User prompt
The chest should appear in a random location on the map for the first time after 10 seconds of play
User prompt
the chest should appear in a random place on the map every 10 seconds of the game and disappear after 10 seconds.
User prompt
the chest should be born 10 seconds after the start of the game, once 10 seconds and disappear after 10 seconds of being on the screen
User prompt
make the first birth of the chest to be after 10 seconds after the game starts
User prompt
make the first birth of the chest to be after 10 seconds after the game starts
User prompt
the first birth of a chest after 10 seconds of play
User prompt
a chest can only be born 10 seconds after the start of the game
User prompt
a chest can only be born 10 seconds after the start of the game
User prompt
the chest should not be spawned closer than 500 pixels to the edges of the screen
User prompt
the chest should not be born where the balls are currently located
User prompt
the chest should be spawned further from the balls, but no closer than 500 pixels from the edges of the screen
User prompt
the chest should be spawned further from the balls, but no closer than 500 pixels from the edges of the screen
User prompt
the chest should be spawned further from the balls
User prompt
the chest should be born immediately without changing transparency
User prompt
when the balls interact with the cannonball, show an explosion next to the balls for 2 seconds
User prompt
the chest should not be spawned closer than 500 pixels to the edges of the screen
User prompt
Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'x')' in or related to this line: 'var moveStepX = ball.velocity.x / moveDuration;' Line Number: 140
User prompt
the coin must move next to the balls before it disappears
User prompt
when the balls interact with the chest, show a coin next to the balls for 2 second
User prompt
when the balls interact with the chest, show a coin next to the balls for half a second
User prompt
the cannonball must be born no closer than 500 pixels to the side edges of the screen
User prompt
balls should not change position when interacting with a chest or a cannonball
User prompt
fix the situation when the balls endlessly move between the rackets without changing the rebound angle
User prompt
make the initial amount of health 3
User prompt
When adding new health, align all health in the middle of the screen
/**** * 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 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);
===================================================================
--- original.js
+++ change.js
@@ -313,15 +313,8 @@
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;
@@ -393,9 +386,9 @@
if (ball.x <= 0 || ball.x >= 2048) {
ball.reset();
}
// Chest appearance logic
- if (LK.ticks % (10 * 60) === 0 && !interactableChest.isVisible) {
+ if (LK.ticks === 600 && !interactableChest.isVisible) {
interactableChest.showChest();
}
// Move cannonballs
game.children.forEach(function (child) {
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.