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after moving the panel lower, also revert it's direction
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move the hoop higher
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I've attached an asset to the hoop, but need it removed. remove the asset and leave the hoop's original rectangle asset
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after reaching a certain point on the screen, the panel should no longer move lower, as to not go below the actual playable screen area
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when you ove the panel lwoer and increment it's speed, isntead of increasing it by 50% only do it by 20%
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After the ball scores and you move the panel lower, increase the `panelSpeed` variable by 50%. This can be done by multiplying the current `panelSpeed` by 1.5 (e.g., `panelSpeed *= 1.5`). This operation should occur at the same place in your code where you handle moving the panel lower after the ball scores and hits the ground.
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In the `Panel` class, you have a `move` function that controls the panel's horizontal movement. Modify this function to use the `panelSpeed` variable for determining how much the panel moves each tick. This means replacing the hardcoded movement value (e.g., `5 * self.direction`) with `panelSpeed * self.direction`.
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In the global scope of `gamecode.js`, define a variable to hold the panel's speed. This variable will be used to control the movement speed of the panel. For example, you might name this variable `panelSpeed` and initialize it with a value of 10 to represent the initial speed.
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now let's also increment the speed of the panel after it gets lowered. so imagine the panel has a starting speed that remains constant regardless if it moves left or right. after lowering it, incrase it's speed by 50%. so if the original speed was 100, now it's 150. the 150 speed remains constant even when the panel reverts it's direction, so the reversal of it's direction has nothing to do with the speed
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we have a bug. the panel is supposed to increment it's speed after being lowered and only then, but now it increments it's speed whenever it hits the edge of the screen which is a bug. so the correct behaviour is that the panel should have a constant speed initially, then after it gets lowered it should increment it's speed and maintain it. so if for example it's first speed is 10, the next speed after being lowered should be 12, and keep that permanently. then we lowered, it should be 14 and keep that as well. so after incrementing it's speed, maintain that speed constantly. so while the speed incremented after being lowers, it should still remain constant, it's just it's speed hould be higher than before
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after the panel's speed is increased, it only increments it's speed once but then it reverts back to it's original speed after hitting the screen edge. it's new speed should be maintained regardless if it hit the edge of the screen
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after the panel's speed is increased, it only increments it's speed once but then it reverts back to it's original speed after hitting the screen edge. it's new speed should be maintained regardless if it hit the edge of the screen
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after the panel is moved lower, also increment it's speed by 20%
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before moving the panel lower, first wait for the ball to hit the ground, onkly then move it
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define the `panel` variable in the global scope of `gamecode.js`. This means declaring the `panel` variable outside of any functions, at the top level of the script, where it's accessible to all parts of the code that need to interact with it. After declaring it globally, you can then initialize it within the `initGame` function or wherever appropriate. This way, when the score increment logic tries to move the panel, it will correctly reference the globally accessible `panel` variable, allowing for the intended behavior of moving the panel lower each time a point is scored.
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Please fix the bug: 'ReferenceError: panel is not defined' in or related to this line: 'panel.y += 100; // Move the panel 100 pixels lower' Line Number: 140
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after the score increments, move the panel 100 pixels lower
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the score text is missaligned
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the scor text is missaligned horizontally, it needs to be aligned to the center of the screen
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ensure the score it aligned to the middle of the screen on it's x axis
/**** * Classes ****/ // BackgroundContainer class var BackgroundContainer = Container.expand(function () { var self = Container.call(this); var backgroundGraphics = self.attachAsset('background', { anchorX: 0.5, anchorY: 0.5, scaleX: 2048 / 1000, scaleY: 2732 / 1000 }); }); // Assets will be automatically created based on usage in the code. // Ball class var Ball = Container.expand(function () { var self = Container.call(this); var ballGraphics = self.attachAsset('ball', { anchorX: 0.5, anchorY: 0.5 }); self.speedY = 0; self.gravity = 1; self.bounce = -0.7; self.update = function () { if (!isStuck) { self.speedY += self.gravity; self.y += self.speedY; if (self.y > 2732 - self.height / 2) { self.speedY *= self.bounce; self.y = 2732 - self.height / 2; } } else { self.x = cursorX; } }; }); // ForegroundContainer class var ForegroundContainer = Container.expand(function () { var self = Container.call(this); }); // Hoop class var Hoop = Container.expand(function () { var self = Container.call(this); var hoopGraphics = self.attachAsset('hoop', { anchorX: 0.5, anchorY: 0.5 }); }); // MidgroundContainer class var MidgroundContainer = Container.expand(function () { var self = Container.call(this); }); // Panel class var Panel = Container.expand(function () { var self = Container.call(this); var panelGraphics = self.attachAsset('panel', { anchorX: 0.5, anchorY: 0.5 }); self.direction = 1; // 1 for moving right, -1 for moving left self.move = function () { self.x += 5 * self.direction; if (self.x > 2048 - self.width / 2) { self.direction = -1; } else if (self.x < self.width / 2) { self.direction = 1; } }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x87CEEB // Light blue background to simulate sky }); /**** * Game Code ****/ var ball; var hoop; var score = 0; var isStuck = true; var cursorX = 1024; // Initialize cursorX to the center of the screen var scoreTxt; var panel; var backgroundContainer = game.addChild(new BackgroundContainer()); backgroundContainer.x = 1024; // Center horizontally backgroundContainer.y = 1366; // Center vertically var midgroundContainer = game.addChild(new MidgroundContainer()); var foregroundContainer = game.addChild(new ForegroundContainer()); function initGame() { ball = foregroundContainer.addChild(new Ball()); ball.x = 1024; // Center horizontally ball.y = 350; // Starting height panel = midgroundContainer.addChild(new Panel()); panel.x = 1024; // Center horizontally panel.y = 700; // Position from bottom hoop = panel.addChild(new Hoop()); hoop.x = 0; // Center horizontally hoop.y = 260; // Position from bottom scoreTxt = new Text2(score.toString(), { size: 150, fill: "#ffffff" }); LK.gui.top.addChild(scoreTxt); game.on('move', function (obj) { var event = obj.event; var pos = event.getLocalPosition(game); cursorX = pos.x; }); game.on('down', function (obj) { isStuck = false; }); LK.on('tick', function () { ball.update(); panel.move(); checkScore(); if (ball.y >= 2732 - ball.height / 2 && !isStuck && !ball.scoring) { LK.showGameOver(); } }); } function checkScore() { if (ball.intersects(hoop) && !ball.scoring) { score += 1; scoreTxt.setText(score.toString()); ball.scoring = true; // Mark the ball as having scored ball.x = hoop.x + hoop.parent.x; // Move the ball's horizontal position to match the center of the hoop } // Handle ball reset if it has scored if (ball.y >= 2732 - ball.height / 2 && ball.scoring) { // Reset ball position for another drop ball.x = 1024; ball.y = 350; ball.speedY = 0; isStuck = true; ball.scoring = false; // Reset scoring status for the next drop panel.y += 100; // Move the panel 100 pixels lower panel.direction *= 1.5; // Increase the panel's speed by 20% } } initGame();
===================================================================
--- original.js
+++ change.js
@@ -138,8 +138,8 @@
ball.speedY = 0;
isStuck = true;
ball.scoring = false; // Reset scoring status for the next drop
panel.y += 100; // Move the panel 100 pixels lower
- panel.direction *= 1.2; // Increase the panel's speed by 20%
+ panel.direction *= 1.5; // Increase the panel's speed by 20%
}
}
initGame();
\ No newline at end of file