User prompt
When a chest collides with a ball or ball2, the chest disappears from the screen and one health is added
User prompt
when adding health, align them in the middle of the screen
User prompt
If a ball or ball2 collides with a chest, the chest is lost and one health is added.
User prompt
the chests stopped being born, fix it.
User prompt
add one health when the chest collides with ball and ball2
User prompt
Fix Bug: 'ReferenceError: ball2 is not defined' in or related to this line: 'if (chest.isVisible && (ball.intersects(chest) || ball2.intersects(chest))) {' Line Number: 300
User prompt
add one health when the chest collides with ball and ball2
User prompt
when the chest collides with ball and ball2, add one health and align the health in the middle of the screen
User prompt
Fix Bug: 'ReferenceError: ball2 is not defined' in or related to this line: 'if (chest.isVisible && (ball.intersects(chest) || ball2.intersects(chest))) {' Line Number: 300
User prompt
when the chest collides with ball and ball2, add one health and align the health in the middle of the screen
User prompt
When a cannonball collides with a ball or ball2, it disappears from the screen.
User prompt
Fix Bug: 'TypeError: ball.swapBallAsset is not a function' in or related to this line: 'ball.swapBallAsset();' Line Number: 231
User prompt
Fix Bug: 'TypeError: ball.swapBallAsset is not a function' in or related to this line: 'ball.swapBallAsset();' Line Number: 231
User prompt
Fix Bug: 'ReferenceError: ball2 is not defined' in or related to this line: 'if (chest.isVisible && (chest.intersects(ball) || chest.intersects(ball2))) {' Line Number: 234
User prompt
Fix Bug: 'Uncaught TypeError: ball.reset is not a function' in or related to this line: 'ball.reset();' Line Number: 250
User prompt
when the chest collides with the ball and ball2, add one more health to the screen and align the health in the middle of the screen.
User prompt
Fix Bug: 'ReferenceError: ball2 is not defined' in or related to this line: 'if (chest.isVisible && (chest.intersects(ball) || chest.intersects(ball2))) {' Line Number: 300
User prompt
when the chest collides with the ball and ball2, add one more health to the screen and align the health in the middle of the screen.
User prompt
add one health when the chest collides with ball and ball2
User prompt
Remove one health when a cannonball collides with ball and ball2
User prompt
when a cannonball collides with ball and ball2, remove one health, but provided that the cannonball is completely opaque at the moment of collision.
User prompt
when a cannonball collides with ball and ball2, remove one health, but provided that the cannonball is completely opaque at the moment of collision.
User prompt
make the corners of the background darker
User prompt
make the corners of the background darker
User prompt
Fix Bug: 'Uncaught TypeError: Graphics is not a constructor' in or related to this line: 'var radialGradient = new Graphics();' Line Number: 30
/****
* Classes
****/
var Vignette = Container.expand(function () {
var self = Container.call(this);
var vignetteGraphics = self.attachAsset('vignetteOverlay', {
anchorX: 0.5,
anchorY: 0.5
});
// Set vignette to cover the entire game area
vignetteGraphics.width = 2048;
vignetteGraphics.height = 2732;
// Position the vignette in the center
self.x = 2048 / 2;
self.y = 2732 / 2;
// Apply a radial gradient to simulate dark corners
var radialGradient = self.attachAsset('vignetteOverlay', {
anchorX: 0.5,
anchorY: 0.5,
width: 2048,
height: 2732,
radialGradient: {
colors: [0x000000, 0x000000],
alphas: [0, 0.5],
radius: [0, 2048]
}
});
// Attach the radial gradient above the vignette overlay
self.addChild(radialGradient);
});
// 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: 5 * randomDirection,
y: Math.random() * 8 - 4
};
// 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;
// Add the Vignette to the game
var vignette = new Vignette();
self.addChild(vignette);
});
// Health class
var Health = Container.expand(function () {
var self = Container.call(this);
var healthGraphics = self.attachAsset('health', {
anchorX: 0.5,
anchorY: 0.5
});
// Set the initial alpha to fully visible
self.alpha = 1;
// Position the health icon based on its index
self.setPosition = function (index, totalIcons) {
var totalWidth = totalIcons * 120;
self.x = (2048 - totalWidth) / 2 + index * 120;
self.y = 100;
};
});
// 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.x = Math.random() * (2048 - chestGraphics.width - 1000) + chestGraphics.width / 2 + 500;
self.y = Math.random() * (2732 - chestGraphics.height - 1000) + chestGraphics.height / 2 + 500;
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);
};
});
// Cannonball class
var Cannonball = Container.expand(function () {
var self = Container.call(this);
var cannonballGraphics = self.attachAsset('cannonball', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = -10;
self.move = function () {
self.y += self.speed;
// Start fading the cannonball 1000 pixels before the top edge of the screen
if (self.y < 1000) {
var fadeOutStep = self.alpha / (1000 / Math.abs(self.speed));
self.alpha -= fadeOutStep;
if (self.alpha < 0) {
self.alpha = 0;
} // Ensure alpha doesn't go below 0
}
};
self.reset = function () {
self.x = Math.random() * (2048 - cannonballGraphics.width) + cannonballGraphics.width / 2;
self.y = 2732 - cannonballGraphics.height / 2;
self.alpha = 0; // Start fully transparent
var fadeInDuration = 60; // Duration in ticks (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); // Stop the animation when done
}
};
LK.on('tick', fadeIn);
};
});
/****
* 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;
// Initialize health icons
var healthIcons = [];
var totalHealthIcons = 3;
for (var i = 0; i < totalHealthIcons; i++) {
var healthIcon = game.addChild(new Health());
healthIcon.setPosition(i, totalHealthIcons);
healthIcons.push(healthIcon);
}
// 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();
}
}); // 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();
}
// Move cannonballs
game.children.forEach(function (child) {
if (child instanceof Cannonball) {
child.move();
// Remove cannonball if it goes off the top of the screen
if (child.y + child.height / 2 < 0) {
child.destroy();
}
}
});
});
// 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;
}
}); // Timer to launch a cannonball every 10 seconds
var cannonballTimer = LK.setInterval(function () {
var newCannonball = new Cannonball();
newCannonball.reset();
game.addChild(newCannonball);
}, 10000);
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.