User prompt
For each update, check if the boat's position exceeds the screen boundaries: If the boat's position exceeds the left or right edge of the screen, reverse the horizontal direction (speedX = -speedX). If the boat's position exceeds the top or bottom edge of the screen, reverse the vertical direction (speedY = -speedY). After reversing the direction, increase the boat's speed by a fixed increment (e.g., 1).
User prompt
Initialize the Boat's Speed: Start with a fixed speed and direction. Detect Edge Collision: When the boat hits an edge, reverse its direction and increment the speed. Update Movement: Move the boat according to its current speed and direction.
User prompt
the boat is still not incrementing it's speed when hitting one of the screen's edges
User prompt
When the boat hits an edge, increment the speed by 1. Do not re-randomize the direction. Instead, simply reverse the direction of the speed component that corresponds to the edge hit (i.e., if the boat hits a vertical edge, reverse speedX; if it hits a horizontal edge, reverse speedY).
User prompt
Keep track of the direction of movement for both horizontal and vertical components separately. This can be done by storing whether the speed component is positive or negative.
User prompt
Initialize Speed Components: When you first set the boat's speed, determine its horizontal and vertical speed components (speedX and speedY) based on the initial speed value, adding a small random element to decide the initial direction.
User prompt
the boat doesn't increment it's speed after hitting one of the 4 screen edges, as expected
Code edit (1 edits merged)
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User prompt
Initialize Speed Components: When you first set the boat's speed, determine its horizontal and vertical speed components (speedX and speedY) based on the initial speed value, adding a small random element to decide the initial direction. Store Direction: Keep track of the direction of movement for both horizontal and vertical components separately. This can be done by storing whether the speed component is positive or negative. Increment Speed: When the boat hits an edge, increment the speed by 1. Do not re-randomize the direction. Instead, simply reverse the direction of the speed component that corresponds to the edge hit (i.e., if the boat hits a vertical edge, reverse speedX; if it hits a horizontal edge, reverse speedY). Update Speed Components: After incrementing the speed, update the speed components (speedX and speedY) to reflect the new speed value while maintaining their current directions. Multiply the absolute value of the updated speed by the stored direction (positive or negative) for both components. Movement Calculation: Each game update cycle, move the boat by adding the speed components to its current position.
User prompt
the boat needs to have 3 global variables for it's speed. it's starting Speed, it's current Speed and the Increment factor. The boat ALWAYS uses the Current Speed as it's speed. this variable is dynamic and represents the starting speed of 10, on top of which you keep adding the Increment Factor when one of the 4 screen edges is touched. So in the beginning the Current SPeed is equal to the starting speed, but after the first edge is hit, you woull add +1 to it, as that's the value speed increment. so after each edge hit, you need to update the Current Speed by adding +1, which is the value inside the SPeed increment variabl
User prompt
when the boat hits any of the 4 screen edges, increment it's speed by 1. create a global variable for this speed increase then call it from the code when required
Code edit (1 edits merged)
Please save this source code
User prompt
the boat needs to increase it's speed when touching any of the 4 screen edges
Code edit (1 edits merged)
Please save this source code
User prompt
when the boat hits any of the 4 screen edges, increment it's speed by 1. create a global variable for this speed increase then call it from the code when required
User prompt
when the boat hits any of the 4 screen edges, increment it's speed by 1
User prompt
whenever the boat hits any of the screen edges, increase it's speed by 1, which is set as a global variable
User prompt
the boat needs to reverse it's angle when hitting a screen edge so it bounces off the edge
User prompt
Please fix the bug: 'ReferenceError: boatHitEdge is not defined' in or related to this line: 'if (self.y - boatGraphics.height / 2 < 0 && !boatHitEdge) {' Line Number: 46
User prompt
Please fix the bug: 'Uncaught ReferenceError: boatCurrentSpeed is not defined' in or related to this line: 'boat.speed = boatCurrentSpeed;' Line Number: 272
User prompt
remove all parts of the code that deal with the boat incresing it's speed over time. the boat needs to have a single global variable that governs it's speed and be called from there, everything else related to a speed increase needs to be erased from the code
User prompt
when the characetr touches the boat, you trigger a state where you show the GO asset then wait 2 seconds before actually going to the game over state. do the same when the 2 circles go outside the gameplay area. instead if instantly goign to the game over state, first display the GO asset then wait 2 seconds.
User prompt
the GO asset screen should be triggered not just when the character hits the boat, but also when the 2 circles are outside the screen area, so instead of going straight to game over when they are out of hte play area, go to the GO screen instead then wait the 2 seconds before going to game over
User prompt
the GO screen should be triggered not just when the character hits the boat, but also when the 2 circles are outside the screen area, so instead of going straight to game over when they are out of hte play area, go to the GO screen instead then wait the 2 seconds before going to game over
Code edit (1 edits merged)
Please save this source code
/**** * 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; }; }); var GO = Container.expand(function () { var self = Container.call(this); var goGraphics = self.attachAsset('GO', { anchorX: 0.5, anchorY: 0.5 }); goGraphics.width = 2048; goGraphics.height = 2732; self.x = 2048 / 2; self.y = 2732 / 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 GOContainer = new Container(); game.addChild(GOContainer); GOContainer.visible = false; 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() % 5 === 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)) { // Hide all other gameplay elements BackgroundContainer.visible = false; MidgroundContainer.visible = false; ForegroundContainer.visible = false; // Disable all gameplay interactions game.move = null; game.down = null; game.up = null; game.update = null; // Display the GO asset var go = new GO(); GOContainer.addChild(go); GOContainer.visible = true; // Play the GO sound LK.getSound('GO').play(); // Set a timeout to show game over after 2 seconds LK.setTimeout(function () { // Re-enable gameplay interactions 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; }; 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)) { // Hide all other gameplay elements BackgroundContainer.visible = false; MidgroundContainer.visible = false; ForegroundContainer.visible = false; // Disable all gameplay interactions game.move = null; game.down = null; game.up = null; game.update = null; // Display the GO asset var go = new GO(); GOContainer.addChild(go); GOContainer.visible = true; // Set a timeout to show game over after 2 seconds LK.setTimeout(function () { LK.showGameOver(); }, 2000); } // 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)) { // Hide all other gameplay elements BackgroundContainer.visible = false; MidgroundContainer.visible = false; ForegroundContainer.visible = false; // Disable all gameplay interactions game.move = null; game.down = null; game.up = null; game.update = null; // Display the GO asset var go = new GO(); GOContainer.addChild(go); GOContainer.visible = true; // Play the GO sound LK.getSound('GO').play(); // Set a timeout to show game over after 2 seconds LK.setTimeout(function () { LK.showGameOver(); }, 2000); } }; LK.showGameOver(); }, 2000); } // 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
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.