Code edit (3 edits merged)
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add a max speed to the magnet
Code edit (1 edits merged)
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increase the attraction force of the magnet
Code edit (1 edits merged)
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ensure the objects spawn from the bottom
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reverse the direction of the objects so they spawn from the bottom, and ensure they not travel towards the top
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reverse the direction of the objects so they spawn from the bottom instead of from the top
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reverse the direction of the objects so they spawn from the botton
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increase the speed of the objects
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when an object touches the magnet go to game over
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the magnet should follow the finger only when the finger is held on the screen
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the game still lags after around 20 objects, fix it
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reduce the attraction radius
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fix it
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when objects collide they simply disappear which is a bug, they just shouldn't overlap
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objects shouldn't collide with each other
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Magnet Pull Race
/**** * Classes ****/ // Assets will be automatically created based on usage in the code. // Magnet class var Magnet = Container.expand(function () { var self = Container.call(this); var magnetGraphics = self.attachAsset('magnet', { anchorX: 0.5, anchorY: 0.5 }); self.pullStrength = 5; self.pull = function (object) { var dx = self.x - object.x; var dy = self.y - object.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < 500) { // Only pull if within 500 pixels object.x += dx / distance * self.pullStrength; object.y += dy / distance * self.pullStrength; } }; }); // Object class var ObjectToPull = Container.expand(function () { var self = Container.call(this); var objectGraphics = self.attachAsset('object', { anchorX: 0.5, anchorY: 0.5 }); self.isPulled = false; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 // Init game with black background }); /**** * Game Code ****/ var magnet = game.addChild(new Magnet()); magnet.x = 1024; // Center horizontally magnet.y = 1366; // Center vertically var objects = []; // Array to hold objects var scoreTxt = new Text2('0', { size: 150, fill: "#ffffff" }); LK.gui.top.addChild(scoreTxt); // Function to spawn objects function spawnObject() { var newObject = new ObjectToPull(); // Randomly position objects at the top of the screen newObject.x = Math.random() * 2048; newObject.y = 0; objects.push(newObject); game.addChild(newObject); } // Game tick function LK.on('tick', function () { // Spawn an object every 60 frames (about 1 second) if (LK.ticks % 60 == 0) { spawnObject(); } // Move and check for magnet pull objects.forEach(function (object) { object.y += 2; // Objects fall down magnet.pull(object); // Magnet tries to pull each object // Check if object reaches the bottom of the screen if (object.y > 2732) { object.destroy(); // Remove object from game objects = objects.filter(function (o) { return o !== object; }); // Remove object from array } // Check for collision with other objects for (var i = 0; i < objects.length; i++) { for (var j = i + 1; j < objects.length; j++) { if (objects[i].intersects(objects[j])) { // Objects collided, destroy both objects[i].destroy(); objects[j].destroy(); // Remove objects from array objects = objects.filter(function (o) { return o !== objects[i] && o !== objects[j]; }); break; } } } }); // Update score scoreTxt.setText(objects.length.toString()); }); // Touch event to move magnet game.on('down', function (obj) { var pos = obj.event.getLocalPosition(game); magnet.x = pos.x; magnet.y = pos.y; }); // This simple game setup demonstrates the core mechanics of pulling objects with a magnet. // Additional features such as different object types, levels, and challenges can be added to enhance the gameplay.
===================================================================
--- original.js
+++ change.js
@@ -1,88 +1,105 @@
-/****
+/****
* Classes
-****/
+****/
// Assets will be automatically created based on usage in the code.
// Magnet class
var Magnet = Container.expand(function () {
- var self = Container.call(this);
- var magnetGraphics = self.attachAsset('magnet', {
- anchorX: 0.5,
- anchorY: 0.5
- });
- self.pullStrength = 5;
- self.pull = function (object) {
- var dx = self.x - object.x;
- var dy = self.y - object.y;
- var distance = Math.sqrt(dx * dx + dy * dy);
- if (distance < 500) {
- // Only pull if within 500 pixels
- object.x += dx / distance * self.pullStrength;
- object.y += dy / distance * self.pullStrength;
- }
- };
+ var self = Container.call(this);
+ var magnetGraphics = self.attachAsset('magnet', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.pullStrength = 5;
+ self.pull = function (object) {
+ var dx = self.x - object.x;
+ var dy = self.y - object.y;
+ var distance = Math.sqrt(dx * dx + dy * dy);
+ if (distance < 500) {
+ // Only pull if within 500 pixels
+ object.x += dx / distance * self.pullStrength;
+ object.y += dy / distance * self.pullStrength;
+ }
+ };
});
// Object class
var ObjectToPull = Container.expand(function () {
- var self = Container.call(this);
- var objectGraphics = self.attachAsset('object', {
- anchorX: 0.5,
- anchorY: 0.5
- });
- self.isPulled = false;
+ var self = Container.call(this);
+ var objectGraphics = self.attachAsset('object', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.isPulled = false;
});
-/****
+/****
* Initialize Game
-****/
+****/
var game = new LK.Game({
- backgroundColor: 0x000000 // Init game with black background
+ backgroundColor: 0x000000 // Init game with black background
});
-/****
+/****
* Game Code
-****/
+****/
var magnet = game.addChild(new Magnet());
magnet.x = 1024; // Center horizontally
magnet.y = 1366; // Center vertically
var objects = []; // Array to hold objects
var scoreTxt = new Text2('0', {
- size: 150,
- fill: "#ffffff"
+ size: 150,
+ fill: "#ffffff"
});
LK.gui.top.addChild(scoreTxt);
// Function to spawn objects
function spawnObject() {
- var newObject = new ObjectToPull();
- // Randomly position objects at the top of the screen
- newObject.x = Math.random() * 2048;
- newObject.y = 0;
- objects.push(newObject);
- game.addChild(newObject);
+ var newObject = new ObjectToPull();
+ // Randomly position objects at the top of the screen
+ newObject.x = Math.random() * 2048;
+ newObject.y = 0;
+ objects.push(newObject);
+ game.addChild(newObject);
}
// Game tick function
LK.on('tick', function () {
- // Spawn an object every 60 frames (about 1 second)
- if (LK.ticks % 60 == 0) {
- spawnObject();
- }
- // Move and check for magnet pull
- objects.forEach(function (object) {
- object.y += 2; // Objects fall down
- magnet.pull(object); // Magnet tries to pull each object
- // Check if object reaches the bottom of the screen
- if (object.y > 2732) {
- object.destroy(); // Remove object from game
- objects = objects.filter(o => o !== object); // Remove object from array
- }
- });
- // Update score
- scoreTxt.setText(objects.length.toString());
+ // Spawn an object every 60 frames (about 1 second)
+ if (LK.ticks % 60 == 0) {
+ spawnObject();
+ }
+ // Move and check for magnet pull
+ objects.forEach(function (object) {
+ object.y += 2; // Objects fall down
+ magnet.pull(object); // Magnet tries to pull each object
+ // Check if object reaches the bottom of the screen
+ if (object.y > 2732) {
+ object.destroy(); // Remove object from game
+ objects = objects.filter(function (o) {
+ return o !== object;
+ }); // Remove object from array
+ }
+ // Check for collision with other objects
+ for (var i = 0; i < objects.length; i++) {
+ for (var j = i + 1; j < objects.length; j++) {
+ if (objects[i].intersects(objects[j])) {
+ // Objects collided, destroy both
+ objects[i].destroy();
+ objects[j].destroy();
+ // Remove objects from array
+ objects = objects.filter(function (o) {
+ return o !== objects[i] && o !== objects[j];
+ });
+ break;
+ }
+ }
+ }
+ });
+ // Update score
+ scoreTxt.setText(objects.length.toString());
});
// Touch event to move magnet
game.on('down', function (obj) {
- var pos = obj.event.getLocalPosition(game);
- magnet.x = pos.x;
- magnet.y = pos.y;
+ var pos = obj.event.getLocalPosition(game);
+ magnet.x = pos.x;
+ magnet.y = pos.y;
});
// This simple game setup demonstrates the core mechanics of pulling objects with a magnet.
// Additional features such as different object types, levels, and challenges can be added to enhance the gameplay.
\ No newline at end of file