3F3) 
 cute angry spearfish. pixelated. 8 bit. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
:quality(85)/https://cdn.frvr.ai/660dba0202cc0ae7da392cc2.png%3F3) 
 inside the depths of the blue ocean background. pixelated. 8 bit. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
:quality(85)/https://cdn.frvr.ai/660dccd702cc0ae7da392e9c.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/660f2bc66fc23a8e4dfe7548.png%3F3) 
 silver octo coin. pixelated. 8 bit. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
:quality(85)/https://cdn.frvr.ai/660f2df86fc23a8e4dfe7591.png%3F3) 
 exploded silver fragments. pixelated. 8 bit. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.