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Double-check the asset definitions and ensure that both frames are correctly defined and accessible. Also, verify that the asset IDs used in the `attachAsset` calls match those defined in the game's assets.
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Verify that the `self.removeChild(self.children[0])` and `self.attachAsset` calls are correctly working. Ensure that the asset is being properly removed and the new asset is correctly attached with the right properties. fix this
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Ensure that the tick event is consistently firing and the condition to switch frames is correctly evaluated. You might need to adjust the modulus value or ensure that the tick event handler is correctly implemented and not blocked by any other code.
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the rower animation doesnt work, the 2nd frame never happens
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the rower animation doesnt work, the 2nd frame never happens
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use the same logic for the rower animation as in this code snipped self.enemyRowerFrame = 0; self.enemyRowerGraphics = []; self.enemyRowerGraphics.push(self.attachAsset('Enemy_Rower', { anchorX: 0.5, anchorY: 0.5 })); self.enemyRowerGraphics.push(self.attachAsset('Enemy_Rower_1', { anchorX: 0.5, anchorY: 0.5 })); self.enemyRowerGraphics[1].visible = false; self.enemyRowerGraphics.forEach(function (graphic) { graphic.y = -graphic.height / 2 + 40; });
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the rower animation doesnt work. fix it
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the rower animation doesnt work
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animate the rower by using 2 frames. the second frame is rower_1. alternate between the farmes once every second
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fix the rower animation as it doesnt alternate between the frames
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use a different method to alternate between the rowers frames
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ensure the rower's second frame is flipped on its x axis
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animate the rower by using 2 frmes. the second frame is the same asset but flipped on it's x axis. alternate between the farmes once every second
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animate the rower by using 2 frmes. the second frame is the same asset but flipped on it's x axis. alternate between the farmes once every second
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attach the rower to the objects
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create a new asset named Rower
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after implementing the score, objects no longer disappear from the game. ensure they can continue moving bellow screen and destroy them when they reach 100 pixels under the screen edge
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ensure the score only increments by 1 point for each object. right now a single objects keeps increenting the score infinitely
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the score doesnt increment anymore. ensure 1 point is added when an objects hits the bottom egde of the screen
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the score doesnt increment anymore. ensure 1 point is added when an objects hits the bottom egde of the screen
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the score doesnt increment anymore. ensure 1 point is added when an objects hits the bottom egde of the screen
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instead of auto incrementing the score, only increment it by 1 when an objects exits the screen at the bottom
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instead of auto incrementing the score, only increment it by 1 when an objects exits the screen at the bottom
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there's multiple parts in the code that handle the objects spawning, remove redundant code
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spawn objects 100 pixels above the screen
/**** * 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 < 550) { // 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; // Attach a rower to the object var rower = new Rower(); self.addChild(rower); }); // Rower class var Rower = Container.expand(function () { var self = Container.call(this); var rowerGraphics = self.attachAsset('rower', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 5; self.currentFrame = 0; self.move = function () { self.x += self.speed; if (LK.ticks % 60 == 0) { if (self.currentFrame == 0) { self.currentFrame = 1; self.attachAsset('rower_1', { anchorX: 0.5, anchorY: 0.5 }); } else { self.currentFrame = 0; self.attachAsset('rower', { anchorX: 0.5, anchorY: 0.5 }); } } }; }); /**** * 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: 0, x: 0, y: -2732, 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", stroke: "#000000", // Black outline strokeThickness: 10 // Thickness of the outline }); LK.gui.top.addChild(scoreTxt); scoreTxt.anchor.set(0.5, 0); // 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 = -100; 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) { spawnObject(); } // Move, rotate and check for magnet pull objects.forEach(function (object) { object.y += 15; // Objects move downwards 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 if (background.y >= 2732) { background.y = background2.y - 2732; // Reattach it above the existing background } if (background2.y >= 2732) { background2.y = background.y - 2732; // Reattach it above the existing background } // 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 and deactivate objects that have exited the screen objects = objects.filter(function (object) { if (object.y > 2832) { // Adjust condition to check if object is 100 pixels below the screen edge object.isActive = true; // Mark object as scored to prevent re-scoring LK.setScore(LK.getScore() + 1); // Increment score by 1 scoreTxt.setText(LK.getScore().toString()); // Update score text return false; // Remove object from the array } return true; }); }); // 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
@@ -37,25 +37,31 @@
});
// Rower class
var Rower = Container.expand(function () {
var self = Container.call(this);
- // Initialize rower frame state
- self.frameState = 0;
- // Set initial rower graphics
var rowerGraphics = self.attachAsset('rower', {
anchorX: 0.5,
anchorY: 0.5
});
- // Function to toggle rower frame
- self.toggleFrame = function () {
- self.frameState = !self.frameState;
- rowerGraphics.flipX = self.frameState ? 1 : 0;
- };
- // Set interval to toggle frame every second (1000ms)
- LK.setInterval(self.toggleFrame, 1000);
self.speed = 5;
+ self.currentFrame = 0;
self.move = function () {
self.x += self.speed;
+ if (LK.ticks % 60 == 0) {
+ if (self.currentFrame == 0) {
+ self.currentFrame = 1;
+ self.attachAsset('rower_1', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ } else {
+ self.currentFrame = 0;
+ self.attachAsset('rower', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ }
+ }
};
});
/****