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double the speed of the background movement
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let's create an animation for the background. the background needs to create the illusion of moving down. for this we need to create a duplicate of the background and attach it directly above the current background, effectivelly doubling it's height. both these background move in tandem towards the bottom. when the bottom background fully exits the screen view, destroy it and reatached it above the existing background as the new second background. this creates an infinite looping animation, creating the illusion of an continous moving background
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ensure the background stretches across the entire screen, overriding the background's asset properties
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add a background to the game, that stretches across the entire screen
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the magnet should spin counterclockwise
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the magnet should spin counterclockwise around its own center. ensure it starts moving at the start of the game, not after the player moves the cursor
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the magnet should spin from the start of the game, right now it only starts rotating after the cursor is moved
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the magnet should spin from the start of the game, right now it only starts rotating after the cursor is moved
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the magnet should spin counterclockwise around its own center
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now imagine the objects are a clock. I want them to rotate around their own center, so that the point that would indicate 12 o clock always faces the magnet's center
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reduce the pull force of the magnet
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Objects spawned from these directions should use graphics retrieved with `LK.getAsset`, and their movement and positioning logic should account for the actual sizes of these assets. Any misalignment between the asset sizes and their movement logic could result in objects appearing off-screen or not entering the playable area as intended. fix it
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Since important variables and instances should be managed in the global scope for accessibility, any oversight in managing the objects' states or positions could lead to issues where objects do not behave as intended once they are spawned. fix it
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For objects to spawn correctly from the top, left, and right, they need to be initialized with starting positions and movement directions that guide them into the playable area. If the initial positions or movement directions are miscalculated or not set up correctly, the objects might not appear on the screen or might move in unintended directions. fix it
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fix it pls
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the spawn points from top, left and right dont work
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instead of having a single spawn point, have 4 spawn points instead. the one existing from the bottom, another from the top, one from the left and another from the right. the objects spawning from the top need to move downwards, the ones spawned from the left need to mvoe right and the ones spawned from the right need to move to the left
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instead of having a single spawn point, have 4 spawn points instead. the one existing from the bottom, another from the top, one from the left and another from the right. the objects spawning from the top need to move downwards, the ones spawned from the left need to mvoe right and the ones spawned from the right need to move to the left
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Ensure the magnet continues to move until it reaches the player's finger, even if the finger stops moving
/**** * 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 = 13; // Increased pull strength for stronger attraction 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 < 600) { // 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; self.isActive = 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, bottom, left or right of the screen var spawnSide = Math.floor(Math.random() * 4); switch (spawnSide) { case 0: // Top newObject.x = Math.random() * 2048; newObject.y = 0; newObject.direction = { x: 0, y: 1 }; break; case 1: // Bottom newObject.x = Math.random() * 2048; newObject.y = 2732; newObject.direction = { x: 0, y: -1 }; break; case 2: // Left newObject.x = 0; newObject.y = Math.random() * 2732; newObject.direction = { x: 1, y: 0 }; break; case 3: // Right newObject.x = 2048; newObject.y = Math.random() * 2732; newObject.direction = { x: -1, y: 0 }; break; } 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) { var newObject; // Check if there is an inactive object in the pool for (var i = 0; i < objects.length; i++) { if (!objects[i].isActive) { newObject = objects[i]; break; } } // If no inactive object was found, create a new one if (!newObject) { newObject = new ObjectToPull(); objects.push(newObject); game.addChild(newObject); } // Activate the object and position it at the top of the screen newObject.isActive = true; newObject.x = Math.random() * 2048; newObject.y = 2732; } // Move and check for magnet pull objects.forEach(function (object) { object.x += object.direction.x * 10; // Objects move in the x direction object.y += object.direction.y * 10; // Objects move in the y direction magnet.pull(object); // Magnet tries to pull each object // Check if object reaches the bottom of the screen if (object.y > 2732) { object.isActive = false; // Deactivate object } // Trigger game over if object touches the magnet if (magnet.intersects(object)) { LK.showGameOver(); } // Check for collision with other objects // Implement spatial partitioning to reduce the number of collision checks var cellSize = 100; // Size of each cell in the grid var grid = []; // 2D array representing the grid for (var i = 0; i < 2048 / cellSize; i++) { grid[i] = []; } // Assign each object to a cell in the grid objects.forEach(function (object) { var cellX = Math.floor(object.x / cellSize); var cellY = Math.floor(object.y / cellSize); grid[cellX][cellY] = object; }); // Only check for collisions between objects in the same or adjacent cells for (var i = 0; i < grid.length; i++) { for (var j = 0; j < grid[i].length; j++) { var object1 = grid[i][j]; if (object1) { // Check for collisions with objects in the same cell for (var k = i - 1; k <= i + 1; k++) { for (var l = j - 1; l <= j + 1; l++) { if (k >= 0 && k < grid.length && l >= 0 && l < grid[i].length) { var object2 = grid[k][l]; if (object2 && object1 !== object2 && object1.intersects(object2)) { // Objects are too close, apply a repulsion force var dx = object2.x - object1.x; var dy = object2.y - object1.y; var distance = Math.sqrt(dx * dx + dy * dy); var force = 100 / distance; // The force is stronger when the objects are closer object1.x -= dx / distance * force; object1.y -= dy / distance * force; object2.x += dx / distance * force; object2.y += dy / distance * force; } } } } } } } }); // Update score scoreTxt.setText(objects.length.toString()); }); // Touch event to move magnet var isFingerDown = false; // Track if the finger is held down game.on('down', function (obj) { isFingerDown = true; // Set flag to true when finger touches the screen }); var magnetSpeedLimit = 30; // Maximum speed of the magnet game.on('move', function (obj) { // Update target position regardless of whether finger is held down targetPos = obj.event.getLocalPosition(game); }); LK.on('tick', function () { if (targetPos) { // Move magnet towards target position var dx = targetPos.x - magnet.x; var dy = targetPos.y - magnet.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > magnetSpeedLimit) { // If the distance to the target position is greater than the speed limit, // move the magnet at the maximum speed in the direction of the target. magnet.x += dx / distance * magnetSpeedLimit; magnet.y += dy / distance * magnetSpeedLimit; } else { // If the distance to the target position is less than the speed limit, // move the magnet directly to the target. magnet.x = targetPos.x; magnet.y = targetPos.y; } } }); var targetPos = null; // Target position for the magnet game.on('up', function (obj) { isFingerDown = false; // Reset flag when finger is lifted targetPos = obj.event.getLocalPosition(game); // Set target position to the last position of the cursor }); // 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
@@ -53,11 +53,48 @@
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 = 2732;
+ // Randomly position objects at the top, bottom, left or right of the screen
+ var spawnSide = Math.floor(Math.random() * 4);
+ switch (spawnSide) {
+ case 0:
+ // Top
+ newObject.x = Math.random() * 2048;
+ newObject.y = 0;
+ newObject.direction = {
+ x: 0,
+ y: 1
+ };
+ break;
+ case 1:
+ // Bottom
+ newObject.x = Math.random() * 2048;
+ newObject.y = 2732;
+ newObject.direction = {
+ x: 0,
+ y: -1
+ };
+ break;
+ case 2:
+ // Left
+ newObject.x = 0;
+ newObject.y = Math.random() * 2732;
+ newObject.direction = {
+ x: 1,
+ y: 0
+ };
+ break;
+ case 3:
+ // Right
+ newObject.x = 2048;
+ newObject.y = Math.random() * 2732;
+ newObject.direction = {
+ x: -1,
+ y: 0
+ };
+ break;
+ }
objects.push(newObject);
game.addChild(newObject);
}
// Game tick function
@@ -84,9 +121,10 @@
newObject.y = 2732;
}
// Move and check for magnet pull
objects.forEach(function (object) {
- object.y -= 10; // Objects move upwards
+ object.x += object.direction.x * 10; // Objects move in the x direction
+ object.y += object.direction.y * 10; // Objects move in the y direction
magnet.pull(object); // Magnet tries to pull each object
// Check if object reaches the bottom of the screen
if (object.y > 2732) {
object.isActive = false; // Deactivate object