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 ****/ // 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; }); // 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(); } // Chest collision with ball if (chest.isVisible && chest.intersects(ball)) { // Add one health if (healthIcons.length < totalHealthIcons) { var newHealthIcon = game.addChild(new Health()); newHealthIcon.setPosition(healthIcons.length, totalHealthIcons); healthIcons.push(newHealthIcon); } // Hide the chest after collision chest.isVisible = false; chest.alpha = 0; } // Cannonball collision with ball var cannonballs = game.children.filter(function (child) { return child instanceof Cannonball; }); cannonballs.forEach(function (cannonball) { if (cannonball.intersects(ball)) { // Remove one health if (healthIcons.length > 0) { var lastHealthIcon = healthIcons.pop(); lastHealthIcon.destroy(); } // Reset the ball 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(); } // 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);
===================================================================
--- original.js
+++ change.js
@@ -282,8 +282,20 @@
// Chest appearance logic
if (LK.ticks % (10 * 60) === 0 && !chest.isVisible) {
chest.showChest();
}
+ // Chest collision with ball
+ if (chest.isVisible && chest.intersects(ball)) {
+ // Add one health
+ if (healthIcons.length < totalHealthIcons) {
+ var newHealthIcon = game.addChild(new Health());
+ newHealthIcon.setPosition(healthIcons.length, totalHealthIcons);
+ healthIcons.push(newHealthIcon);
+ }
+ // Hide the chest after collision
+ chest.isVisible = false;
+ chest.alpha = 0;
+ }
// Cannonball collision with ball
var cannonballs = game.children.filter(function (child) {
return child instanceof Cannonball;
});
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.