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actually decrease the spawning time by 1, but for every 2 points instead of 1
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for every point increment in the score, decrease the spawning value by 1 if (LK.ticks % 60 == 0) { spawnObject(); }, so that objects spawn increasingly faster as the score increases
Code edit (2 edits merged)
Please save this source code
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make the objects spawn faster
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fix the hitbox area between the magnet and the objects as sometimes they collide without even touching
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reduce the rower animation to 250
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rower needs to have an animation comprised of 2 frames. the second frame is rower_1. alternate between these frames once every 500 miliseconds Create an array to hold the enemy rower graphics and alternate between them every 500 milliseconds. Add code to alternate between enemy rower frames every 500 milliseconds
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fix rower animation
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rower animation doesnt alternate, fix it
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rower needs to have an animation comprised of 2 frames. the second frame is rower_1. alternate between these frames once every 500 miliseconds Create an array to hold the enemy rower graphics and alternate between them every 500 milliseconds. Add code to alternate between enemy rower frames every 500 milliseconds
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Please fix the bug: 'Uncaught TypeError: Cannot set properties of undefined (setting 'switchFrame')' in or related to this line: 'self.switchFrame = function () {' Line Number: 236
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Please fix the bug: 'Uncaught TypeError: Cannot set properties of undefined (setting 'switchFrame')' in or related to this line: 'self.switchFrame = function () {' Line Number: 236
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rower needs to have an animation comprised of 2 frames. the second frame is rower_1. alternate between these frames once every 500 miliseconds
Code edit (1 edits merged)
Please save this source code
User prompt
rower needs to have an animation comprised of 2 frames. the second frame is rower_1. alternate between these frames once every 500 miliseconds π Create an array to hold the enemy rower graphics and alternate between them every 500 milliseconds. Add code to alternate between enemy rower frames every 500 milliseconds
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fix the rower animation
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use a different method to alternate the rower animation frames and ensure it alternates between the frames
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use a different method to alternate the rower animation frames
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use a different method to alternate the rower animation frames
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fix the rower animation
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fix the rower animation
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fix the rower animation
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Review the logic that updates `self.currentFrame` and ensure that it correctly toggles between 0 and 1. Make sure that this state is correctly used to determine which frame to display.
/**** * 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; // Optimize rower frame animation for smoother transitions if (LK.ticks % 2 == 0) { self.currentFrame = 1 - self.currentFrame; // Toggle between 0 and 1 var nextFrameAsset = self.currentFrame === 0 ? 'rower' : 'rower_1'; self.removeChild(rowerGraphics); rowerGraphics = self.attachAsset(nextFrameAsset, { anchorX: 0.5, anchorY: 0.5 }); self.addChild(rowerGraphics); } }; }); /**** * 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
@@ -45,26 +45,17 @@
self.speed = 5;
self.currentFrame = 0;
self.move = function () {
self.x += self.speed;
- // Alternate rower frame each tick for smoother animation
+ // Optimize rower frame animation for smoother transitions
if (LK.ticks % 2 == 0) {
- // Change frame every other tick
- if (self.currentFrame == 0) {
- self.currentFrame = 1;
- self.removeChild(rowerGraphics);
- rowerGraphics = self.attachAsset('rower_1', {
- anchorX: 0.5,
- anchorY: 0.5
- });
- } else {
- self.currentFrame = 0;
- self.removeChild(rowerGraphics);
- rowerGraphics = self.attachAsset('rower', {
- anchorX: 0.5,
- anchorY: 0.5
- });
- }
+ self.currentFrame = 1 - self.currentFrame; // Toggle between 0 and 1
+ var nextFrameAsset = self.currentFrame === 0 ? 'rower' : 'rower_1';
+ self.removeChild(rowerGraphics);
+ rowerGraphics = self.attachAsset(nextFrameAsset, {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
self.addChild(rowerGraphics);
}
};
});