User prompt
when health becomes 4 or more cannonballs should appear twice as often, when health becomes 2 or less cannonballs should appear half as often.
User prompt
when health becomes 5 or more cannonballs should appear twice as often, when health becomes 3 or less cannonballs should appear half as often.
User prompt
balls going off the edge of the screen is also the end of the game
User prompt
don't add more than 10 health
User prompt
make it impossible to spawn a coffer closer than 200 pixels from the balls, coffer should not be born closer than 500 pixels to the edges of the screen
User prompt
end game when you run out of health
User prompt
when decreasing and adding health, align all health in the middle of the screen
User prompt
track the opacity of the cannonball and make it possible for the cannonball to interact with balls only when the cannonball is fully visible
User prompt
make the game start at 3 health, but make it possible to add more than 3 health
User prompt
coffer should not be born closer than 500 pixels to the edges of the screen
User prompt
make it impossible to spawn a coffer closer than 200 pixels from the balls
User prompt
make the game start at 3 health.
User prompt
make it possible to add more than 3 health
User prompt
when balls collide with the chest, add one health and align all health in the middle of the screen
User prompt
when balls collide with a coffer, the coffer must disappear and a coin must be shown in its place for 2 seconds.
User prompt
coffer should not be born closer than 500 pixels to the edges of the screen
User prompt
Add a coffer to the game, the coffer should appear at a random location on the map every 10 seconds of the game and disappear after 10 seconds.
User prompt
remove the chest from the game.
User prompt
Fix Bug: 'ReferenceError: interactableChest is not defined' in or related to this line: 'if (LK.ticks % (10 * 60) === 0 && !interactableChest.isVisible) {' Line Number: 371
User prompt
remove the chest from the game.
User prompt
completely redo the chest birth, the chest should appear in a random place on the map every 10 seconds of the game and disappear after 10 seconds.
User prompt
make the first birth of a chest possible only 10 seconds after the start of the game
User prompt
the first birth of a chest is not possible until 10 seconds have passed since the start of the game
User prompt
The chest should appear for the first time after 10 seconds of the game start
User prompt
The chest should appear for the first time after 10 seconds of the game start
/****
* Classes
****/
// Explosion class
var Explosion = Container.expand(function () {
var self = Container.call(this);
var explosionGraphics = self.attachAsset('explosion', {
anchorX: 0.5,
anchorY: 0.5
});
self.show = function (x, y) {
self.x = x;
self.y = y;
self.alpha = 1;
// Set a timeout to hide the explosion after 2 seconds
LK.setTimeout(function () {
self.destroy();
}, 2000);
};
});
// 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 iconWidth = healthGraphics.width;
var spacing = 10;
var totalWidth = totalIcons * (iconWidth + spacing) - spacing;
self.x = (2048 - totalWidth) / 2 + index * (iconWidth + spacing);
self.y = 100;
};
});
// Coin class
var Coin = Container.expand(function () {
var self = Container.call(this);
var coinGraphics = self.attachAsset('coin', {
anchorX: 0.5,
anchorY: 0.5
});
self.show = function (x, y) {
self.x = x;
self.y = y;
self.alpha = 1;
// Set a timeout to hide the coin after 2 seconds
LK.setTimeout(function () {
self.destroy();
}, 2000);
};
});
// 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 - 1000 - cannonballGraphics.width) + 500 + 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 = 1;
};
self.interactWithBall = function (ball) {
if (self.isVisible && self.intersects(ball)) {
// Interaction logic here
self.isVisible = false;
self.alpha = 0;
// Add one health icon
var newHealthIcon = game.addChild(new Health());
healthIcons.push(newHealthIcon);
// Realign all health icons
for (var i = 0; i < healthIcons.length; i++) {
healthIcons[i].setPosition(i, healthIcons.length);
}
// Show a coin next to the ball
var coin = game.addChild(new Coin());
coin.show(ball.x + ball.width / 2 + coin.width / 2, ball.y);
}
};
});
/****
* 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; // Set the initial total health icons to 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 adjust the rebound angle
if (ball.intersects(leftPaddle) && ball.velocity.x < 0 || ball.intersects(rightPaddle) && ball.velocity.x > 0) {
ball.velocity.x *= -1;
// Randomize the rebound angle slightly to prevent endless bouncing
ball.velocity.y += (Math.random() - 0.5) * 4;
// Ensure the ball's vertical velocity is within bounds
if (ball.velocity.y > 5) {
ball.velocity.y = 5;
}
if (ball.velocity.y < -5) {
ball.velocity.y = -5;
}
// 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.showChest();
LK.setTimeout(function () {
interactableChest.isVisible = false;
interactableChest.alpha = 0;
}, 10000);
}
interactableChest.interactWithBall(ball);
// Cannonball collision with ball and show explosion
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();
}
// Show explosion
var explosion = game.addChild(new Explosion());
explosion.show(ball.x, ball.y);
// Destroy the cannonball
if (cannonball) {
cannonball.destroy();
}
}
});
}); // 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 === 600 && !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);
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.