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the score is still aligned to the left, it's alignment needs to be to the center
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while the score text is anchored to the center of the screen, it's own alignment is from the left. ensure that while the score remains anchored to the midle of the screen, it's own alignment is tothe center
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align the score text to the center
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redo the logic for the scoring system. remove the scoring from the fish, and increment the score by 1 whenever the player taps the screen
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right now the top and bottom parts of the screen check for sollision with the center of the player, but they need to check the entire surface of the player, so if any part of it touches the top or bottom go to game over
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if the player touches either the bottom or top side of the screen go to game over
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if any part of the player touches either the bottom or top side of the screen go to game over
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ensure the background stretches across the entire screen
Code edit (1 edits merged)
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add a background to the game that stretches across the entire screen surface
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instead of automatically spawning fish, only do it when the player taps the screen. so remove any parts of the code that auto spawns enemies and only spawn one when the player taps. ensure to keep the same logic as now, where you spawn one from the right and one from the left
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Replace the existing conditional checks for scoring with a simplified version that checks if the x position of the obstacle is at the middle. Since obstacles are moving, check if they've just crossed the middle line in this tick. You also need to ensure each obstacle can only increment the score once by using the scored flag. obstacles.forEach(function (obstacle, index) { obstacle.move(); // Other conditions like removal and collision // Check if the obstacle has just crossed the middle if (!obstacle.scored && Math.abs(obstacle.x - 1024) <= Math.abs(obstacle.speed)) { obstacle.scored = true; // Mark as scored to prevent multiple counts LK.setScore(LK.getScore() + 1); // Increment score scoreTxt.setText(LK.getScore()); // Update score display } });
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Ensure Proper Condition Logic: For obstacles coming from the left, you want to check if their x position is greater than the center point minus their width (since they are moving towards the center from the left) and has not been scored yet. This is the opposite for obstacles coming from the right. Adjust the Conditional Check: The corrected condition should look like a combination of two checks within a single if statement, accounting for both directions of movement and ensuring that the scored flag is set to false before scoring.
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Revise the Scoring Condition: The scoring condition needs to account for both the direction of the obstacle's movement and its position relative to the screen's center. You currently have a conditional check that partially does this but needs refinement to ensure it works for both directions. Separate Conditions for Each Direction: Implement two separate checks within the scoring logic: One that checks if an obstacle moving from right to left (speed < 0) crosses the middle point from the right side. Another that checks if an obstacle moving from left to right (speed > 0) crosses the middle point from the left side.
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enemies spawning from left still dont increment the score which is a bug
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right now only enemies spawning from the right side increment the score, but the enemies spawning from left need to increase it as well. ensure a single point is added per fish, so ensure the left enemies have the same scoring properties as the ones n the right
Code edit (1 edits merged)
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Ensure that every new obstacle (fish) spawned is initialized with the scored property set to false. This step is crucial for the logic to correctly identify when an obstacle should contribute to the score. Scoring Condition: The conditional check within the tick event's obstacles loop checks if an obstacle's x-coordinate is at the middle of the screen without having been scored before (!obstacle.scored). When these conditions are met, the score is incremented by 1, and the obstacle's scored property is set to true.
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right now only the enemies spawning from the right side increment the score, but the enemies spawning from the left need to increment it as well
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right now only the enemies spawning from the right side increment the score, but the enemies spawning from the left need to increment it as well
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Marking Scored Fish: The code already uses a scored flag to prevent scoring the same obstacle multiple times. Make sure each obstacle (fish) has this property initialized to false when created. This ensures the code segment checking for the middle-screen condition doesn't prematurely increment the score. Score Update: The scoring logic correctly updates the score by 1 whenever an obstacle crosses the middle of the screen for the first time. The condition checks if the obstacle's x-coordinate is within the middle section of the screen and if it hasn't been scored before. Display Score: After updating the score with LK.setScore(), the score display is updated with scoreTxt.setText(LK.getScore());. This ensures the displayed score is always current.
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the score increments by itself which is a bug. the score should only increment when a fish reaches the middle part of the screen
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right now only the first generated fish increments the score. extend this logic to all fish, so all generated fish can increment the score
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whenever a fish reaches the middle of the screen increment the score by 1. right now, only the first fish does this, the rest of the spawned one dont
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Flip Mechanism: Implement a mechanism in the spawn function that flips the graphical asset of the fish on its x-axis when it is spawned from the left side of the screen. Conditional Check: Insert a conditional check within the spawning function to determine the spawn side of the fish. If the spawn side is left, apply the flip.
===================================================================
--- original.js
+++ change.js
@@ -107,13 +107,15 @@
var newObstacle = new Obstacle();
if (spawnSide === 'right') {
newObstacle.x = 2048;
newObstacle.speed = -10;
+ newObstacle.scored = false;
spawnSide = 'left';
} else {
newObstacle.x = 0;
newObstacle.speed = 10;
newObstacle.scale.x = -1; // Flip the fish on its x-axis
+ newObstacle.scored = false;
spawnSide = 'right';
}
newObstacle.y = Math.random() * (2732 - newObstacle.height); // Position at a random height on the screen
obstacles.push(newObstacle);
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.