User prompt
tthe boat's rotation when it hits a screen edge logic is broken, as it rotates multiple times. add a flag to the hit of a screen edge, so once an edge has been hit it's flagged as such, ensuring a single degree rotation occurs for the boat
User prompt
the boat's rotation when it hits a screen edge logic is broken, as it rotates multiple times. add a flag to the hit of a screen edge, so once an edge has been hit it's flagged as such, ensuring a single degree rotation occurs for the boat
User prompt
the boat's rotation upon a hit edge screen seems to be bugged as sometimes the boat rotates mroe than once
User prompt
Ensure that the boat's speed is not reset or recalculated in a way that could revert it to a lower value. The speed should only increase upon hitting an edge.
User prompt
When the boat hits an edge, increment its speed by a fixed value +1) using the global speed increment variable. Avoid any randomization or conditional resets that could cause the speed to vary unexpectedly.
User prompt
Ensure that the boat's starting speed and speed increment are defined as global variables. This ensures that they are accessible throughout the game code.
User prompt
the speed continues to revert to a lower speed sometimes when a screen edge is hit, which means the logic is implemented wrongly!
User prompt
the boat's speed increment logic is still broken, let' refactor it so it works as expected. the boat needs to have a global variable for it's starting speed at tthe start of the level. upon each edge hit, it should increase it's speed by a factor of +1 as indicated by another global variable for the speed increment.
User prompt
the speed increment seems to be bugged. sometimes the boat hits an edge and increment it's spwwed, sometime it hits an edge and reverts back to a smaller speed, which iswrong. the boat should ALWATS start from a speed of 10, then upon each screen hit it should increase the speed by one, it should never revert back to a smaller speed
User prompt
the boat's speed increase logic is implemented wrongly. there needs to be a global variable set for both the boat's speed and it's speed increment. when the boat hits a screen edge, call the speed increment variable and increase the current's boat speed by 1
User prompt
the boat's speed incrementing logic is implemented wrongly. ensure there's 2 global variables for the boat's speed and for the boat's speed increase. when the boat hits a screen edge, call the speed increase variable ad increase the boat's peed
User prompt
the boat is not longer adding +1 to it's speed when hitting a screen edge, as expected. ensure the boat's speed increases by one every tiem it hits a screen edge
User prompt
✅ Increase boat speed by 1 when it hits the screen edge
User prompt
the boat is not longer adding +1 to it's speed when hitting a screen edge, as expected. fix it
User prompt
the boat is not longer adding +1 to it's speed when hitting a screen edge, as expected
Code edit (1 edits merged)
Please save this source code
User prompt
increase the speed of the swimmers frame animation
Code edit (1 edits merged)
Please save this source code
User prompt
text text indicating the text font size should be larger
User prompt
increase the score text size
Code edit (1 edits merged)
Please save this source code
User prompt
increase the maximum allowed swimmer on the screen to 20 instead of 5
User prompt
bump upo the score text when a swimmer is collected and adds 1 point to the score. increase the size by 50% of the text for 100 milioseconds then revert back to the original size. increaser the size relative to the text's center
User prompt
make the score text sie bump up in size when a wimmer is collected thus the score increments
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
/**** * 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.setSpeed = function () { self.speedX = (Math.random() - 0.5) * self.speed; self.speedY = (Math.random() - 0.5) * self.speed; }; self.setSpeed(); 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.speed += 1; self.setSpeed(); } else if (self.x + boatGraphics.width / 2 > 2048) { self.x = 2048 - boatGraphics.width / 2; self.speed += 1; self.setSpeed(); } if (self.y - boatGraphics.height / 2 < 0) { self.y = boatGraphics.height / 2; self.speed += 1; self.setSpeed(); } else if (self.y + boatGraphics.height / 2 > 2732) { self.y = 2732 - boatGraphics.height / 2; self.speed += 1; self.setSpeed(); } // 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 >= 60) { 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: 180, 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 < 20) { 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()); // Increase the size of the score text by 50% scoreText.scale.set(1.2, 1.2); // Set a timeout to revert the size back to normal after 100 milliseconds LK.setTimeout(function () { scoreText.scale.set(1, 1); }, 100); } } // Check if the center of either circle intersects with the boat var circle1Center = { x: circle1.x + circle1.width / 2, y: circle1.y + circle1.height / 2 }; var circle2Center = { x: circle2.x + circle2.width / 2, y: circle2.y + circle2.height / 2 }; if (boat.intersects(circle1Center) || boat.intersects(circle2Center)) { // 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
@@ -18,19 +18,23 @@
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 = -self.speedX + 1;
+ self.speed += 1;
+ self.setSpeed();
} else if (self.x + boatGraphics.width / 2 > 2048) {
self.x = 2048 - boatGraphics.width / 2;
- self.speedX = -self.speedX + 1;
+ self.speed += 1;
+ self.setSpeed();
}
if (self.y - boatGraphics.height / 2 < 0) {
self.y = boatGraphics.height / 2;
- self.speedY = -self.speedY + 1;
+ self.speed += 1;
+ self.setSpeed();
} else if (self.y + boatGraphics.height / 2 > 2732) {
self.y = 2732 - boatGraphics.height / 2;
- self.speedY = -self.speedY + 1;
+ self.speed += 1;
+ self.setSpeed();
}
// Continue moving the boat in the current direction
self.x += self.speedX;
self.y += self.speedY;
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.