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Add the Backgroundasset in the background container and anchor it to the bottom edge of the screen. leave the asset at it's original size
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dont stretch the background, leave it at it's original asset size
User prompt
dont stretch the background, leave it at it's original asset size
User prompt
dont stretch the background, leave it at it's original asset size
User prompt
dont stretch the background image, leave it at it's original size, but anchor it to the bottom of the screen
User prompt
create a new asset named background and place it in the background container. this is the game's background and needs to stretch across the entire screen
Code edit (2 edits merged)
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move the Tube lower
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add the Tube in the center of the screen inside the midground container
Code edit (11 edits merged)
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add acceleration to all 3 food items
Code edit (1 edits merged)
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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)
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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)
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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
User prompt
make the food spawn at random intervals between 1 and 2 seconds
/**** * Classes ****/ // Create BackgroundContainer class var BackgroundContainer = Container.expand(function () { var self = Container.call(this); // Attach Background asset to the background container self.backgroundAsset = self.attachAsset('background', { anchorX: 0.5, anchorY: 1.0 }); return self; }); // Create DigestionSystem class var DigestionSystem = Container.expand(function () { var self = Container.call(this); self.units = []; self.maxUnits = 10; self.unitWidth = 100; self.unitHeight = 100; self.unitSpacing = 100; 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 * (self.unitWidth + 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.speed -= 0.5; // acceleration 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.speed -= 0.5; // acceleration 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.speed -= 0.5; // acceleration 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 - 400 - digestionSystem.unitWidth * digestionSystem.maxUnits / 2; digestionSystem.y = 1700; 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 < 90; i++) { foodBucket.push(new Food()); } for (var i = 0; i < 60; i++) { foodBucket.push(new Food_2()); } for (var i = 0; i < 30; 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
@@ -1,24 +1,17 @@
/****
* Classes
****/
-// Create Background class
-var Background = Container.expand(function () {
+// Create BackgroundContainer class
+var BackgroundContainer = Container.expand(function () {
var self = Container.call(this);
- // Attach background asset to the background
+ // Attach Background asset to the background container
self.backgroundAsset = self.attachAsset('background', {
anchorX: 0.5,
- anchorY: 0.5,
- scaleX: 1,
- scaleY: 1
+ anchorY: 1.0
});
return self;
});
-// 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 = [];
@@ -189,11 +182,8 @@
/****
* Game Code
****/
-var background = game.addChild(new Background());
-background.x = 2048 / 2;
-background.y = 2732 / 2;
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
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.