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make the boat spawn swimmers faster
Code edit (2 edits merged)
Please save this source code
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whenever the boat hits a screen edge, increase it's speed by 5. have this 5 as it's own variable
Code edit (2 edits merged)
Please save this source code
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actually start the boat even 200 pixels higher
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the boat needs to always start from the same spot, which is the center of the screen but 500 pixels higher
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the boat moves frenetically in all 4 directions and basically stands still. the boat needs to continue moving forward, and only change direction when any of it's edges hits any of the screen edges
User prompt
the boat now vibrates and only tends to move towards the bottom right. the diagonal angle change needs to apply in all 4 directions so it can also move towards the kleft and upwards
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the boad should mostly move diagonally at angles between 35 and 45. when changing angles, pick a random angle value between 35 and 45
Code edit (1 edits merged)
Please save this source code
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decrease the swimmers speed
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ensure the background stretches across the entire screen
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create a new asset named Background and add it as the game's background that stretches across the entire screen area. attach this to the background container
User prompt
check to see if both the circles are outside the screen. if the center of both character circle's is outside the screen area, go to game over
User prompt
the boat starts jittering sometimes when it touches the edge of the screen. instead of bouncing inside the screen area, it very quickly changes it's rotation, but get's stuck on the edge of the screen and simply travels along the screen edge line, instead of bouncing back inside the game area
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'push')' in or related to this line: 'swimmers.push(swimmer1);' Line Number: 178
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the original swimmer that is not spawned by the boat is bugged, as it cannot be collected by the character, fix it
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destroy the swimer when they are collected by the character
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move the character's circles in the midground container, to ensure it can still collect the swimmers
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all swimmers must be placed in the midground container and the boat in the foreground container
User prompt
instead of spawning the swimmers out of nowhere, use the boat as the spawner. the boat needs to spawn one new swimmer once every 3 seconds, at the location of the boat of that time. there can only be up to 5 swimmers at a time on the screen, once there are 5, stop spawning swimmers. however, after collecting swimmers with the characater, spawn new swimmers if thy are less than 5
User prompt
Please fix the bug: 'TypeError: circle1.contains is not a function' in or related to this line: 'if (circle1.contains(boatCenter.x, boatCenter.y) || circle2.contains(boatCenter.x, boatCenter.y)) {' Line Number: 228
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Update the collision detection between the boat and the circles to trigger game over when any area of the circles hits the center of the boat. right now the entire boat's area is used to detect the collision, instead only use it's center
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
/**** * Classes ****/ var Boat = Container.expand(function () { var self = Container.call(this); var boatGraphics = self.attachAsset('boat', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 10; self.speedX = (Math.random() - 0.5) * self.speed; self.speedY = (Math.random() - 0.5) * self.speed; self.update = function () { // Declare a variable for speed increase var speedIncrease = 1; // If the boat hits the edge of the screen, change direction and increase speed if (self.x - boatGraphics.width / 2 < 0) { self.x = boatGraphics.width / 2; self.speedX = Math.abs(self.speedX) + speedIncrease; } else if (self.x + boatGraphics.width / 2 > 2048) { self.x = 2048 - boatGraphics.width / 2; self.speedX = -Math.abs(self.speedX) - speedIncrease; } if (self.y - boatGraphics.height / 2 < 0) { self.y = boatGraphics.height / 2; self.speedY = Math.abs(self.speedY) + speedIncrease; } else if (self.y + boatGraphics.height / 2 > 2732) { self.y = 2732 - boatGraphics.height / 2; self.speedY = -Math.abs(self.speedY) - speedIncrease; } // Continue moving the boat in the current direction self.x += self.speedX; self.y += self.speedY; self.rotation = Math.atan2(self.speedY, self.speedX); }; }); //<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; } }; self.contains = function (x, y) { var dx = x - self.x; var dy = y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); return distance < circleGraphics.width / 2; }; }); // 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 = 2; 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 // Limit the rotation speed to a certain limit var lerpFactor = 0.05; var rotationChange = (self.angle - self.rotation) * lerpFactor; var maxRotationChange = 0.05; if (Math.abs(rotationChange) > maxRotationChange) { rotationChange = maxRotationChange * Math.sign(rotationChange); } self.rotation += rotationChange; // 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 10 seconds self.changeAngleTimer++; if (self.changeAngleTimer >= 600) { self.angle += (Math.random() - 0.5) * Math.PI / 10; 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(); var backgroundGraphics = BackgroundContainer.attachAsset('background', { anchorX: 0.5, anchorY: 0.5, width: 2048, height: 2732 }); backgroundGraphics.x = 2048 / 2; backgroundGraphics.y = 2732 / 2; 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; MidgroundContainer.addChild(circle1); MidgroundContainer.addChild(circle2); // Initialize swimmer objects // Create an array to store the swimmers var swimmers = []; var swimmer1 = new Swimmer(); swimmer1.x = Math.random() * 2048; swimmer1.y = Math.random() * 2732; MidgroundContainer.addChild(swimmer1); swimmers.push(swimmer1); var boat = new Boat(); boat.x = 2048 / 2; boat.y = 2732 / 2 - 1000; ForegroundContainer.addChild(boat); // Create a timer to spawn swimmers every 3 seconds var spawnSwimmerTimer = 0; // 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(); // Update the timer spawnSwimmerTimer++; // If 3 seconds have passed and there are less than 5 swimmers, spawn a new swimmer at the boat's position if (spawnSwimmerTimer >= 180 && swimmers.length < 5) { var newSwimmer = new Swimmer(); newSwimmer.x = boat.x; newSwimmer.y = boat.y; MidgroundContainer.addChild(newSwimmer); swimmers.push(newSwimmer); spawnSwimmerTimer = 0; } // Check if either circle intersects with any swimmer for (var i = swimmers.length - 1; i >= 0; i--) { if (circle1.intersects(swimmers[i]) || circle2.intersects(swimmers[i])) { // Remove the swimmer from the game MidgroundContainer.removeChild(swimmers[i]); swimmers.splice(i, 1); // Increment the score LK.setScore(LK.getScore() + 1); // Update the score text scoreText.setText(LK.getScore()); } } // Check if either circle intersects with the center of the boat var boatCenter = { x: boat.x + boat.width / 2, y: boat.y + boat.height / 2 }; if (circle1.contains(boatCenter.x, boatCenter.y) || circle2.contains(boatCenter.x, boatCenter.y)) { // Show game over. The game will be automatically paused while game over is showing. LK.showGameOver(); } // 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; } // Check if both circles are outside the screen if ((circle1.x < 0 || circle1.x > 2048 || circle1.y < 0 || circle1.y > 2732) && (circle2.x < 0 || circle2.x > 2048 || circle2.y < 0 || circle2.y > 2732)) { // Show game over. The game will be automatically paused while game over is showing. LK.showGameOver(); } };
===================================================================
--- original.js
+++ change.js
@@ -11,9 +11,9 @@
self.speedX = (Math.random() - 0.5) * self.speed;
self.speedY = (Math.random() - 0.5) * self.speed;
self.update = function () {
// Declare a variable for speed increase
- var speedIncrease = 5;
+ var speedIncrease = 1;
// If the boat hits the edge of the screen, change direction and increase speed
if (self.x - boatGraphics.width / 2 < 0) {
self.x = boatGraphics.width / 2;
self.speedX = Math.abs(self.speedX) + speedIncrease;
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.