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ensure objects spawn at the top of the screen not from the bottom
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spawn the objects from the top of the screen, and also reverse their moving direction to move from top to bottom
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spawn the objects from the top of the screen, and reverse their moving direction to move from top to bottom
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while ensuring he same background looping animation logic remains in place, only reverse the second background on it's y axis. so the background animation consists of 2 backgrounds, the first and the second before the cycle repeats, ensure the second background is always generated flipped on it's y axis
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the score's alignment should be to the center instead of to the left
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the score's alignment should be to the center instead of to the left
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the score should be aligned to its center instead of from the left
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the score should be aligned to its center instead of from the left
Code edit (2 edits merged)
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add a black outline to the score
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the second flipped background has 2 bugs. first off, only the first instance of it is flipped, instead all of it's instances need to be flipped on its y axis. second, the background disappears as soon as it touches the bottom part of the screen, instead it should continue moving all the way under the screen and only disappear after it completely exits the screen
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you correctly flipped the second background on it's y axis but now the animation is discountinued. only a loop of the background happens but the next cycle doesnt happen which is a bug. as soon as the first background exits the screen, immeditally reattach it at the top of the screen, so it appears right above the second background which is flipped on its y axis
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you correctly flipped the second background on it's y axis but now the animation is discountinued. only a loop of the background happens but the next cycle doesnt happen which is a bug. immediatelly reatach the first background on top of the second background to maintain a continous loop. as soon as the first background exits the screen, immeditally reatach it at the top of the screen, so it appears right above the second background which is flipped on its y axis
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you correctly flipped the second background on it's y axis but now the animation is discountinued. only a loop of the background happens but the next cycle doesnt happen which is a bug. immediatelly reatach the first background on top of the second background to maintain a continous loop. as soon as the first background exits the screen, immeditally reatach it at the top of the screen
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you correctly flipped the second background on it's y axis but now the animation is discountinued. only a loop of the background happens but the next cycle doesnt happen which is a bug. immediatelly reatach the first background on top of the second background to maintain a continous loop. as soon as the first background exits the screen, immeditally reatach it at the top of the screen
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you correctly flipped the second background on it's y axis but now the animation is discountinued. only a loop of the background happens but the next cycle doesnt happen which is a bug. immediatelly reatach the first background on top of the second background to maintain a continous loop
User prompt
you correctly flipped the second background on it's y axis but now the animation is discountinued. only a loop of the background happens but the next cycle doesnt happen which is a bug. immediatelly reatach the first background on top of the second background to maintain a continous loop
User prompt
you correctly flipped the second background on it's y axis but now the animation is discountinued. only a loop of the background happens but the next cycle doesnt happen which is a bug. fix it
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the second generated background needs to be flipped on its y axis
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flip the second background on its y axis
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the second generated background needs to be flipped on it's y axis
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the second generated background needs to be flipped on it's y axis
Code edit (1 edits merged)
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/**** * 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.rotationSpeed = -0.1; // Set the rotation speed for the magnet 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 background = game.addChild(LK.getAsset('background', { anchorX: 0, anchorY: 0, x: 0, y: 0, width: 2048, height: 2732 })); var background2 = game.addChild(LK.getAsset('background', { anchorX: 0, anchorY: 1, // Flip on y axis by setting anchorY to 1 x: 0, y: 0, // Adjust y position to 0 for correct alignment after flip width: 2048, height: 2732 })); 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 = 2732; objects.push(newObject); game.addChild(newObject); } // Game tick function LK.on('tick', function () { magnet.rotation += magnet.rotationSpeed; // Rotate the magnet counterclockwise background.y += 8; // Move the background downwards background2.y += 8; // Move the second background downwards // 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, rotate and check for magnet pull objects.forEach(function (object) { object.y -= 10; // Objects move upwards magnet.pull(object); // Magnet tries to pull each object // Calculate the angle between the object and the magnet var dx = magnet.x - object.x; var dy = magnet.y - object.y; var angle = Math.atan2(dy, dx); // Rotate the object to face the magnet object.rotation = angle; // Check if object reaches the bottom of the screen if (object.y > 2732) { object.isActive = false; // Deactivate object } // Check if the bottom background has fully exited the screen view and reattach the first background on top if (background.y >= 2732) { background.y = background2.y - 2732; } if (background2.y >= 2732) { background2.y = background.y - 2732; background.y = background2.y - 2732; } // 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.
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--- original.js
+++ change.js
@@ -124,8 +124,9 @@
background.y = background2.y - 2732;
}
if (background2.y >= 2732) {
background2.y = background.y - 2732;
+ background.y = background2.y - 2732;
}
// Trigger game over if object touches the magnet
if (magnet.intersects(object)) {
LK.showGameOver();