Code edit (4 edits merged)
Please save this source code
User prompt
the character animation logic seems to be implemented wrongly, as the flipping doesnt look seamless, instead there seem to be a 1 frame between the lfipping which makes it look like it's blinking
User prompt
the character animation logic seems to be implemented wrongly, as the flipping doesnt look seamless, instead there seem to be a 1 frame between the lfipping which makes it look like it's blinking
User prompt
only animate the character circle that is currently circling around, the one that is stopped should not be animated, instead it needs to freeze at the current animation, and unfreeze when the player taps the screen, making this circle move now
Code edit (1 edits merged)
Please save this source code
User prompt
create a new asset named character_flipped and flip the characater asset on it's hirizontal axis. this will be used as a second frame in the character animatiion, that needs to alternate between these 2 frames once every 100 miliseconds
User prompt
go to game over only when the exact center of the character's asset hits any part of the boat asset. so the boat uses it's entire size as the collision box, while the character asset only uses it's center, not the entire asset size
User prompt
go to game over only when the exact center of the character's asset hits any part of the boat asset. so the boat uses it's entire size as the collision box, while the character asset only uses it's center, not the entire asset size
User prompt
go to game over only when the center of the character's asset hits any part of the boat asset
User prompt
go to game over only when the center of the character's asset hits the boat asset
User prompt
go to game over when the character assets hit the boat
User prompt
remove duplicate mentions in the code that relate to the boat's speed or its increment
User prompt
the boat's speed and speed increment are mentioned more than once in the cod which leads to bugs, remove redundant code
User prompt
decouple any logic where the speed of the boat is affected by the boat's rotation angle, or viceverse
Code edit (1 edits merged)
Please save this source code
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
/**** * Classes ****/ var Boat = Container.expand(function () { var self = Container.call(this); var boatGraphics = self.attachAsset('boat', { anchorX: 0.5, anchorY: 0.5 }); self.speed = boatStartingSpeed; self.setSpeed = function () { self.speedX = (Math.random() - 0.5) * self.speed; self.speedY = (Math.random() - 0.5) * self.speed; }; self.setSpeed(); self.contains = function (x, y) { var dx = x - self.x; var dy = y - self.y; var halfWidth = boatGraphics.width / 2; var halfHeight = boatGraphics.height / 2; return dx >= -halfWidth && dx <= halfWidth && dy >= -halfHeight && dy <= halfHeight; }; self.update = function () { // Declare a variable for speed increase var speedIncrease = 0.5; // If the boat hits the edge of the screen, change direction and increase speed if (self.x - boatGraphics.width / 2 < 0 && !boatHitEdge) { self.x = boatGraphics.width / 2; self.setSpeed(); boatHitEdge = true; } else if (self.x + boatGraphics.width / 2 > 2048 && !boatHitEdge) { self.x = 2048 - boatGraphics.width / 2; self.setSpeed(); boatHitEdge = true; } if (self.y - boatGraphics.height / 2 < 0 && !boatHitEdge) { self.y = boatGraphics.height / 2; self.setSpeed(); boatHitEdge = true; } else if (self.y + boatGraphics.height / 2 > 2732 && !boatHitEdge) { self.y = 2732 - boatGraphics.height / 2; self.setSpeed(); boatHitEdge = true; } // Ensure the boat's speed always increases and never decreases if (self.speed < boatCurrentSpeed) { self.speed = boatCurrentSpeed; } // Continue moving the boat in the current direction self.x += self.speedX; self.y += self.speedY; self.rotation = Math.atan2(self.speedY, self.speedX); boatHitEdge = false; }; }); //<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.animationTimer = 0; self.flipped = false; self.update = function () { if (self === movingCircle) { self.animationTimer++; if (self.animationTimer >= 60) { // 100 milliseconds at 60 FPS self.flipped = !self.flipped; self.animationTimer = 0; if (self.flipped) { self.removeChild(circleGraphics); circleGraphics = self.attachAsset('character_flipped', { anchorX: 0.5, anchorY: 0.5 }); } else { self.removeChild(circleGraphics); circleGraphics = self.attachAsset('character', { anchorX: 0.5, anchorY: 0.5 }); } } } 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 ****/ var boatStartingSpeed = 10; var boatSpeedIncrement = 1; var boatCurrentSpeed = boatStartingSpeed; var boatHitEdge = false; // 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; var movingCircle = circle2; // Initialize the moving circle 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.speed = boatCurrentSpeed; 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; movingCircle = circle1; } else { movingCircle = circle2; 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 exact center of the character's asset intersects with the boat var characterCenter1 = { x: circle1.x, y: circle1.y }; var characterCenter2 = { x: circle2.x, y: circle2.y }; if (boat.contains(characterCenter1.x, characterCenter1.y) || boat.contains(characterCenter2.x, characterCenter2.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
@@ -60,24 +60,31 @@
var circleGraphics = self.attachAsset('character', {
anchorX: 0.5,
anchorY: 0.5
});
- circleGraphics.texture = LK.getAsset('character', {}).texture;
self.speed = 0;
self.direction = 1;
self.animationTimer = 0;
self.flipped = false;
self.update = function () {
if (self === movingCircle) {
self.animationTimer++;
- if (self.animationTimer >= 6) {
+ if (self.animationTimer >= 60) {
// 100 milliseconds at 60 FPS
self.flipped = !self.flipped;
self.animationTimer = 0;
if (self.flipped) {
- circleGraphics.texture = LK.getAsset('character_flipped', {}).texture;
+ self.removeChild(circleGraphics);
+ circleGraphics = self.attachAsset('character_flipped', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
} else {
- circleGraphics.texture = LK.getAsset('character', {}).texture;
+ self.removeChild(circleGraphics);
+ circleGraphics = self.attachAsset('character', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
}
}
}
if (self.direction == 1) {
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.