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add a looping background music to the game
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when a fish is generated play the Fish sound
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when a coin is collected play the CoinCollect sound
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play the CoinGen soound when a new coin is being generated
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attach the Float sound to the player's tap
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Migrate to the latest version of LK
Code edit (1 edits merged)
Please save this source code
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display the coinsplosion for only 250 milisecs
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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
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the coin should increase the score by 3
Code edit (1 edits merged)
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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.
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the flipping coin animation code doesnt work use a different method to flip it
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the flipping coin animation code doesnt work use a different method to flip it
Code edit (1 edits merged)
Please save this source code
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the flipping coin animation code doesnt work use a different method to flip it
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the flipping coin animation code doesnt work use a different method to flip it
Code edit (1 edits merged)
Please save this source code
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the flipping coin animation code doesnt work use a different method to flip it
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the coin should flip horizontally every second
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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,
cute tiny octopus. pixelated. 8 bit. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
cute angry spearfish. pixelated. 8 bit. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
inside the depths of the blue ocean background. pixelated. 8 bit. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
silver octo coin. pixelated. 8 bit. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
exploded silver fragments. pixelated. 8 bit. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.