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once the UI_x animation grows to it's full size, only show it once for 1 seconds, don't keep repeating the animation for the same round of units removals
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The removal of the UI elements should not be tied to the player's state or other game conditions. It should be a standalone operation that happens after the 1-second duration.
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Make sure that the `uiAsset` is correctly referenced within the `setTimeout` function. The `uiAsset` should be accessible in the scope where the `setTimeout` is defined.
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the assets between UI_1 to UI_5 are not getting removed after being displayed. they should only be display for 1 second then be removed. right now they wait for the player to switch states from down to up, but they shouldn't be correlated to the player's state
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the assets between UI_1 to UI_5 are not getting removed after being displayed. they should only be display for 1 second then be removed
Code edit (1 edits merged)
Please save this source code
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when showing UI_1 to UI_5 itnstead of growing them over a second, reduce that time to half
Code edit (1 edits merged)
Please save this source code
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the UI_crappy asset is displayed whenever the player moves to the up state, but that's only supposed to happen it the player moves up while there are still filled units that havent been depleted. fix this bug
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the UI_crappy asset is displayed whenever the player moves to the up state, but that's only supposed to happen it the player moves up while there are still filled units that havent been depleted. fix this bug
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now we're going to implement a similar system to the UI_Crappy, but triggered at different moments. This system is intended to display an asset, depending on how many units have been collected in the digestive system. After the player moves to the down state, see how many Units have been collected at that point. once the digestive system has fully depleted all the units that have been collected, display one of the 5 UI elements. If the player managed to collect between 1 and 4 units before moving to the down state, display UI_1. If however there are are between 5 and 7 units, display UI_2. For 8 units collected, display UI_3. For 9 units collected, display UI_4. For 10 units collected, display UI_5. All UI elements have the same exact display method as the UI_CRappy asset. They start off as very small of the size of 1 pixel and grow to their original size over a period of 1 second. They then stay on the screen for 1 second then they disappear. they are supposed to be displayed on the screen inside the foreground container, based on how many units have been depelted. these UI elements are supposed to be displayed once the final unit of the digestive system has been depleted
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I don't see the UI_x elements displayed. they are supposed to be displayed on the screen inside the foreground container, based on how many units have been depelted. these UI elements are supposed to be displayed once the final unit of the digestive system has been depleted
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now we're going to implement a similar system to the UI_Crappy, but triggered at different moments. This system is intended to display an asset, depending on how many units have been collected in the digestive system. After the player moves to the down state, see how many Units have been collected at that point. once the digestive system has fully depleted all the units that have been collected, display one of the 5 UI elements. If the player managed to collect between 1 and 4 units before moving to the down state, display UI_1. If however there are are between 5 and 7 units, display UI_2. For 8 units collected, display UI_3. For 9 units collected, display UI_4. For 10 units collected, display UI_5. All UI elements have the same exact display method as the UI_CRappy asset. They start off as very small of the size of 1 pixel and grow to their original size over a period of 1 second. They then stay on the screen for 1 second then they disappear.
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the UI_crappy should only stay on the screen for 1 second after being extended to it's original size
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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: 201
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when I initially created the code, I only had the Food item that the player could collect, but later added Food_2 and Food_3. Ever since, the game keeps crashing, which tells me you used a different implementation method for Food_2 and 3, than you used for the regular Food collectibe. Please refactor the code to use the same implementation logic for all 3 food items, since they have the same functionality, the only difference between them being the number of points they award.
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food_2 has to add 2 units to the digestive system rather than just 1 and food_3 has to add 3 units
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Please fix the bug: 'ReferenceError: Food_2 is not defined' in or related to this line: 'if (food instanceof Food_2) {' Line Number: 339
User prompt
when I initially created the code, I only had the Food item that the player could collect, but later added Food_2 and Food_3. Ever since, the game keeps crashing, which tells me you used a different implementation method for Food_2 and 3, than you used for the regular Food collectibe. Please refactor the code to use the same implementation logic for all 3 food items, since they have the same functionality, the only difference between them being the number of points they award
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'foodAsset')' in or related to this line: 'return false;' Line Number: 233
User prompt
ensure the banners animation works correctly, so it starts as a 1 pixel point that grows to it's original asset size
User prompt
Setup Centralized Properties: Create a central configuration that defines the animation properties for all banners. This configuration includes the grow duration, display duration, and fade duration. Define Banner Animation Logic: Use the centralized properties for all animations to ensure consistency. The animation logic should handle the sequence of growing from 1 pixel to full size, holding the size, and then fading out. Integrate with Units System: Implement a mechanism that triggers banners based on specific conditions in the units system. For example, if a certain number of units are filled, the corresponding banner should be displayed. Apply Properties to Banners: Ensure that each banner references the centralized animation properties. This ensures that any changes to the animation logic or timing only need to be made in one place. Example: UI_Crappy Banner Setup Trigger: When the units system indicates that a specific condition is met (e.g., 5 units are filled), trigger the UI_Crappy banner. Animation Execution: The UI_Crappy banner will start small (1 pixel), grow to its full size over 500 milliseconds, remain visible for 1 second, and then fade out over 500 milliseconds. Centralized Property Call: Ensure that the UI_Crappy banner calls the centralized properties to perform the animation sequence.
User prompt
the UI_crappy asset is noit longer showing as per the rules of the system
User prompt
now let's create a standardized display system for the banners system. depending on he performance of the units system, we will display various assets on the screen. This system needs to use a single centralized property system that applies to all future added banners. These banners will be shown depending on various triggers. The system has animation properties, that define how these banners are displayed. Instead of instantly making them appear, they need to start from a very tiny 1 pixel size and grow in size up to their original size, over a period of 500 miliseconds. then they remain on the screen for 1 second and afterwards over another 500 miliseconds they fade to alpha 0. These properties needs to be centralized and be called by each indiviual banner. right now we only have the UI_Crappy banner, so after creating this system, call the animation properties from this system
Code edit (3 edits merged)
Please save this source code
===================================================================
--- original.js
+++ change.js
@@ -164,9 +164,35 @@
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
+ // Add units to the Digestion System based on food type
+ var unitsToAdd = 1;
+ if (food.type === 2) {
+ unitsToAdd = 2;
+ } else if (food.type === 3) {
+ unitsToAdd = 3;
+ }
+ for (var i = 0; i < unitsToAdd; 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;
+ filledUnits = fullUnits.length + 1; // Update filledUnits
+ } else {
+ LK.showGameOver();
+ return false;
+ }
+ }
+ // Update points display under each unit
+ digestionSystem.units.forEach(function (unit, index) {
+ if (unit.alpha === digestionSystem.unitFullAlpha) {
+ digestionSystem.unitTexts[index].setText(filledUnits);
+ } else {
+ digestionSystem.unitTexts[index].setText('');
+ }
+ });
return true;
}
if (food) {
var foodBounds = food.getBounds();
@@ -262,8 +288,9 @@
// every second
var foodTypes = [1, 2, 3];
var foodType = foodTypes[Math.floor(Math.random() * foodTypes.length)];
var newFood = new Food(foodType);
+ newFood.type = foodType;
newFood.x = 2048; // right edge of the screen
newFood.y = 1900;
foregroundContainer.addChild(newFood);
}
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.