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
===================================================================
--- original.js
+++ change.js
@@ -108,49 +108,8 @@
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', {
@@ -186,8 +145,44 @@
};
LK.on('tick', fadeIn);
};
});
+// InteractableChest class
+var InteractableChest = 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) + chestGraphics.width / 2;
+ self.y = Math.random() * (2732 - chestGraphics.height) + chestGraphics.height / 2;
+ self.alpha = 0;
+ 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);
+ };
+ self.interactWithBall = function (ball) {
+ if (self.isVisible && self.intersects(ball)) {
+ // Interaction logic here
+ self.isVisible = false;
+ self.alpha = 0;
+ // Reset the ball or other interaction effects
+ ball.reset();
+ }
+ };
+});
/****
* Initialize Game
****/
@@ -221,13 +216,11 @@
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
+// Instantiate and add interactable chest to the game
+var interactableChest = game.addChild(new InteractableChest());
+// Initial visibility of the chest is handled within the class
ball.reset();
// Game tick event
LK.on('tick', function () {
// Move the ball
@@ -278,12 +271,13 @@
// 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 appearance and interaction logic
+ if (LK.ticks % (10 * 60) === 0 && !interactableChest.isVisible) {
+ interactableChest.showChest();
}
+ interactableChest.interactWithBall(ball);
// Cannonball collision with ball
var cannonballs = game.children.filter(function (child) {
return child instanceof Cannonball;
});
@@ -299,15 +293,8 @@
cannonball.destroy();
}
// Reset the ball
ball.reset();
- } else if (chest.isVisible && ball.intersects(chest)) {
- // Add one health
- if (healthIcons.length < totalHealthIcons) {
- var newHealthIcon = game.addChild(new Health());
- newHealthIcon.setPosition(healthIcons.length, totalHealthIcons);
- healthIcons.push(newHealthIcon);
- }
}
});
}); // Game tick event
LK.on('tick', function () {
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.