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 appear in a random place on the map every 30 seconds of the game and disappear after 30 seconds.
User prompt
add the chest to the map.
User prompt
Every 30 seconds, a chest should appear at a random place on the screen on top of all layers and disappear after 30 seconds.
User prompt
Every 30 seconds a chest should appear in a random place on the screen on top of the background and disappear after 30 seconds
User prompt
A chest should appear at a random place on the screen on top of the background and disappear after 30 seconds
User prompt
A chest should appear at a random place on the screen and disappear after 30 seconds.
User prompt
Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'ballGraphics')' in or related to this line: 'self.ballGraphics.alpha -= fadeStep;' Line Number: 188
User prompt
when ball and ball2 go over the edge of the screen, let the opacity gradually decrease
User prompt
Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'ballGraphics')' in or related to this line: 'self.ballGraphics.alpha -= fadeStep;' Line Number: 188
User prompt
when ball and ball2 go over the edge of the screen, let the opacity gradually decrease
User prompt
when ball and ball2 go over the edge of the screen, let the opacity be lowered
User prompt
when ball and ball2 start to go off the edge of the screen, let the opacity decrease
User prompt
when ball and ball2 start to go off the edge of the screen, let the opacity decrease
User prompt
make the process of replacing balls after collisions smoother by lowering and then increasing the transparency level
User prompt
make the ball swapping process smoother by lowering and then increasing the transparency level
User prompt
make the process of changing balls smoother by using transparency
User prompt
make the process of changing balls on collisions smoother
User prompt
ball and ball2 should only be born again after they have completely disappeared from the screen boundary
User prompt
ball and ball2 should only be born again after they have completely disappeared from the screen boundary
User prompt
ball and ball2 should only be born again after they have completely disappeared from the screen boundary
User prompt
Fix Bug: 'ReferenceError: ballGraphics is not defined' in or related to this line: 'ball.removeChild(ballGraphics);' Line Number: 144
User prompt
when the ball bounces off leftPaddle, replace it with ball2. when ball2 bounces off rightPaddle, replace it with the ball
User prompt
If the ball moves to the right at birth, replace it with ball2. If the ball moves to the left at birth, replace it with a ball.
User prompt
If the ball moves to the left at birth, replace it with a ball.
/**** * 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 () { 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: 8 * randomDirection, y: Math.random() * 12 - 6 }; // 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; }); // 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.alpha = 1; self.x = Math.random() * (2048 - chestGraphics.width) + chestGraphics.width / 2; self.y = Math.random() * (2732 - chestGraphics.height) + chestGraphics.height / 2; LK.setTimeout(function () { self.isVisible = false; self.alpha = 0; }, 10000); }; }); /**** * 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; // 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(); } }); // 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; } });
===================================================================
--- original.js
+++ change.js
@@ -99,12 +99,18 @@
var chestGraphics = self.attachAsset('chest', {
anchorX: 0.5,
anchorY: 0.5
});
- self.setRandomPosition = function () {
- // Set the chest to a random position on the map
- self.x = Math.random() * (2048 - self.width) + self.width / 2;
- self.y = Math.random() * (2732 - self.height) + self.height / 2;
+ self.isVisible = false;
+ self.showChest = function () {
+ self.isVisible = true;
+ self.alpha = 1;
+ self.x = Math.random() * (2048 - chestGraphics.width) + chestGraphics.width / 2;
+ self.y = Math.random() * (2732 - chestGraphics.height) + chestGraphics.height / 2;
+ LK.setTimeout(function () {
+ self.isVisible = false;
+ self.alpha = 0;
+ }, 10000);
};
});
/****
@@ -133,21 +139,15 @@
leftPaddle.y = 2732 / 2;
rightPaddle.x = 2048 - 50;
rightPaddle.y = 2732 / 2;
// 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 () {
- // Chest appearance logic
- if (LK.ticks % (30 * 60) === 0) {
- // Every 30 seconds
- var chest = game.addChild(new Chest());
- chest.setRandomPosition();
- // Remove the chest after 30 seconds
- LK.setTimeout(function () {
- chest.destroy();
- }, 30 * 1000);
- }
// Move the ball
ball.move();
// Ball collision with top and bottom
if (ball.y <= 0 || ball.y >= 2732) {
@@ -195,12 +195,12 @@
// Ball out of bounds
if (ball.x <= 0 || ball.x >= 2048) {
ball.reset();
}
- // Paddle movement logic
- // This should be replaced with touch/mouse event logic for mobile compatibility
- // For now, paddles will move automatically for demonstration purposes
- // Keep paddles within game bounds
+ // Chest appearance logic
+ if (LK.ticks % (10 * 60) === 0 && !chest.isVisible) {
+ chest.showChest();
+ }
});
// Touch event listeners for paddles
game.on('down', function (obj) {
var event = obj.event;
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.