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
===================================================================
--- original.js
+++ change.js
@@ -181,50 +181,13 @@
};
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;
- // Set a timeout to hide the chest after 10 seconds
- LK.setTimeout(function () {
- self.isVisible = false;
- self.alpha = 0;
- self.destroy();
- }, 10000);
- };
- 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
****/
+// InteractableChest class
// Initialize paddles and ball
// Define the paddle asset
// Define the ball asset
var game = new LK.Game({
@@ -255,9 +218,8 @@
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 () {
@@ -319,9 +281,8 @@
if (ball.x <= 0 || ball.x >= 2048) {
ball.reset();
}
// Chest appearance and interaction logic
- interactableChest.interactWithBall(ball);
// Cannonball collision with ball and show explosion
var cannonballs = game.children.filter(function (child) {
return child instanceof Cannonball;
});
@@ -431,11 +392,5 @@
var cannonballTimer = LK.setInterval(function () {
var newCannonball = new Cannonball();
newCannonball.reset();
game.addChild(newCannonball);
-}, 10000);
-// Timer to create a new chest every 10 seconds
-var chestTimer = LK.setInterval(function () {
- var newChest = new InteractableChest();
- newChest.showChest();
- game.addChild(newChest);
}, 10000);
\ No newline at end of file
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.