User prompt
the collision between the boat and the circles is nto working anymore, ensure that if any area of the circles hits the center of the boat you go to game over
User prompt
fix the collision boxes between the circles and the boat. the circles should use their entire size as a hit bo, while the boat should only use it's center to detect a collision
User prompt
the boat needs to have a wave movement, so instead of simply moving straight forwards, it also wobbles left and right on this path, and the boat needs to also rotate around this curvature, so it's front also rotates left and right at the same time with the left-right movement
User prompt
the boat now has a wavey movement, but the boat needs to also rotate around this curvature, so it's front also rotates left and right at the same time with the left-right movement
User prompt
the boat needs to have a wave movement, so instead of simply moving straight forwards, it also wobbles left and right on this path
User prompt
the boat needs to change direction when any of it's bounds hits the screen edge, not just it's center
User prompt
fix the collision box between the characater's and the boat to be more precise
User prompt
fix the collision box between the characater's and the boat
User prompt
when the boat hits any of the character's circles, instead of adding points, go straight to game over
User prompt
double the boats speed, and make it face the direction it's traveling, similar to the swimmer. if the boat's asset was a clock, it's 12 o clock point should face the direction it's moving towards
User prompt
the boat is now not moving at all, fix this bug
User prompt
the boat seems to jitter in place. it needs to move in a straight line, whatever that direction is, until it hita a screen edge, only then it needs to change direction
User prompt
make the boat move randomly around the screen, instead of following the player
User prompt
the boat is static, it needs to move around the screen in a straight line, until it hits a screen edge where it bounces
User prompt
make the boat moev randomly around the screen. similar to the swimmer, if any of it's edges hits the side of the screen, it needs to bounce back within the screen bounds
User prompt
instead of following the player, make the boat moev randomly around the screen. similar to the player, if any of it's edges hits the side of the screen, it needs to bounce back within the screen bounds
User prompt
the boat seems to be adding points to the score. the boat should actually be an onbstacle and go to game over when touching any of the circles making up the character
User prompt
create a new asset named Boat. This boat has a constant speed and is always traveling towards the circle that is stationary. when it hits any of the circles that make up the character, go to game over
User prompt
✅ Reduce the frequency of swimmer rotation. it needs to swim forward more often and only rotate once every while, but mush less often than now
User prompt
the swimmer rotates too often, make it rotate less often
Code edit (1 edits merged)
Please save this source code
User prompt
the swimmer sometimes rotates toooooo fast, limit it's rotation o a certain limit
Code edit (2 edits merged)
Please save this source code
User prompt
✅ Slow down the swimmer's rotation speed when it hits a screen edge even more
User prompt
the swimmer rotates a bit too fast, especially when it hits a screen edge, ensure the rotation cant happen as sudden
/**** * Classes ****/ //<Assets used in the game will automatically appear here> // Class for the circle objects var Circle = Container.expand(function () { var self = Container.call(this); var circleGraphics = self.attachAsset('character', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 0; self.direction = 1; self.update = function () { if (self.direction == 1) { self.rotation -= self.speed * self.direction; } else { self.rotation += self.speed; } }; }); // Class for the swimmer objects var Swimmer = Container.expand(function () { var self = Container.call(this); var swimmerGraphics = self.attachAsset('swimmer', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 5; self.angle = Math.random() * Math.PI * 2; self.changeAngleTimer = 0; self.update = function () { // Calculate the direction to the nearest circle var dx1 = circle1.x - self.x; var dy1 = circle1.y - self.y; var dx2 = circle2.x - self.x; var dy2 = circle2.y - self.y; var dist1 = Math.sqrt(dx1 * dx1 + dy1 * dy1); var dist2 = Math.sqrt(dx2 * dx2 + dy2 * dy2); var dx, dy; if (dist1 < dist2) { dx = dx1; dy = dy1; } else { dx = dx2; dy = dy2; } // Check if the nearest circle is within the swimmer's radius if (dist1 < 600 || dist2 < 600) { // Move the swimmer away from the nearest circle self.angle = Math.atan2(dy, dx) + Math.PI; } else { // Continue moving randomly self.angle += (Math.random() - 0.5) * Math.PI / 4; } self.x += Math.cos(self.angle) * self.speed; self.y += Math.sin(self.angle) * self.speed; // Update swimmer rotation to point towards the direction it's moving // Use a lerp function to smooth out the rotation and prevent jittering var lerpFactor = 0.1; self.rotation += (self.angle - self.rotation) * lerpFactor; // Bounce off the edges of the screen if (self.x - swimmerGraphics.width / 2 < 0) { self.x = swimmerGraphics.width / 2; self.angle = Math.PI - self.angle; self.rotation += (self.angle - self.rotation) * lerpFactor / 10; } else if (self.x + swimmerGraphics.width / 2 > 2048) { self.x = 2048 - swimmerGraphics.width / 2; self.angle = Math.PI - self.angle; self.rotation += (self.angle - self.rotation) * lerpFactor / 10; } if (self.y - swimmerGraphics.height / 2 < 0) { self.y = swimmerGraphics.height / 2; self.angle = -self.angle; self.rotation += (self.angle - self.rotation) * lerpFactor / 10; } else if (self.y + swimmerGraphics.height / 2 > 2732) { self.y = 2732 - swimmerGraphics.height / 2; self.angle = -self.angle; self.rotation += (self.angle - self.rotation) * lerpFactor / 10; } // Change the angle slightly every 2 seconds self.changeAngleTimer++; if (self.changeAngleTimer >= 120) { self.angle += (Math.random() - 0.5) * Math.PI / 4; self.changeAngleTimer = 0; } }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 //Init game with black background }); /**** * Game Code ****/ // Initialize a variable to store the value 200 var BackgroundContainer = new Container(); game.addChild(BackgroundContainer); var MidgroundContainer = new Container(); game.addChild(MidgroundContainer); var ForegroundContainer = new Container(); game.addChild(ForegroundContainer); // Create a score text var scoreText = new Text2('0', { size: 150, fill: "#ffffff", stroke: "#000000", strokeThickness: 10 }); scoreText.anchor.set(0.5, 0.5); // Sets anchor to the center of the text. scoreText.x = 2048 / 2; // Position the score text in the center of the screen horizontally. scoreText.y = 2732 / 2; // Position the score text in the center of the screen vertically. ForegroundContainer.addChild(scoreText); // Attach the score text to the ForegroundContainer var circleDistance = 500; // Initialize circle objects var circle1 = new Circle(); circle1.direction = -1; circle1.x = 2048 / 2; circle1.y = 2732 / 2; var circle2 = new Circle(); circle2.x = circle1.x; circle2.y = circle1.y - circleDistance; var circleSpeed = 0.02; circle2.speed = circleSpeed; game.addChild(circle1); game.addChild(circle2); // Initialize swimmer objects var swimmer1 = new Swimmer(); swimmer1.x = Math.random() * 2048; swimmer1.y = Math.random() * 2732; game.addChild(swimmer1); // Handle character movement var dragNode = null; function handleMove(x, y, obj) { if (dragNode) { dragNode.x = x; dragNode.y = y; } } game.move = handleMove; game.down = function (x, y, obj) { // Switch the movement of the circle objects if (circle1.speed == 0) { circle1.speed = circleSpeed; circle2.speed = 0; circle1.x = circle2.storedX; circle1.y = circle2.storedY; circle1.rotation = circle2.storedAngle; } else { circle1.speed = 0; circle2.speed = circleSpeed; circle2.x = circle1.storedX; circle2.y = circle1.storedY; circle2.rotation = circle1.storedAngle; } }; game.up = function (x, y, obj) { dragNode = null; }; // Update game logic game.update = function () { // Update circle objects circle1.update(); circle2.update(); // Check if either circle intersects with the swimmer if (circle1.intersects(swimmer1) || circle2.intersects(swimmer1)) { // Remove the swimmer from the game game.removeChild(swimmer1); // Increment the score LK.setScore(LK.getScore() + 1); // Update the score text scoreText.setText(LK.getScore()); // Create a new swimmer at a random position swimmer1 = new Swimmer(); swimmer1.x = Math.random() * 2048; swimmer1.y = Math.random() * 2732; game.addChild(swimmer1); } // Calculate the new positions of the circle objects if (circle1.speed != 0) { circle1.x = circle2.x - circleDistance * Math.cos(circle1.rotation); circle1.y = circle2.y - circleDistance * Math.sin(circle1.rotation); circle1.storedX = circle1.x; circle1.storedY = circle1.y; circle1.storedAngle = circle1.rotation; } else { circle2.x = circle1.x + circleDistance * Math.cos(circle2.rotation); circle2.y = circle1.y + circleDistance * Math.sin(circle2.rotation); circle2.storedX = circle2.x; circle2.storedY = circle2.y; circle2.storedAngle = circle2.rotation; } };
===================================================================
--- original.js
+++ change.js
@@ -62,22 +62,22 @@
// Bounce off the edges of the screen
if (self.x - swimmerGraphics.width / 2 < 0) {
self.x = swimmerGraphics.width / 2;
self.angle = Math.PI - self.angle;
- self.rotation += (self.angle - self.rotation) * lerpFactor / 4;
+ self.rotation += (self.angle - self.rotation) * lerpFactor / 10;
} else if (self.x + swimmerGraphics.width / 2 > 2048) {
self.x = 2048 - swimmerGraphics.width / 2;
self.angle = Math.PI - self.angle;
- self.rotation += (self.angle - self.rotation) * lerpFactor / 4;
+ self.rotation += (self.angle - self.rotation) * lerpFactor / 10;
}
if (self.y - swimmerGraphics.height / 2 < 0) {
self.y = swimmerGraphics.height / 2;
self.angle = -self.angle;
- self.rotation += (self.angle - self.rotation) * lerpFactor / 4;
+ self.rotation += (self.angle - self.rotation) * lerpFactor / 10;
} else if (self.y + swimmerGraphics.height / 2 > 2732) {
self.y = 2732 - swimmerGraphics.height / 2;
self.angle = -self.angle;
- self.rotation += (self.angle - self.rotation) * lerpFactor / 4;
+ self.rotation += (self.angle - self.rotation) * lerpFactor / 10;
}
// Change the angle slightly every 2 seconds
self.changeAngleTimer++;
if (self.changeAngleTimer >= 120) {
yacht seen from above. pixelated 8-bit. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
shark fin seen from above. bir-eye perspective view. pixelated 8-bit. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
blood splatter. 8-bit pixelated. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.