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ensure the digestive system units are perfectly aligned to the center of the x axis of the screen
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instead of having the empty units transparent, make them black
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instead of having the empty units transparent, make them black
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instead of having the empty units transparent, make them black
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move the digestive system UI lower
Code edit (4 edits merged)
Please save this source code
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increase the space between the units both horizontaly and vertically
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let's make soem changes to the diggestive system. reduce it to 9 from 10. also, change it's display method, so instead of being displayed in a straight line, one unit to the right of the other display them in a grid like pattern. think of a tic tac toe board grid. the first 3 units are positioned on the top row of the grid, the next 3 units which would be 4,5,6 are on the second row bellow, and units 7,8,9 are on the final row below
Code edit (1 edits merged)
Please save this source code
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food still doesnt spawn
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now food doesnt spawn at all
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the random spawn time doesnt work correctly, dometimes it spawns multiple items one after the other
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make the food spawn at random intervals between 1 and 2 seconds
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'foodAsset')' in or related to this line: 'return false;' Line Number: 172
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'foodAsset')' in or related to this line: 'return false;' Line Number: 162
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'foodAsset')' in or related to this line: 'return false;' Line Number: 152
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ensure Food_2 and Food_3 items are collected when their center is interescting the player_up, similar o how the Food collision detection works
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the digestion system is bugged. it should only be able to hold 10 units before going to game over. as soon as any of the 3 food items is collected that would make the units go 11 or above, go to game over
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the digestion system is bugged. it should only be able to hold 10 units before going to game over. as soon as any of the 3 food items is collected that would make the units go 11 or above, go to game over
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Please fix the bug: 'TypeError: Cannot read properties of null (reading 'x')' in or related to this line: 'if (playerBounds.contains(foodCenter.x, foodCenter.y)) {' Line Number: 148
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there's a bug where all food items aincrease the units of the digestive system by 1 more unit then intended. Food should only add 1 unit, food_2 should only add 2 units and food_3 only 3 units
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'x')' in or related to this line: 'var foodCenter = {' Line Number: 143
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'getBounds')' in or related to this line: 'var foodBounds = food.getBounds();' Line Number: 136
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update the food spawner to include more food. on top of spawning Food items, also spawn Food_2 and Food_3. Food_2 adds 2 points to the score and increases the units of the digestive system by 2 units, while Food_3 adds 3 points and adds 3 units to the digestive system. Also create a weighting mechanism that affects the rate of spawning these items. Food has a weight of 10, Food_2 has a weight of 8 and Food_3 has a weight of 6. This means that the system initially adds a total of 10 Food items in a bucket, 8 Food_2 items and 6 Units of Food_3, serving them randomly. Upon depleting all of these total of 24 items, refill the bucket and reset the process
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Initialize the `DigestionSystem` in the global scope and ensure it is only created once. This prevents multiple instances from being created, which could lead to inconsistent states.
/**** * Classes ****/ // Create BackgroundContainer class var BackgroundContainer = Container.expand(function () { var self = Container.call(this); return self; }); // Create DigestionSystem class var DigestionSystem = Container.expand(function () { var self = Container.call(this); self.units = []; self.maxUnits = 9; self.unitWidth = 100; self.unitHeight = 100; self.unitSpacing = 50; self.unitFullAlpha = 1; self.unitEmptyAlpha = 0.5; // Initialize with 10 empty units for (var i = 0; i < self.maxUnits; i++) { var unit = self.attachAsset('Unit', { anchorX: 0.5, anchorY: 0.5, x: i % 3 * (self.unitWidth + self.unitSpacing), y: Math.floor(i / 3) * (self.unitHeight + self.unitSpacing), alpha: self.unitEmptyAlpha }); self.units.push(unit); } return self; }); // Create Food class var Food = Container.expand(function () { var self = Container.call(this); // Attach Food asset to the food self.foodAsset = self.attachAsset('Food', { anchorX: 0.5, anchorY: 0.5 }); // Set food speed self.speed = -10; // This is automatically called every game tick, if the food is attached! self.update = function () { self.x += self.speed; }; return self; }); // Create Food_2 class var Food_2 = Container.expand(function () { var self = Container.call(this); // Attach Food_2 asset to the food self.foodAsset = self.attachAsset('Food_2', { anchorX: 0.5, anchorY: 0.5 }); // Set food speed self.speed = -10; // This is automatically called every game tick, if the food is attached! self.update = function () { self.x += self.speed; }; return self; }); // Create Food_3 class var Food_3 = Container.expand(function () { var self = Container.call(this); // Attach Food_3 asset to the food self.foodAsset = self.attachAsset('Food_3', { anchorX: 0.5, anchorY: 0.5 }); // Set food speed self.speed = -10; // This is automatically called every game tick, if the food is attached! self.update = function () { self.x += self.speed; }; return self; }); // Create ForegroundContainer class var ForegroundContainer = Container.expand(function () { var self = Container.call(this); return self; }); // Create MidgroundContainer class var MidgroundContainer = Container.expand(function () { var self = Container.call(this); return self; }); // Create Player class var Player = Container.expand(function () { var self = Container.call(this); // Attach Player_Up asset to the player self.playerUp = self.attachAsset('Player_Up', { anchorX: 0.5, anchorY: 1.0, scaleX: 1.5, scaleY: 1.5 }); // Attach Player_Down asset to the player self.playerDown = self.attachAsset('Player_Down', { anchorX: 0.5, anchorY: 1.0, x: -120, scaleX: 1.5, scaleY: 1.5 }); // Initially, Player_Down is not visible self.playerDown.visible = false; // Method to switch between Player_Up and Player_Down self.switchFrame = function () { self.playerUp.visible = !self.playerUp.visible; self.playerDown.visible = !self.playerDown.visible; if (self.playerDown.visible) { LK.getSound('Pooping').play(); } else { LK.getSound('Pooping').stop(); } }; // Method to check if the player collides with a food object self.checkCollision = function (food) { // Only player_up can collect food if (self.playerUp.visible) { var playerBounds = self.playerUp.getBounds(); if (food) { var foodBounds = food.getBounds(); var foodCenter = { x: foodBounds.x + foodBounds.width / 2, y: foodBounds.y + foodBounds.height / 2 }; } var playerCenter = { x: playerBounds.x + playerBounds.width / 2, y: playerBounds.y + playerBounds.height / 2 }; // Check if the center of the food is within the bounds of the player if (foodCenter && playerBounds.contains(foodCenter.x, foodCenter.y)) { // Do not add a unit to the Digestion System here return true; } if (food) { var foodBounds = food.getBounds(); var foodCenter = { x: foodBounds.x + foodBounds.width / 2, y: foodBounds.y + foodBounds.height / 2 }; if (playerBounds.contains(foodCenter.x, foodCenter.y)) { return true; } if (food && food.foodAsset) { var foodAssetBounds = food.foodAsset.getBounds(); var foodAssetCenter = { x: foodAssetBounds.x + foodAssetBounds.width / 2, y: foodAssetBounds.y + foodAssetBounds.height / 2 }; if (playerBounds.contains(foodAssetCenter.x, foodAssetCenter.y)) { return true; } } } return false; } return false; }; return self; }); /**** * Initialize Game ****/ //<Assets used in the game will automatically appear here> var game = new LK.Game({ backgroundColor: 0x87CEEB // Init game with sky blue background }); /**** * Game Code ****/ var backgroundContainer = game.addChild(new BackgroundContainer()); var midgroundContainer = game.addChild(new MidgroundContainer()); var foregroundContainer = game.addChild(new ForegroundContainer()); // Add the Digestion System to the game var digestionSystem = game.addChild(new DigestionSystem()); digestionSystem.x = 2048 / 2 - (digestionSystem.unitWidth + digestionSystem.unitSpacing) * 3 / 2; digestionSystem.y = 100; var score; var scoreTxt = new Text2('0', { size: 150, fill: "#ffffff", stroke: "#000000", strokeThickness: 15 }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); scoreTxt.y += 100; // Add the Player in the center of the screen var player = midgroundContainer.addChild(new Player()); player.x = 2048 / 2 - 500; player.y = 2732 + 30; // Switch the player's frame on tap game.down = function (x, y, obj) { player.switchFrame(); }; // Spawn food from the right edge of the screen at y position of 500 game.update = function () { if (LK.ticks == 0) { score = 0; scoreTxt.setText(score); // Reset the Digestion System digestionSystem.units.forEach(function (unit) { unit.alpha = digestionSystem.unitEmptyAlpha; }); } if (LK.ticks % 60 == 0) { // every second var foodBucket = []; for (var i = 0; i < 100; i++) { foodBucket.push(new Food()); } for (var i = 0; i < 50; i++) { foodBucket.push(new Food_2()); } for (var i = 0; i < 20; i++) { foodBucket.push(new Food_3()); } var newFood = foodBucket[Math.floor(Math.random() * foodBucket.length)]; newFood.x = 2048; // right edge of the screen newFood.y = 1900; foregroundContainer.addChild(newFood); } // Check for collision between the player and the food // Remove a unit from the Digestion System when the player is in the Down state if (!player.playerUp.visible) { if (LK.ticks % 30 == 0) { var fullUnits = digestionSystem.units.filter(function (unit) { return unit.alpha === digestionSystem.unitFullAlpha; }); if (fullUnits.length > 0) { fullUnits[fullUnits.length - 1].alpha = digestionSystem.unitEmptyAlpha; } else { LK.getSound('Pooping').stop(); } } } else { LK.getSound('Pooping').stop(); } for (var i = foregroundContainer.children.length - 1; i >= 0; i--) { var food = foregroundContainer.children[i]; if (player.checkCollision(food) || player.checkCollision(food.foodAsset)) { // Increment the score if (food instanceof Food_2) { score += 2; // Add two units to the Digestion System for (var i = 0; i < 2; i++) { var fullUnits = digestionSystem.units.filter(function (unit) { return unit.alpha === digestionSystem.unitFullAlpha; }); if (fullUnits.length < digestionSystem.maxUnits) { digestionSystem.units[fullUnits.length].alpha = digestionSystem.unitFullAlpha; } else { LK.showGameOver(); return; } } } else if (food instanceof Food_3) { score += 3; // Add three units to the Digestion System for (var i = 0; i < 3; i++) { var fullUnits = digestionSystem.units.filter(function (unit) { return unit.alpha === digestionSystem.unitFullAlpha; }); if (fullUnits.length < digestionSystem.maxUnits) { digestionSystem.units[fullUnits.length].alpha = digestionSystem.unitFullAlpha; } else { LK.showGameOver(); return; } } } else { score++; // Add a unit to the Digestion System var fullUnits = digestionSystem.units.filter(function (unit) { return unit.alpha === digestionSystem.unitFullAlpha; }); if (fullUnits.length < digestionSystem.maxUnits) { digestionSystem.units[fullUnits.length].alpha = digestionSystem.unitFullAlpha; } else { LK.showGameOver(); return; } } scoreTxt.setText(score); // Play the Eat sound LK.getSound('Eat').play(); // Remove the food from the game food.destroy(); } } };
===================================================================
--- original.js
+++ change.js
@@ -12,9 +12,9 @@
self.units = [];
self.maxUnits = 9;
self.unitWidth = 100;
self.unitHeight = 100;
- self.unitSpacing = 20;
+ self.unitSpacing = 50;
self.unitFullAlpha = 1;
self.unitEmptyAlpha = 0.5;
// Initialize with 10 empty units
for (var i = 0; i < self.maxUnits; i++) {
hamburger. pixelated. 8-bit. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
poop UI element . pixelated. 8 bit.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
text saying "Constipated" against a poop banner. pixelated. 8-bit. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
text saying "You’re on a roll!" against a toilet paper banner. pixelated. 8-bit. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
text saying "Holy Crap!" against a divine angelic poop banner. pixelated. 8-bit. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
pixelated text saying "Shit Yeah!" as a shitty newspaper headline. pixelated. 8-bit. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
macdonalds fries but with the M letter rotated so it looks like a 3. pixelated. 8 bit. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
large KFC bucket with the digit 5 on it. pixelated. 8 bit. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
8-bit pixelated image of a video game character sitting with hands on a large belly, wearing a white shirt and brown pants. The setting is a simple bathroom, with the character as the main focus. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.