User prompt
when the score increments when a swimmer is collected thus adding 1 point, the score should increase in size slightly, then reverting back to it's original size, over a very short time interval. this will create the illusion of the score bumping up when it increments
User prompt
the text is not bumping when the score increases. when a swimmer is collected thus adding +1 to the score, the text should bump up
User prompt
the text is not bumping when the score increases. when a swimmer is collected thus adding +1 to the score, the text should bump up
User prompt
the text is not bumping when the score increases. when a swimmer is collected thus adding +1 to the score, the text should bump up
User prompt
Please fix the bug: 'TypeError: setTimeout is not a function' in or related to this line: 'setTimeout(function () {' Line Number: 287
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the score text should slightly bump up when the score increases. the animation should bump up relative to the text's center
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fix the collision between the character's circles and the boat
User prompt
Please fix the bug: 'TypeError: boat.contains is not a function' in or related to this line: 'if (boat.contains(circle1Center.x, circle1Center.y) || boat.contains(circle2Center.x, circle2Center.y)) {' Line Number: 295
User prompt
the collision betwen the boat and the character is no longer working. when the character's center touches any part of the boat, you should go to game over
User prompt
sometimes the boat starts with a slower speed than expeted, ensure the boat's speed is onyl referenced in a single part of the code, then called from then when required
User prompt
the collision between the player and the boat is not working as expted.make the boat's entire hitbox touchable, and instead only make the character's center a contact point with the boat, and only if the character's very center is touched by any part of the boat, go to game over
User prompt
there' a rare bug where the score increases veeeery fast when the player is touching the boat in just the right spot. first off, the boat should only lead to game over, it should never add points, but I think it has something to do with the spawner of the boat, as somhow I think since the player was positioned perfectly right under the spawner, swimmers were spawning one after the other as the player would quickly collect them so a new one would instantly be created. nto sure what the bug is, but the score should ever increase this fast, nor the boat should spawn swimmers faster than the expected interval, so if a swimmer is eaten, the boat still has to wait until it's time to spawn a new one
User prompt
tthe boat should spawn a swimmer as soon as the game begings, instead of waiting it's timer to reach it's expected value before doing so
User prompt
tthe boat should spawn a swimmer as soon as the game begings, instead of waiting it's timer to reach it's expected value before doing so
User prompt
the swimmer animation no longer altenrates after adding the range
User prompt
instead of having a fixed interval of 30 for alternating the swimmer frames, have a range between 10 and 30, and pick a random number after each frame
Code edit (1 edits merged)
Please save this source code
User prompt
alternate the swimmer animation faster at 200 miliseconds
User prompt
fix the swimmer animation, as it's overlapping the swimmer and the simmer_flipped assets, basically showing bath assets during the same frame
User prompt
the animation for the swimmer works almost correctly, but ensure the frames only contain a single asset at a time. right now while you do show the flipped swimmer as the second frane, you can also see the swimmer asset as well, basically seing them overlapped
User prompt
the swimmer needs to have an animation represnted from 2 frames. the second frame is the same asset as the swimmer is using, but flipped on it's x axis. these frames alternate onve every 500 miliseconds
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Please fix the bug: 'ReferenceError: lerpFactor is not defined' in or related to this line: 'self.rotation += (self.angle - self.rotation) * lerpFactor / 10;' Line Number: 114
User prompt
stop rotating the swimmer in the direction they are moving
Code edit (1 edits merged)
Please save this source code
User prompt
make the boat spawn swimmers faster
/**** * 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.animationTimer = 0; self.flipped = false; 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++; self.animationTimer++; if (self.changeAngleTimer >= 600) { self.angle += (Math.random() - 0.5) * Math.PI / 10; self.changeAngleTimer = 0; } if (self.animationTimer >= 12) { self.flipped = !self.flipped; self.animationTimer = 0; if (self.flipped) { self.removeChild(swimmerGraphics); swimmerGraphics = self.attachAsset('swimmer_flipped', { anchorX: 0.5, anchorY: 0.5 }); } else { self.removeChild(swimmerGraphics); swimmerGraphics = self.attachAsset('swimmer', { anchorX: 0.5, anchorY: 0.5 }); } } }; }); /**** * 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 2 seconds have passed and there are less than 5 swimmers, spawn a new swimmer at the boat's position if (spawnSwimmerTimer >= 150 && 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
@@ -131,9 +131,9 @@
if (self.changeAngleTimer >= 600) {
self.angle += (Math.random() - 0.5) * Math.PI / 10;
self.changeAngleTimer = 0;
}
- if (self.animationTimer >= 30) {
+ if (self.animationTimer >= 12) {
self.flipped = !self.flipped;
self.animationTimer = 0;
if (self.flipped) {
self.removeChild(swimmerGraphics);
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.