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change the self.displayDuration = 2000; to 200
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change the slide speed from 300 to 30, the slidedistance from 0.7 to 2 " self.slideSpeed = 300; self.startPosition = 2732; self.slideDistance = 2732 / 2 * 0.7; self.displayDuration = 2000; self.scoreTrigger = 3;"
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Purpose of WOWscore: The WOWscore is a purely aesthetic graphical asset, celebrating every set increment in the player's score. Key Customizable Variables: Sliding Speed: Controls the speed of the slide-in and slide-out animations. Measured in milliseconds. Starting Position: The off-screen starting position of the WOWscore asset. Defines the Y-coordinate below the visible screen area. Sliding Distance: Determines the number of pixels the asset travels from its starting position to its visible position on the screen. Display Duration: Sets how long (in milliseconds) the WOWscore stays visible on the screen before sliding back. Score Trigger: Specifies the number of points the player must score for the WOWscore asset to appear. Behavior and Movement: The WOWscore asset slides up into view when the player's score reaches the set Score Trigger value. It uses the defined Sliding Speed for both appearing and disappearing. The asset travels the set Sliding Distance from its Starting Position to become visible. Once visible, it remains on the screen for the duration specified in Display Duration. After this period, it slides back to its original off-screen position. Repeat Activation: This appearance and disappearance cycle repeats each time the player's score increments by the set Score Trigger value.
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great, but the wowscore asset slides a bit too much, the distance it travels should be 70% smaller than it currently travels now
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Detailed Implementation for 'WOWscore' Graphical Asset in Game: Purpose and Nature of WOWscore: The WOWscore is a graphical asset only and does not affect gameplay mechanics or player abilities. Its purpose is purely aesthetic, designed to celebrate the player scoring another set of three points. Initial Position and Invisibility: The WOWscore asset starts off-screen, specifically below the visible area of the game screen, making it initially invisible to the player. Activation Condition: The WOWscore asset is triggered to appear every time the player's score increases by three points. Appearance and Movement: Upon activation, the WOWscore asset slides up from below the screen into a visible position within the game's display area. This slide-in movement to become visible should take precisely 300 milliseconds. Duration of Visibility: The WOWscore remains visible on the screen for exactly 2 seconds. This duration is measured from the moment it fully appears in the visible area of the screen. Retraction and Return: After the 2-second display period, the WOWscore asset slides back down to its original off-screen position. The return slide-out movement also takes 300 milliseconds. Repetition of Sequence: This sequence (appearance and retraction) repeats every time the player adds three more points to their score, with the WOWscore following the same timing and movement pattern.
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Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'moveUp')' in this line: 'this.game.wowScore.moveUp();' Line Number: 137
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Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'moveUp')' in this line: 'this.game.wowScore.moveUp();' Line Number: 136
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Trigger Condition: The WOWscore asset should activate every time the player scores three points. Initial Position and Visibility: The WOWscore asset has an initial position off-screen, below the visible game area, making it invisible to the player at the start. Activation and Movement: Upon activation (every 3 points scored), the WOWscore asset slides up from its initial position to a visible position on the screen. The slide-in movement should take 300 milliseconds. On-Screen Duration: Once fully visible on the screen, the WOWscore asset remains in place for 2 seconds. Ensure that this duration is timed precisely from the moment the asset finishes sliding into view. Retraction Movement: After 2 seconds, the WOWscore asset slides back down to its original off-screen position. The slide-out movement back to the off-screen position should also take 300 milliseconds. Repeat Activation: This feature repeats each time the player scores another set of three points, with the WOWscore asset following the same sequence of movements.
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Fix Bug: 'Timeout.tick error: Cannot read properties of undefined (reading 'slideOut')' in this line: 'this.game.WOWScore.slideOut();' Line Number: 161
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Trigger Condition: The WOWscore asset should activate every time the player scores three points. Initial Position and Visibility: The WOWscore asset has an initial position off-screen, below the visible game area, making it invisible to the player at the start. Activation and Movement: Upon activation (every 3 points scored), the WOWscore asset slides up from its initial position to a visible position on the screen. The slide-in movement should take 300 milliseconds. On-Screen Duration: Once fully visible on the screen, the WOWscore asset remains in place for 2 seconds. Ensure that this duration is timed precisely from the moment the asset finishes sliding into view. Retraction Movement: After 2 seconds, the WOWscore asset slides back down to its original off-screen position. The slide-out movement back to the off-screen position should also take 300 milliseconds. Repeat Activation: This feature repeats each time the player scores another set of three points, with the WOWscore asset following the same sequence of movements.
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you did not understand me. he wowscore has an original position it starts from. it goes up once every 3 scored points then it slides fucking back after a period of 2 seconds has elapsed. it is fucking easy !!!!!!!!!!! make it happen now
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the wowscore slides on the screen as it should, but it does not slide back down to it's original position. make it sldie back after 2 seconds
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dude, it slides in the wrong direction WTF?!?!??! make it slide BACK to it's ORIGINAAAAAAL position
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what the actual fuck? I said after 2 seconds it has to sldie back to it's original position!!!!!!!!!!!
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dude, it's not working correctly wtf are you doing this should be veeeery simple! once every 3 points, the wow score needds to slide in the screen. after 2 seconds it needs to slide back to it's original position. veeeery simple! make it happemn
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now it does slide back to it's original position but it snaps back too fast, it should have the same slide out duration as the slide in duration
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the wowscore does not move back to it's original position after 2 second, make it go back after 2 seconds
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the wowscore should sldie back to it's original position after 2 seconds
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the wowscore should take the same amount of time to both slide in and out of the screen which is 500 miliseconds
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let's rename this newly added sliding asses the WOW Score and change it's appearance once every 3 points instead of 5
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well, the newly added asset stops the game compeltely, it should have absolutely no effect on the gameplay
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when the score increase by 5, so once every 5 points, I want an asset to sldie from the bottom of the screen upwards, stay on the screen for 3 seconds than sldie back under the screen
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change this from 1.025 to 1.015 " var speed = Math.sqrt(this.velocity.x * this.velocity.x + this.velocity.y * this.velocity.y) * 1.025;"
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change this from 1.025 to 1.01 " var speed = Math.sqrt(this.velocity.x * this.velocity.x + this.velocity.y * this.velocity.y) * 1.025; angle += this.velocity.angleChange; LK.setTimeout((function () {"
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wtf the game simple stops working now even when the ball is inside the arena
var WOWScore = Container.expand(function () { var self = Container.call(this); var wowScoreGraphics = self.createAsset('wowScore', 'WOW Score Graphics', 0.5, 1); self.addChild(wowScoreGraphics); self.x = 2048 / 2; self.y = 2732; self.visible = false; self.slideSpeed = 30; self.startPosition = 2732; self.slideDistance = 2732 / 2 * 2; self.displayDuration = 200; self.scoreTrigger = 3; self.show = function () { self.y = self.startPosition; self.visible = true; var slideIn = LK.setInterval(function () { self.y -= 3; if (self.y <= self.startPosition - self.slideDistance) { LK.clearInterval(slideIn); LK.setTimeout(function () { var slideOut = LK.setInterval(function () { self.y += 10; if (self.y >= self.startPosition) { self.visible = false; LK.clearInterval(slideOut); } }, self.slideSpeed / ((self.startPosition - self.slideDistance) / 10)); }, self.displayDuration); } }, self.slideSpeed / ((self.startPosition - self.slideDistance) / 10)); }; }); 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(); this.hasScored = true; if (!this.speedIncreased) { self.paddle.speed *= 1.05; this.speedIncreased = true; LK.setTimeout(function () { self.speedIncreased = false; }, 500); } else { self.paddle.speed *= 1.05; } } 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 - 40; self.speed = 0.024 * 0.85 * 0.9; 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, 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; var background = self.createAsset('background', 'Background Graphics', 0, 0); background.width = 2048; background.height = 2732; self.addChildAt(background, 0); var arenaCircle = self.addChild(new ArenaCircle()); var paddle = self.addChild(new Paddle(arenaCircle.radius)); paddle.x = 2048 / 2; paddle.y = 100; self.addChild(self.scoreTxt); var wowScore = self.addChild(new WOWScore()); var ball = self.addChild(new Ball(arenaCircle.radius, paddle, self)); ball.reset(); var previousScore = 0; LK.on('tick', function () { if (self.score % wowScore.scoreTrigger === 0 && self.score !== previousScore) { wowScore.show(); previousScore = self.score; } }); var isGameOver = false; LK.on('tick', function () { paddle.move(); ball.move(arenaCircle); }); stage.on('down', function (obj) { paddle.reverseDirection(); }); });
===================================================================
--- original.js
+++ change.js
@@ -7,9 +7,9 @@
self.visible = false;
self.slideSpeed = 30;
self.startPosition = 2732;
self.slideDistance = 2732 / 2 * 2;
- self.displayDuration = 2000;
+ self.displayDuration = 200;
self.scoreTrigger = 3;
self.show = function () {
self.y = self.startPosition;
self.visible = true;
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.