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 () { var interpolationSteps = 10; var stepY = -self.speed / interpolationSteps; var currentStep = 0; var smoothMoveUp = function smoothMoveUp() { if (currentStep < interpolationSteps) { self.y += stepY; currentStep++; } else { LK.off('tick', smoothMoveUp); } }; LK.on('tick', smoothMoveUp); }; self.moveDown = function () { var interpolationSteps = 10; var stepY = self.speed / interpolationSteps; var currentStep = 0; var smoothMoveDown = function smoothMoveDown() { if (currentStep < interpolationSteps) { self.y += stepY; currentStep++; } else { LK.off('tick', smoothMoveDown); } }; LK.on('tick', smoothMoveDown); }; }); // 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 () { var interpolationSteps = 10; var stepY = -self.speed / interpolationSteps; var currentStep = 0; var smoothMoveUp = function smoothMoveUp() { if (currentStep < interpolationSteps) { self.y += stepY; currentStep++; } else { LK.off('tick', smoothMoveUp); } }; LK.on('tick', smoothMoveUp); }; self.moveDown = function () { var interpolationSteps = 10; var stepY = self.speed / interpolationSteps; var currentStep = 0; var smoothMoveDown = function smoothMoveDown() { if (currentStep < interpolationSteps) { self.y += stepY; currentStep++; } else { LK.off('tick', smoothMoveDown); } }; LK.on('tick', smoothMoveDown); }; }); // 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 () { var interpolationSteps = 5; var stepX = self.velocity.x / interpolationSteps; var stepY = self.velocity.y / interpolationSteps; var currentStep = 0; var smoothMove = function smoothMove() { if (currentStep < interpolationSteps) { self.x += stepX; self.y += stepY; currentStep++; } else { LK.off('tick', smoothMove); // Stop the animation when done } }; LK.on('tick', smoothMove); }; 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; }; }); // 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); }; }); // 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; // Add one health icon if (healthIcons.length < totalHealthIcons) { var newHealthIcon = game.addChild(new Health()); newHealthIcon.setPosition(healthIcons.length, totalHealthIcons); healthIcons.push(newHealthIcon); } // Reset the ball or other interaction effects ball.reset(); } }; }); /**** * 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 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 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 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; }); 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 && !interactableChest.isVisible) { interactableChest.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
@@ -9,12 +9,34 @@
anchorY: 0.5
});
self.speed = 10;
self.moveUp = function () {
- self.y -= self.speed;
+ var interpolationSteps = 10;
+ var stepY = -self.speed / interpolationSteps;
+ var currentStep = 0;
+ var smoothMoveUp = function smoothMoveUp() {
+ if (currentStep < interpolationSteps) {
+ self.y += stepY;
+ currentStep++;
+ } else {
+ LK.off('tick', smoothMoveUp);
+ }
+ };
+ LK.on('tick', smoothMoveUp);
};
self.moveDown = function () {
- self.y += self.speed;
+ var interpolationSteps = 10;
+ var stepY = self.speed / interpolationSteps;
+ var currentStep = 0;
+ var smoothMoveDown = function smoothMoveDown() {
+ if (currentStep < interpolationSteps) {
+ self.y += stepY;
+ currentStep++;
+ } else {
+ LK.off('tick', smoothMoveDown);
+ }
+ };
+ LK.on('tick', smoothMoveDown);
};
});
// LeftPaddle class
var LeftPaddle = Container.expand(function () {
@@ -24,12 +46,34 @@
anchorY: 0.5
});
self.speed = 10;
self.moveUp = function () {
- self.y -= self.speed;
+ var interpolationSteps = 10;
+ var stepY = -self.speed / interpolationSteps;
+ var currentStep = 0;
+ var smoothMoveUp = function smoothMoveUp() {
+ if (currentStep < interpolationSteps) {
+ self.y += stepY;
+ currentStep++;
+ } else {
+ LK.off('tick', smoothMoveUp);
+ }
+ };
+ LK.on('tick', smoothMoveUp);
};
self.moveDown = function () {
- self.y += self.speed;
+ var interpolationSteps = 10;
+ var stepY = self.speed / interpolationSteps;
+ var currentStep = 0;
+ var smoothMoveDown = function smoothMoveDown() {
+ if (currentStep < interpolationSteps) {
+ self.y += stepY;
+ currentStep++;
+ } else {
+ LK.off('tick', smoothMoveDown);
+ }
+ };
+ LK.on('tick', smoothMoveDown);
};
});
// Ball class
var Ball = Container.expand(function () {
@@ -44,10 +88,22 @@
x: 5,
y: 5
};
self.move = function () {
- self.x += self.velocity.x;
- self.y += self.velocity.y;
+ var interpolationSteps = 5;
+ var stepX = self.velocity.x / interpolationSteps;
+ var stepY = self.velocity.y / interpolationSteps;
+ var currentStep = 0;
+ var smoothMove = function smoothMove() {
+ if (currentStep < interpolationSteps) {
+ self.x += stepX;
+ self.y += stepY;
+ currentStep++;
+ } else {
+ LK.off('tick', smoothMove); // Stop the animation when done
+ }
+ };
+ LK.on('tick', smoothMove);
};
self.reset = function () {
self.x = 2048 / 2;
self.y = 2732 / 2;
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.