User prompt
make the corners of the background darker
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make the corners of the background darker-- vignetting.
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invert the vignetting
User prompt
do a vignette effect for the background
User prompt
Fix Bug: 'Uncaught ReferenceError: Background is not defined' in or related to this line: 'var background = game.addChild(new Background());' Line Number: 233
User prompt
do a vignette effect for the background
User prompt
do a vignette effect
User prompt
make cannonball fade smoothly using opacity reduction 1000 pixels before the top edge of the screen
User prompt
make cannonball fade smoothly using opacity reduction 700 pixels before the top edge of the screen
User prompt
make the cannonball appear smoothly by increasing the opacity.
User prompt
speed ball and ball2 make it lower
User prompt
lower the ship's speed.
User prompt
make a cannonball fly up from a random point at the bottom of the screen every 10 seconds.
User prompt
align your health in the middle of the screen
User prompt
by bringing the top of the screen 3 health
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by bringing the top of the screen five health
User prompt
increase by 5 percent the angle of reflection of the ball and ball2 from the paddles
User prompt
Increase by 10 percent the force of the change in angle of motion of ball and ball2 after collisions with the paddles
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Fix Bug: 'TypeError: parseInt is not a function' in or related to this line: 'var currentScore = parseInt(scoreCounter.text);' Line Number: 249
User prompt
Fix Bug: 'TypeError: scoreCounter.getText is not a function' in or related to this line: 'var currentScore = parseInt(scoreCounter.getText());' Line Number: 249
User prompt
Fix Bug: 'TypeError: scoreCounter.getText2 is not a function' in or related to this line: 'var currentScore = parseInt(scoreCounter.getText2());' Line Number: 249
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Fix Bug: 'TypeError: scoreCounter.getText is not a function' in or related to this line: 'var currentScore = parseInt(scoreCounter.getText());' Line Number: 249
User prompt
Fix Bug: 'TypeError: scoreCounter.getText2 is not a function' in or related to this line: 'var currentScore = parseInt(scoreCounter.getText2());' Line Number: 249
User prompt
Fix Bug: 'TypeError: scoreCounter.getText is not a function' in or related to this line: 'var currentScore = parseInt(scoreCounter.getText());' Line Number: 249
User prompt
Fix Bug: 'ReferenceError: ball2 is not defined' in or related to this line: 'if ((ball.intersects(chest) || ball2.intersects(chest)) && chest.isVisible) {' Line Number: 248
/**** * Classes ****/ var Vignette = Container.expand(function () { var self = Container.call(this); var vignetteGraphics = self.attachAsset('vignetteOverlay', { anchorX: 0.5, anchorY: 0.5 }); // Set vignette to cover the entire game area vignetteGraphics.width = 2048; vignetteGraphics.height = 2732; // Position the vignette in the center self.x = 2048 / 2; self.y = 2732 / 2; // Apply a radial gradient to simulate dark corners var radialGradient = new Graphics(); radialGradient.beginRadialGradientFill([[0x000000, 0], [0x000000, 0.5]], 1024, 1366, 0, 1024, 1366, 2048); radialGradient.drawRect(0, 0, 2048, 2732); radialGradient.endFill(); // Attach the radial gradient above the vignette overlay self.addChild(radialGradient); }); // 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; // Add the Vignette to the game var vignette = new Vignette(); self.addChild(vignette); }); // 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; }; }); // 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', { 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); }; }); /**** * 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 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 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 && !chest.isVisible) { chest.showChest(); } }); // 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 && !chest.isVisible) { chest.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
@@ -1,7 +1,27 @@
/****
* Classes
****/
+var Vignette = Container.expand(function () {
+ var self = Container.call(this);
+ var vignetteGraphics = self.attachAsset('vignetteOverlay', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ // Set vignette to cover the entire game area
+ vignetteGraphics.width = 2048;
+ vignetteGraphics.height = 2732;
+ // Position the vignette in the center
+ self.x = 2048 / 2;
+ self.y = 2732 / 2;
+ // Apply a radial gradient to simulate dark corners
+ var radialGradient = new Graphics();
+ radialGradient.beginRadialGradientFill([[0x000000, 0], [0x000000, 0.5]], 1024, 1366, 0, 1024, 1366, 2048);
+ radialGradient.drawRect(0, 0, 2048, 2732);
+ radialGradient.endFill();
+ // Attach the radial gradient above the vignette overlay
+ self.addChild(radialGradient);
+});
// RightPaddle class
var RightPaddle = Container.expand(function () {
var self = Container.call(this);
var paddleGraphics = self.attachAsset('rightPaddle', {
@@ -79,8 +99,24 @@
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;
+ // Add the Vignette to the game
+ var vignette = new Vignette();
+ self.addChild(vignette);
+});
// Health class
var Health = Container.expand(function () {
var self = Container.call(this);
var healthGraphics = self.attachAsset('health', {
@@ -173,29 +209,8 @@
};
LK.on('tick', fadeIn);
};
});
-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;
- // Create and add vignette overlay
- var vignette = self.attachAsset('vignetteOverlay', {
- anchorX: 0.5,
- anchorY: 0.5,
- alpha: 0.5 // Semi-transparent vignette
- });
- vignette.width = 2048;
- vignette.height = 2732;
-});
/****
* Initialize Game
****/
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.