User prompt
When adding new health, align all health in the middle of the screen
User prompt
when adding health, align them in the middle of the screen
User prompt
when adding health, align them in the middle of the screen
User prompt
make it possible to add more than 3 health
User prompt
make all changes smoother in all interactions
User prompt
when the chest interacts with the balls, add one health
User prompt
chest should not be born closer than 500 pixels to the edges of the screen
User prompt
Fix Bug: 'ReferenceError: chest is not defined' in or related to this line: 'if (LK.ticks % (10 * 60) === 0 && !chest.isVisible) {' Line Number: 364
User prompt
redo the appearance of the chest, it should interact with balls
User prompt
add one health when balls collide with chest
User prompt
add one health when balls collide with chest
User prompt
add one health when balls collide with chest
User prompt
add one health
User prompt
add one health each time the balls collide with a chest
User prompt
fix adding health and chest birth
User prompt
add one health when a chest collides with a ball or ball2
User prompt
add one health when a chest collides with a ball or ball2
User prompt
add one health when the chest interacts with a ball or ball2
User prompt
add one health when the chest interacts with a ball or ball2
User prompt
add one health when the chest interacts with a ball or ball2
User prompt
Fix Bug: 'TypeError: chest.checkCollisionWithBall is not a function' in or related to this line: 'chest.checkCollisionWithBall(ball);' Line Number: 296
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 a chest collides with a ball or ball2, the chest disappears from the screen and one health is added
User prompt
When a chest collides with a ball or ball2, the chest disappears from the screen and one health is added
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
/**** * 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 or ball2 if (chest.isVisible && (chest.intersects(ball) || chest.intersects(ball.ballGraphics))) { // Add one health 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(); } // Destroy the cannonball if (cannonball) { cannonball.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
@@ -282,16 +282,14 @@
// 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 less than totalHealthIcons
- if (healthIcons.length < totalHealthIcons) {
- var newHealthIcon = game.addChild(new Health());
- newHealthIcon.setPosition(healthIcons.length, totalHealthIcons);
- healthIcons.push(newHealthIcon);
- }
+ // Chest collision with ball or ball2
+ if (chest.isVisible && (chest.intersects(ball) || chest.intersects(ball.ballGraphics))) {
+ // Add one health
+ 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;
}
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.