User prompt
after the character touches the boat play the GO sound
User prompt
after and during the displayment of the GO asset, disable all gameplay in the background. During the period while the GO asset is dsiplayed, there should be no more character movement or interaction, so no more swimmers can be collected
User prompt
when the boat touches the character, instead of going straight to game over, display the GO asset on the foreground container and hide all other gameplay assets and interactions from the game. display this GO asset for 2 seconds and only then go to game over. the GO asset needs to be stretched across the entire screen area
Code edit (3 edits merged)
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User prompt
while playing the sound once every 5 points, start from 1, so the sound plays when the score is 1,6,11,16 etc
User prompt
while pleying the sound once every 5 points, start from 1, so the sound plays when the score is 1,6,11,16 etc
User prompt
instead of playing the Horror sound every 5 points, play it every 3 points
User prompt
whenever the score increments by 5 points, play the Horror sound. so play it when the score it 5, 10, 15 etc. but actually start it from 0 points
User prompt
whenever the score increments by 5 points, play the Horror sound. so play it when the score it 5, 10, 15 etc
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when a new swimmer is spawned fro mthe boat, play the Spawn sound
User prompt
when a swimmer is collected play the Eat sound
Code edit (1 edits merged)
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instead of instantly destroying the blood asset afetr it appears, make it fade to 0% alpha transparency over that period of time
Code edit (3 edits merged)
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only display the blood for 500 miliseconds
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use the blood asset as an explodion for the swimmer. when a swimmer is collected, display the blood image for 1 second.
User prompt
the blood asset does appear, but t never fades away to 0% transprency before getting destroyed
User prompt
Please fix the bug: 'Timeout.tick error: LK.effects.fadeOut is not a function' in or related to this line: 'LK.effects.fadeOut(self, 1000, function () {' Line Number: 27
User prompt
use the blood asset as an explodion for the swimmer. when a swimmer is collected, display the blood image for 1 second. instantly display it, keep it on the screen for 500 miliseonds, then afetr thsoe pass, start a new animation that fades the asset to 0% transparency over another 1 second. so the total animation has 1.5 seconds. 0.5 seconds while the blood asset is displayed, then another 1 second in which the asset fades to 0% transparency
User prompt
place the character in theforegroundcontainert and the score text in the midground container
Code edit (1 edits merged)
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Code edit (4 edits merged)
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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
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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
/**** * 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 >= 155) { // 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. MidgroundContainer.addChild(scoreText); // Attach the score text to the MidgroundContainer 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; ForegroundContainer.addChild(circle1); ForegroundContainer.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) { // Play the Spawn sound LK.getSound('Spawn').play(); 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])) { // Display blood image at swimmer's position var blood = LK.getAsset('blood', { anchorX: 0.5, anchorY: 0.5, x: swimmers[i].x, y: swimmers[i].y }); MidgroundContainer.addChild(blood); // Play the Eat sound LK.getSound('Eat').play(); // Remove the swimmer from the game MidgroundContainer.removeChild(swimmers[i]); swimmers.splice(i, 1); // Increment the score LK.setScore(LK.getScore() + 1); // Play the Horror sound if the score is a multiple of 5, starting from 0 if (LK.getScore() % 3 === 0 && LK.getScore() !== 0) { LK.getSound('Horror').play(); } // 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); // Gradually fade out the blood image over 500 milliseconds var fadeOutDuration = 800; var fadeOutInterval = 80; var fadeOutSteps = fadeOutDuration / fadeOutInterval; var fadeOutStep = 1 / fadeOutSteps; var fadeOutTimer = LK.setInterval(function () { blood.alpha -= fadeOutStep; if (blood.alpha <= 0) { MidgroundContainer.removeChild(blood); LK.clearInterval(fadeOutTimer); } }, fadeOutInterval); } } // 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
@@ -328,10 +328,10 @@
MidgroundContainer.removeChild(swimmers[i]);
swimmers.splice(i, 1);
// Increment the score
LK.setScore(LK.getScore() + 1);
- // Play the Horror sound if the score is a multiple of 5, starting from 1
- if ((LK.getScore() - 1) % 5 === 0) {
+ // Play the Horror sound if the score is a multiple of 5, starting from 0
+ if (LK.getScore() % 3 === 0 && LK.getScore() !== 0) {
LK.getSound('Horror').play();
}
// Update the score text
scoreText.setText(LK.getScore());
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.