User prompt
Fix Bug: 'ReferenceError: ball2 is not defined' in or related to this line: 'if (self.isVisible && (ball.intersects(self) || ball2.intersects(self))) {' Line Number: 151
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
/**** 
* 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();
	}
	// Cannonball collision with ball and ball collision with chest
	var cannonballs = game.children.filter(function (child) {
		return child instanceof Cannonball;
	});
	var chestCollided = false;
	cannonballs.forEach(function (cannonball) {
		if (cannonball.intersects(ball)) {
			// Remove one health
			if (healthIcons.length > 0) {
				var lastHealthIcon = healthIcons.pop();
				lastHealthIcon.destroy();
			}
			// Destroy the cannonball
			if (cannonball) {
				cannonball.destroy();
			}
			// Reset the ball
			ball.reset();
		}
	});
	if (chest.isVisible && ball.intersects(chest)) {
		chestCollided = true;
		chest.isVisible = false;
		chest.alpha = 0;
		// Add one health
		var newHealthIcon = new Health();
		newHealthIcon.setPosition(healthIcons.length, healthIcons.length + 1);
		game.addChild(newHealthIcon);
		healthIcons.push(newHealthIcon);
	}
}); // 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
@@ -229,12 +229,8 @@
 chest.y = 2732 / 4; // Position the chest at one quarter down the screen
 ball.reset();
 // Game tick event
 LK.on('tick', function () {
-	// Chest appearance logic
-	if (LK.ticks % (10 * 60) === 0 && !chest.isVisible) {
-		chest.showChest();
-	}
 	// Move the ball
 	ball.move();
 	// Ball collision with top and bottom
 	if (ball.y <= 0 || ball.y >= 2732) {
@@ -282,13 +278,17 @@
 	// Ball out of bounds
 	if (ball.x <= 0 || ball.x >= 2048) {
 		ball.reset();
 	}
-	// Chest appearance logic moved into the main game tick event
-	// Cannonball collision with ball
+	// Chest appearance logic
+	if (LK.ticks % (10 * 60) === 0 && !chest.isVisible) {
+		chest.showChest();
+	}
+	// Cannonball collision with ball and ball collision with chest
 	var cannonballs = game.children.filter(function (child) {
 		return child instanceof Cannonball;
 	});
+	var chestCollided = false;
 	cannonballs.forEach(function (cannonball) {
 		if (cannonball.intersects(ball)) {
 			// Remove one health
 			if (healthIcons.length > 0) {
@@ -300,20 +300,20 @@
 				cannonball.destroy();
 			}
 			// Reset the ball
 			ball.reset();
-		} else if (chest.isVisible && (chest.intersects(ball) || chest.intersects(ball.ballGraphics))) {
-			// Add one health
-			if (healthIcons.length < totalHealthIcons) {
-				var newHealthIcon = game.addChild(new Health());
-				newHealthIcon.setPosition(healthIcons.length, totalHealthIcons);
-				healthIcons.push(newHealthIcon);
-			}
-			// Hide the chest
-			chest.isVisible = false;
-			chest.alpha = 0;
 		}
 	});
+	if (chest.isVisible && ball.intersects(chest)) {
+		chestCollided = true;
+		chest.isVisible = false;
+		chest.alpha = 0;
+		// Add one health
+		var newHealthIcon = new Health();
+		newHealthIcon.setPosition(healthIcons.length, healthIcons.length + 1);
+		game.addChild(newHealthIcon);
+		healthIcons.push(newHealthIcon);
+	}
 }); // Game tick event
 LK.on('tick', function () {
 	// Move the ball
 	ball.move();
 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.