User prompt
Fix Bug: 'ReferenceError: ball2 is not defined' in or related to this line: 'if ((ball.intersects(chest) || ball2.intersects(chest)) && chest.isVisible) {' Line Number: 248
User prompt
add at the top of the screen counter points starting from zero, accrue 10 points for collisions chest with the ball and ball2, after collisions chest should disappear, then continue to be born as usual
User prompt
Fix Bug: 'ReferenceError: ball2 is not defined' in or related to this line: 'if (self.intersects(ball) || self.intersects(ball2)) {' Line Number: 143
User prompt
add at the top of the screen counter points starting from zero, accrue 10 points for collisions chest with the ball and ball2, after collisions chest should disappear, then continue to be born as usual
User prompt
Sunuk should not be born closer than 500 pixels to the edges of the screen
User prompt
add a score counter at the top of the screen starting from zero, award 10 points for chest collisions with ball and ball2, after collisions chests should continue to be born as normal
User prompt
after a chest collision with a ball or ball2, chests stopped being born, fix this
User prompt
after a chest collision with a ball or ball2, chests stopped being born, fix this
User prompt
after a chest collision with a ball or ball2, chests stopped being born, fix this
User prompt
add a point counter at the top of the screen starting from zero, award 10 points for chest collisions with ball and ball2
User prompt
the chest should appear in a random place on the map every 10 seconds of the game and disappear after 10 seconds.
User prompt
after the chest collides with a ball or ball2, restart the birth of the chest
User prompt
The chest should disappear when it collides with ball and ball2, and the score counter should increase by 10 points.
User prompt
Fix Bug: 'ReferenceError: ball2 is not defined' in or related to this line: 'if (self.isVisible && (self.intersects(ball) || self.intersects(ball2))) {' Line Number: 132
User prompt
The chest should disappear when it collides with ball and ball2, and the score counter should increase by 10 points.
User prompt
Fix Bug: 'ReferenceError: ball2 is not defined' in or related to this line: 'if (self.isVisible && (self.intersects(ball) || self.intersects(ball2))) {' Line Number: 132
User prompt
The chest should disappear when it collides with ball and ball2, and the score counter should increase by 10 points.
User prompt
at the top of the screen on top of all layers display the score counter
User prompt
the chest should disappear when the ball and ball2 pass over it, and the score counter should increase by 10 points.
User prompt
at the top of the screen on top of all layers display the score counter
User prompt
at the top of the screen on top of all layers display the score counter
User prompt
Fix Bug: 'ReferenceError: ball2 is not defined' in or related to this line: 'if ((ball.intersects(chest) || ball2.intersects(chest)) && chest.isVisible) {' Line Number: 265
User prompt
the chest should disappear when the ball and ball2 pass over it, and the score counter should increase by 10 points.
User prompt
at the top of the screen on top of all layers display the score counter
User prompt
make the appearance and disappearance of the chest smooth using transparency.
/****
* Classes
****/
// RightPaddle class
var RightPaddle = Container.expand(function () {
var self = Container.call(this);
var paddleGraphics = self.attachAsset('rightPaddle', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 10;
self.moveUp = function () {
self.y -= self.speed;
};
self.moveDown = function () {
self.y += self.speed;
};
});
// LeftPaddle class
var LeftPaddle = Container.expand(function () {
var self = Container.call(this);
var paddleGraphics = self.attachAsset('leftPaddle', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 10;
self.moveUp = function () {
self.y -= self.speed;
};
self.moveDown = function () {
self.y += self.speed;
};
});
// Ball class
var Ball = Container.expand(function () {
var self = Container.call(this);
this.ballGraphics = null;
var ballAsset = Math.random() < 0.5 ? 'ball' : 'ball2';
this.ballGraphics = self.attachAsset(ballAsset, {
anchorX: 0.5,
anchorY: 0.5
});
self.velocity = {
x: 5,
y: 5
};
self.move = function () {
self.x += self.velocity.x;
self.y += self.velocity.y;
};
self.reset = function () {
self.x = 2048 / 2;
self.y = 2732 / 2;
var randomDirection = Math.random() < 0.5 ? -1 : 1;
self.velocity = {
x: 8 * randomDirection,
y: Math.random() * 12 - 6
};
// Smoothly swap the ball asset with a fade out and fade in effect
self.removeChild(self.ballGraphics);
var newBallAsset = self.velocity.x < 0 ? 'ball' : 'ball2';
self.ballGraphics = self.attachAsset(newBallAsset, {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0 // Start fully transparent
});
// Animate the alpha property to fade in the new ball
var fadeDuration = 30; // Duration in ticks
var fadeStep = 1 / fadeDuration;
var currentTick = 0;
var fadeIn = function fadeIn() {
if (currentTick < fadeDuration) {
self.ballGraphics.alpha += fadeStep;
currentTick++;
} else {
LK.off('tick', fadeIn); // Stop the animation when done
}
};
LK.on('tick', fadeIn);
};
});
// Background class
var Background = Container.expand(function () {
var self = Container.call(this);
var backgroundGraphics = self.attachAsset('background', {
anchorX: 0.5,
anchorY: 0.5
});
// Set background to cover the entire game area
backgroundGraphics.width = 2048;
backgroundGraphics.height = 2732;
// Position the background in the center
self.x = 2048 / 2;
self.y = 2732 / 2;
});
// Chest class
var Chest = Container.expand(function () {
var self = Container.call(this);
var chestGraphics = self.attachAsset('chest', {
anchorX: 0.5,
anchorY: 0.5
});
self.isVisible = false;
self.showChest = function () {
self.isVisible = true;
self.alpha = 0;
self.x = Math.random() * (2048 - chestGraphics.width) + chestGraphics.width / 2;
self.y = Math.random() * (2732 - chestGraphics.height) + chestGraphics.height / 2;
var fadeInDuration = 60; // 1 second at 60FPS
var fadeStep = 1 / fadeInDuration;
var fadeInTick = 0;
var fadeIn = function fadeIn() {
if (fadeInTick < fadeInDuration) {
self.alpha += fadeStep;
fadeInTick++;
} else {
LK.off('tick', fadeIn);
}
};
LK.on('tick', fadeIn);
LK.setTimeout(function () {
var fadeOutDuration = 60; // 1 second at 60FPS
var fadeOutStep = 1 / fadeOutDuration;
var fadeOutTick = 0;
var fadeOut = function fadeOut() {
if (fadeOutTick < fadeOutDuration) {
self.alpha -= fadeOutStep;
fadeOutTick++;
} else {
self.isVisible = false;
LK.off('tick', fadeOut);
}
};
LK.on('tick', fadeOut);
}, 10000);
};
});
/****
* Initialize Game
****/
// Initialize paddles and ball
// Define the paddle asset
// Define the ball asset
var game = new LK.Game({
backgroundColor: 0x92c7f3 // Init game with blue background
});
/****
* Game Code
****/
// Instantiate and add background to the game
var background = game.addChild(new Background());
// Define the ball asset
// Define the paddle asset
// Initialize paddles
var leftPaddle = game.addChild(new LeftPaddle());
var rightPaddle = game.addChild(new RightPaddle());
var ball = game.addChild(new Ball());
// Set initial positions
leftPaddle.x = 50;
leftPaddle.y = 2732 / 2;
rightPaddle.x = 2048 - 50;
rightPaddle.y = 2732 / 2;
// Instantiate and add chest to the game
var chest = game.addChild(new Chest());
// Position the chest
chest.x = 2048 / 2;
chest.y = 2732 / 4; // Position the chest at one quarter down the screen
ball.reset();
// Game tick event
LK.on('tick', function () {
// Move the ball
ball.move();
// Ball collision with top and bottom
if (ball.y <= 0 || ball.y >= 2732) {
ball.velocity.y *= -1;
}
// Ball collision with paddles and initiate a smoother ball asset transition
if (ball.intersects(leftPaddle) && ball.velocity.x < 0 || ball.intersects(rightPaddle) && ball.velocity.x > 0) {
ball.velocity.x *= -1;
// Initiate fade out of the current ball asset
ball.ballGraphics.alpha = 1;
var fadeOutDuration = 15; // Duration in ticks for fade out
var fadeStep = 1 / fadeOutDuration;
var fadeOutTick = 0;
var fadeOut = function fadeOut() {
if (fadeOutTick < fadeOutDuration) {
ball.ballGraphics.alpha -= fadeStep;
fadeOutTick++;
} else {
LK.off('tick', fadeOut);
// After fade out, swap the ball asset and fade it in
ball.removeChild(ball.ballGraphics);
var newBallAsset = ball.velocity.x < 0 ? 'ball' : 'ball2';
ball.ballGraphics = ball.attachAsset(newBallAsset, {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0 // Start fully transparent
});
// Animate the alpha property to fade in the new ball
var fadeInDuration = 15; // Duration in ticks for fade in
var fadeInStep = 1 / fadeInDuration;
var fadeInTick = 0;
var fadeIn = function fadeIn() {
if (fadeInTick < fadeInDuration) {
ball.ballGraphics.alpha += fadeInStep;
fadeInTick++;
} else {
LK.off('tick', fadeIn); // Stop the animation when done
}
};
LK.on('tick', fadeIn);
}
};
LK.on('tick', fadeOut);
}
// Ball out of bounds
if (ball.x <= 0 || ball.x >= 2048) {
ball.reset();
}
// Chest appearance logic
if (LK.ticks % (10 * 60) === 0 && !chest.isVisible) {
chest.showChest();
}
});
// Touch event listeners for paddles
game.on('down', function (obj) {
var event = obj.event;
var pos = event.getLocalPosition(game);
// Determine which paddle to control based on touch position
if (pos.x < 2048 / 2) {
leftPaddle.y = pos.y;
} else {
rightPaddle.y = pos.y;
}
});
game.on('move', function (obj) {
var event = obj.event;
var pos = event.getLocalPosition(game);
// Update paddle position based on touch movement
if (pos.x < 2048 / 2) {
leftPaddle.y = pos.y;
} else {
rightPaddle.y = pos.y;
}
});
ancient nautical chart. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
head of the wind god that blows wind on ancient maps, Middle Ages, black and white, wind from the mouth. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
scrub
pirate treasure chest. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
anchor. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
cannonball. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
explosion, black and white. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.