User prompt
actually, when the digestive system is reset by the player prematurely moved back up, decrease the score for each of those remaining units, based on the given formula.
User prompt
if the players goes to the up state and still has units that are filled up, reset the digestive system back to zero and don't award any points for the remaining units that have been removed
User prompt
When transitioning to the down state, calculate the number of filled units. - Store this value as a fixed point value for the current down state. - Each time a unit is depleted, add this fixed point value to the score. - Ensure that the score calculation does not incrementally increase for each unit but remains constant based on the initial calculation.
User prompt
depleted units dont add points to the score
User prompt
the score shows NaN when points are added from the depleted units
User prompt
the score disappears when points are being added from the depleted units
User prompt
When transitioning to the down state, calculate the number of filled units. - Store this value as a fixed point value for the current down state. - Each time a unit is depleted, add this fixed point value to the score. - Ensure that the score calculation does not incrementally increase for each unit but remains constant based on the initial calculation.
User prompt
When transitioning to the down state, calculate the number of filled units. - Store this value as a fixed point value for the current down state. - Each time a unit is depleted, add this fixed point value to the score. - Ensure that the score calculation does not incrementally increase for each unit but remains constant based on the initial calculation.
User prompt
the calculation formula is wrong. when having collected 10 units, each depleted unit should only award 10 points, right now it add much more than that
User prompt
the score calculation is not correct. you seem to award 1 point for the first 1, 2 points for the second unti and so on. this is not correct. you first need to identiofy how many units have been filled when the player transitions to the down state, then assign that value to each and every single depleted unit. so that is the player managed to fill up 5 units while up, when going to the down state, each of those 5 collected units would value 5 points. if 10 units have been collected, each unit would be worth 10 points
User prompt
Score Calculation: When the player transitions from the up state to the down state, count the number of filled units. Assign a point value equal to the number of filled units to each unit. Points per Unit: If 1 unit is filled, each depleted unit adds 1 point. If 2 units are filled, each depleted unit adds 2 points. This continues up to 10 units. Example: If 5 units are filled, each depleted unit adds 5 points. If 10 units are filled, each depleted unit adds 10 points. Point Addition Timing: Points are added immediately after each unit is depleted while the player is in the down state.
User prompt
Score Calculation: Each unit that is depleted while the player is in the down state adds points to the score. The points awarded per unit depend on how many units were filled before the player moved to the down state. Points per Unit: If the player has 1 filled unit, each depleted unit adds 1 point to the score. If the player has 2 filled units, each depleted unit adds 2 points to the score. This pattern continues such that the number of points added per depleted unit equals the number of units that were filled. Example Scenarios: If the player has 10 out of 10 units filled, then each depleted unit adds 10 points. For example, if all 10 units are depleted, the score increases by 10 points for each unit, totaling 100 points. If the player has 5 out of 10 units filled, then each depleted unit adds 5 points. For example, if all 5 units are depleted, the score increases by 5 points for each unit, totaling 25 points. If the player has 3 out of 10 units filled, each depleted unit adds 3 points, and so on. Point Addition Timing: Points are added immediately after each unit is depleted while the player is in the down state.
User prompt
the digestive system scoring point system doesn't work as intended. when the player moves to the down state, count how many units have been collected out of the total 10. if for example 10 have been collected, increases the score by 10 points for each depleted unit. if the player only managed to fill up 5 points, then each unit would only be worth 5 points. but the idea is that each unit awards the same amount of points per unit
User prompt
now let's improve the score system. for every unit depleted while the player is down, add points to the score based on the following rule. if the digestive system only has 1 filled unit out of the total 10, increase the score by 1 for each unit. if there's 2 units already filled, increase the score by +2 points for each unit and so on. So if the player managed to fill up all 10 out of 10 units, add +10 points for each unit removed. add the points after each unit has been depleted.
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'foodAsset')' in or related to this line: 'return false;' Line Number: 176
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'foodAsset')' in or related to this line: 'return false;' Line Number: 176
Code edit (1 edits merged)
Please save this source code
User prompt
move the digestive unit ui lower
Code edit (1 edits merged)
Please save this source code
User prompt
move the whole player 100 pixels to the left
Code edit (10 edits merged)
Please save this source code
User prompt
move the player 100 pixels higher
Code edit (1 edits merged)
Please save this source code
User prompt
move the score lower
User prompt
make the default game's background white
===================================================================
--- original.js
+++ change.js
@@ -122,15 +122,9 @@
return unit.alpha === digestionSystem.unitFullAlpha;
}).length;
if (filledUnits > 0) {
var pointsPerUnit = filledUnits;
- self.pointsPerUnit = pointsPerUnit; // Store the points per unit for the current down state
- digestionSystem.units.forEach(function (unit) {
- if (unit.alpha === digestionSystem.unitFullAlpha) {
- score += pointsPerUnit;
- }
- });
- scoreTxt.setText(score);
+ digestionSystem.pointsPerUnit = pointsPerUnit; // Store points per unit in digestionSystem
}
}
};
// Method to check if the player collides with a food object
@@ -259,9 +253,9 @@
return unit.alpha === digestionSystem.unitFullAlpha;
});
if (fullUnits.length > 0) {
fullUnits[fullUnits.length - 1].alpha = digestionSystem.unitEmptyAlpha;
- score += player.pointsPerUnit; // Add points based on the stored points per unit
+ score += digestionSystem.pointsPerUnit; // Add points based on the stored points per unit
scoreTxt.setText(score);
} else {
LK.getSound('Pooping').stop();
}
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.