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change this 10 to 100 " self.wowScore.y += 10;"
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change the 200 tp 750 " }, 1000 / 200); }, 1000); } }, 1000 / 200);"
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change the 4 to 10 " if (self.wowScore.y <= 2732 / 4) {"
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change the 2 to 4 " if (self.wowScore.y <= 2732 / 2) {"
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change the 2000 to 1000 " }, 1000 / 200); }, 2000); } }, 1000 / 200);"
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change both 20 to 200 " }, 1000 / 20); }, 2000); } }, 1000 / 20); };"
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change both 60 from here into 20 " }, 1000 / 60); }, 2000); } }, 1000 / 60); }; stage.on('down', function (obj) { paddle.reverseDirection(); }); });"
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ensure the wowscore asset layer is displayed above the Id arenaCircle
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make the wow score appear once ever 3 scored points instead of 2
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make the wow score appear once ever 2 scored points instead of 5
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ensure the wow score asset is displayed over all other in game assets
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can you shift the position of the wow score 300 pixels below?
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nice, but make sure the wowscore's layer is bove everything else. to ensure it's visible when displayed over any other asset in the game
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Objective: Implement a "WOWscore" feature that visually rewards players each time they accumulate an additional 5 points in the game. This feature should prominently display a graphic in the middle of the screen with a sliding animation. Updated Instructions for AI Coder: Create WOWscore Asset: Design a visually distinctive asset, such as a special graphic or text, to serve as the "WOWscore." This asset will initially be off-screen. Animate WOWscore: Develop an animation function for the WOWscore asset. It should smoothly slide up from below the screen into the center. Once it reaches the center, keep it visible there for exactly 2 seconds. After 2 seconds, make it slide back down off the screen. Integration with Scoring System: Adjust the game's scoring logic to trigger the WOWscore animation every time the player's score increases by multiples of 5 (like 5, 10, 15, 20, etc.). This trigger should activate only at these specific score milestones. Placement and Visibility in the Game: Add the WOWscore asset to your game in such a way that it's initially positioned off-screen. Use the animation function to bring it into view, centered on the screen, when the required score condition is met.
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Objective: Implement a "WOWscore" feature that visually rewards players each time they accumulate an additional 5 points in the game. Steps to Implement WOWscore: Create WOWscore Asset: Design an off-screen asset that appears distinctively, like a special graphic or text. Animate WOWscore: Develop a function to animate this asset. It should slide up onto the screen, stay for a set duration, and then slide back off. Integrate with Scoring: Modify the scoring system to trigger this animation every time the player's score increases by multiples of 5 (e.g., 5, 10, 15...). Add WOWscore to Game: Place this asset in the game, initially off-screen, and use the animation function to display it at the right moments.
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when the game starts, the ball starts moving the opposite way of the paddle. can you reverse that direction so that it moves towards the paddle's location?
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decrease this to 0.025 " self.speed = 0.03;"
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increase this to 0.03 " self.speed = 0.027;"
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move the paddle 30 pixels closer to the center of the screen
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still not enough, move the paddle 10 pixels closer to the center
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still not enough, move the paddle 10 pixels closer to the center
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still not enough, move the paddle 10 pixels closer to the center
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now it's too much, move it 10 pixels closer to the center
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you actually moves it closer tothe center, I asked you to move it further away from the center of the screen
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move the paddle 50 pixels further away from the center of the screen
var ArenaCircle = Container.expand(function () { var self = Container.call(this); self.radius = 2048 * 0.4; var circleGraphics = self.createAsset('arenaCircle', 'Arena Circle Graphics', 0.5, 0.5); var orbitLine = self.createAsset('orbitLine', 'Orbit Line Graphics', 0.5, 0.5); circleGraphics.width = self.radius * 2; circleGraphics.height = self.radius * 2; orbitLine.width = self.radius * 2; orbitLine.height = 10; orbitLine.alpha = 0; self.addChild(circleGraphics); self.addChild(orbitLine); self.x = 2048 / 2; self.y = 2732 / 2; }); var Ball = Container.expand(function (arenaRadius, paddle, game) { var self = Container.call(this); Ball.prototype.animateScoreText = function () { var originalScale = this.game.scoreTxt.scale.x; var targetScale = originalScale * 1.25; var expandDuration = 50; var contractDuration = 100; LK.setTimeout((function () { this.game.scoreTxt.scale.set(targetScale); }).bind(this), expandDuration); LK.setTimeout((function () { this.game.scoreTxt.scale.set(originalScale); }).bind(this), expandDuration + contractDuration); }; self.game = game; Ball.prototype.intersectsBounds = function (boundsA, boundsB) { return boundsA.x < boundsB.x + boundsB.width && boundsA.x + boundsA.width > boundsB.x && boundsA.y < boundsB.y + boundsB.height && boundsA.y + boundsA.height > boundsB.y; }; self.paddle = paddle; Ball.prototype.isCollidingWithArenaEdge = function (arenaCircle) { var dx = this.x - 2048 / 2; var dy = this.y - 2732 / 2; var distance = Math.sqrt(dx * dx + dy * dy); return distance + this.width / 2 > arenaCircle.radius; }; var ballGraphics = self.createAsset('ball', 'Ball Graphics', 0.5, 0.5); var angleToPaddle = Math.atan2(100 - 2732 / 2, 2048 / 2 - 2048 / 2); self.velocity = { x: 5 * Math.cos(angleToPaddle), y: 5 * Math.sin(angleToPaddle) }; self.radius = arenaRadius; self.move = function (arenaCircle) { this.applyVelocity(); if (this.isCollidingWithPaddle(this.paddle)) { this.bounceOffPaddle(this.paddle); } else if (this.isCollidingWithArenaEdge(arenaCircle)) { LK.showGameOver(); this.reset(); } this.x += this.velocity.x; this.y += this.velocity.y; }; Ball.prototype.applyVelocity = function () { var dx = this.x - 2048 / 2; var dy = this.y - 2732 / 2; var angle = Math.atan2(dy, dx); var speed = Math.sqrt(this.velocity.x * this.velocity.x + this.velocity.y * this.velocity.y) * 1.01; angle += this.velocity.angleChange; LK.setTimeout((function () { this.x = 2048 / 2 + Math.cos(angle) * this.radius; this.y = 2732 / 2 + Math.sin(angle) * this.radius; }).bind(this), 1000); }; Ball.prototype.checkArenaCollision = function (paddle, arenaCircle) { if (this.isCollidingWithArenaEdge(arenaCircle)) { this.bounceOffArenaEdge(paddle.angle, paddle.speed); } else if (this.isCollidingWithPaddle(paddle)) { this.bounceOffPaddle(paddle); } }; Ball.prototype.isCollidingWithPaddle = function (paddle) { if (paddle) { if (paddle) { var paddleCenter = { x: paddle.x, y: paddle.y }; var ballCenter = { x: this.x, y: this.y }; var dx = paddleCenter.x - ballCenter.x; var dy = paddleCenter.y - ballCenter.y; var distance = Math.sqrt(dx * dx + dy * dy); return distance < paddle.width / 2 + this.width / 2; } } return false; }; Ball.prototype.bounceOffPaddle = function (paddle) { var angleToPaddleCenter = Math.atan2(paddle.y - this.y, paddle.x - this.x); var speed = Math.sqrt(this.velocity.x * this.velocity.x + this.velocity.y * this.velocity.y) * 1.015; this.velocity.x = speed * Math.cos(angleToPaddleCenter + Math.PI); this.velocity.y = speed * Math.sin(angleToPaddleCenter + Math.PI); if (!this.hasScored) { this.game.score += 1; this.game.scoreTxt.setText(this.game.score.toString()); this.animateScoreText(); if (this.game.score % 3 === 0) { this.game.animateWowScore(); } this.hasScored = true; if (!this.speedIncreased) { self.paddle.speed *= 1.015; this.speedIncreased = true; LK.setTimeout(function () { self.speedIncreased = false; }, 500); } else { self.paddle.speed *= 1.015; } } LK.setTimeout(function () { self.hasScored = false; }, 500); }; self.reset = function () { self.x = 2048 / 2; self.y = 2732 / 2; var initialAngle = self.paddle.angle; self.velocity = { x: 5 * Math.cos(initialAngle), y: 5 * Math.sin(initialAngle) }; }; }); var Paddle = Container.expand(function (arenaRadius) { var self = Container.call(this); var paddleGraphics = self.createAsset('paddle', 'Paddle Graphics', 0.5, 0.5); self.addChild(paddleGraphics); self.angle = Math.random() * 2 * Math.PI; self.radius = arenaRadius + 20; self.speed = 0.025; self.move = function () { this.updatePosition(); }; Paddle.prototype.updatePosition = function () { self.angle += self.speed; var cosAngle = Math.cos(self.angle); var sinAngle = Math.sin(self.angle); self.x = self.radius * cosAngle + 2048 / 2; self.y = self.radius * sinAngle + 2732 / 2; paddleGraphics.rotation = self.angle + Math.PI / 2 + Math.PI / 2 - Math.PI / 9 - Math.PI / 18; }; self.reverseDirection = function () { self.speed *= -1; }; }); var Game = Container.expand(function () { var self = Container.call(this); self.score = 0; self.scoreTxt = new Text2(self.score.toString(), { size: 227.8125 * 0.9, fill: "#ffffff", stroke: "#075079", strokeThickness: 11.25, font: "'Luckiest Guy', 'Arial Black', sans-serif" }); self.scoreTxt.anchor.set(0.5, 0.5); self.scoreTxt.x = 2048 / 2; var arenaCircle = self.addChild(new ArenaCircle()); self.scoreTxt.y = 2732 / 2 + 5; LK.stageContainer.setBackgroundColor(0xFFFFFF); var background = self.createAsset('background', 'Background Graphics', 0.5, 0.5); background.width = 2048; background.height = 2732; background.x = 2048 / 2; background.y = 2732 / 2; self.addChildAt(background, 0); var arenaCircle = self.addChild(new ArenaCircle()); self.wowScore = self.createAsset('wowScore', 'WOW Score Graphics', 0.5, 0.5); self.wowScore.y = 2732; self.wowScore.x = 2048 / 2; var paddle = self.addChild(new Paddle(arenaCircle.radius)); paddle.x = 2048 / 2; paddle.y = 100; self.addChild(self.scoreTxt); var ball = self.addChild(new Ball(arenaCircle.radius, paddle, self)); ball.reset(); var isGameOver = false; LK.on('tick', function () { paddle.move(); ball.move(arenaCircle); }); self.animateWowScore = function () { var slideUp = LK.setInterval(function () { self.wowScore.y -= 10; if (self.wowScore.y <= 2732 / 10) { LK.clearInterval(slideUp); LK.setTimeout(function () { var slideDown = LK.setInterval(function () { self.wowScore.y += 100; if (self.wowScore.y >= 2732) { LK.clearInterval(slideDown); } }, 1000 / 750); }, 1000); } }, 1000 / 750); }; stage.on('down', function (obj) { paddle.reverseDirection(); }); });
===================================================================
--- original.js
+++ change.js
@@ -194,9 +194,9 @@
if (self.wowScore.y <= 2732 / 10) {
LK.clearInterval(slideUp);
LK.setTimeout(function () {
var slideDown = LK.setInterval(function () {
- self.wowScore.y += 10;
+ self.wowScore.y += 100;
if (self.wowScore.y >= 2732) {
LK.clearInterval(slideDown);
}
}, 1000 / 750);
Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.. top-down. seen from above. curling stone
Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.. top-down. seen from above. colored curling stone
game background. In-Game asset. 2d. vector illustration. High contrast. No shadows. top-down. winter curling Olympics
Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows. round curling ice ring. top-down. seen from above
Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows. board panel. WOW text
a banner displaying the text WOW Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
golden radial liquid cartoony puffed explosion. pixelated. 8 bit.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
round frozen golden curling ball seen from above. text (+2) inscribed on it. sylized.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.