User prompt
shift the health counters to the right by 300
User prompt
after the message is displayed, start the game again
User prompt
when object9 becomes visible, display a message in the center of the screen
User prompt
when object9 becomes visible, center the window on the screen
User prompt
shift the health counters to the right by 30
User prompt
move the health counters down by 30
User prompt
shift the formula to the left by 30
User prompt
shift the formula down by 30
User prompt
shift the formula down by 50
User prompt
formula color black
User prompt
formula color red
User prompt
align the formula position to the upper right margin
User prompt
add a formula to the screen `F=G(Mm)/R^2`
User prompt
text color black
User prompt
text on top of all layers
User prompt
print the text `F=G(Mm)/R^2` to the top right of the screen
User prompt
Fix Bug: 'Uncaught TypeError: formulaGraphics.setText is not a function' in this line: 'formulaGraphics.setText('F=G(Mm)/R^2');' Line Number: 43
User prompt
Fix Bug: 'Uncaught TypeError: formulaGraphics.setText is not a function' in this line: 'formulaGraphics.setText('F=G(Mm)/R^2');' Line Number: 43
User prompt
print the text "F=G(Mm)/R^2" to the top right of the screen and display it on top of all layers
User prompt
display the text "F=G(Mm)/R^2" in the upper right section of the screen
User prompt
speed up gameplay
User prompt
display the text "F=G(Mm)/R^2" in the upper right section of the screen
User prompt
on the ninth hit of the red apple, show object9
User prompt
on the eighth hit of the red apple, show object8
User prompt
Fix Bug: 'ReferenceError: numberedObjects is not defined' in this line: 'numberedObjects[0].visible = true;' Line Number: 101
/**** * Classes ****/ // MessageDisplay class var MessageDisplay = Container.expand(function (text) { var self = Container.call(this); var messageText = new Text2(text, { size: 150, fill: "#ffffff", align: 'center' }); self.addChild(messageText); messageText.anchor.set(0.5, 0.5); self.x = 2048 / 2; self.y = 2732 / 2; self.show = function () { self.visible = true; LK.setTimeout(function () { self.visible = false; LK.showGameOver(); // This will reset the game state }, 2000); }; }); // NumberedObject class var NumberedObject = Container.expand(function (number) { var self = Container.call(this); var objectGraphics = self.createAsset('object' + number, 'Numbered object ' + number, 0.5, 0.5); }); // EndGameItem class var EndGameItem = Container.expand(function () { var self = Container.call(this); var endGraphics = self.createAsset('end', 'End game object', 0.5, 1); self.visible = false; }); // Skull class var Skull = Container.expand(function () { var self = Container.call(this); var skullGraphics = self.createAsset('skull', 'Skull effect', 0.5, 0.5); skullGraphics.alpha = 1; self.animate = function () { LK.setTimeout(function () { self.destroy(); }, 500); }; }); // HealthMeter class var HealthMeter = Container.expand(function () { var self = Container.call(this); var meterGraphics = self.createAsset('healthMeter', 'Health meter display', 0, 0); self.decreaseHealth = function () { meterGraphics.width -= meterGraphics.width / 3; if (meterGraphics.width <= 0) { meterGraphics.width = 0; // Trigger game over or any other necessary action } }; }); // Explosion class var Explosion = Container.expand(function () { var self = Container.call(this); var explosionGraphics = self.createAsset('explosion', 'Explosion effect', 0.5, 0.5); explosionGraphics.alpha = 1; self.animate = function () { LK.setTimeout(function () { self.destroy(); }, 500); }; }); // Player class var Player = Container.expand(function () { var self = Container.call(this); var playerGraphics = self.createAsset('player', 'Player character', 0.5, 1); self.speed = 15; self.targetX = self.x; self.moveLeft = function () { if (self.x > self.targetX && self.x > playerGraphics.width / 2) { self.x -= self.speed; } }; self.moveRight = function () { if (self.x < self.targetX && self.x < 2048 - playerGraphics.width / 2) { self.x += self.speed; } }; }); // Player2 class var Player2 = Container.expand(function () { var self = Container.call(this); var playerGraphics = self.createAsset('player2', 'Alternate player character', 0.5, 1); self.speed = 15; self.targetX = self.x; self.visible = false; self.moveLeft = function () { if (self.x > self.targetX && self.x > playerGraphics.width / 2) { self.x -= self.speed; } }; self.moveRight = function () { if (self.x < self.targetX && self.x < 2048 - playerGraphics.width / 2) { self.x += self.speed; } }; }); // Apple class var Apple = Container.expand(function () { var self = Container.call(this); var appleGraphics = self.createAsset('apple', 'Falling apple', 0.5, 0.5); self.speed = 9; self.move = function () { self.y += self.speed; }; self.isCaught = function (player) { var playerHeadY = player.y - player.height / 2; var appleBottomY = self.y + self.height / 2; if (self.intersects(player) && appleBottomY < playerHeadY) { var explosion = new Explosion(); explosion.x = self.x; explosion.y = self.y; game.addChild(explosion); explosion.animate(); numberedObjects[0].visible = true; return true; } return false; }; }); // GreenApple class var GreenApple = Container.expand(function () { var self = Container.call(this); var appleGraphics = self.createAsset('greenApple', 'Falling green apple', 0.5, 0.5); self.speed = 15; self.move = function () { self.y += self.speed; }; self.isCaught = function (player) { var playerHeadY = player.y - player.height / 2; var appleBottomY = self.y + self.height / 2; if (self.intersects(player) && appleBottomY < playerHeadY) { var skull = new Skull(); skull.x = self.x; skull.y = self.y; game.addChild(skull); skull.animate(); return true; } return false; }; }); // FormulaDisplay class var FormulaDisplay = Container.expand(function () { var self = Container.call(this); var formulaText = new Text2('F=G(Mm)/R^2', { size: 100, fill: "#000000", align: 'center' }); self.addChild(formulaText); formulaText.anchor.set(0.5, 0.5); self.x = 2048 - formulaText.width / 2 - 30; self.y = formulaText.height / 2 + 30; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 // Init game with black background }); /**** * Game Code ****/ // Initialize second background var background2 = game.addChild(LK.getAsset('background2', 'Second background', 0, 0)); background2.width = 2048; background2.height = 2732; background2.x = 0; background2.y = 0; background2.anchor.set(0, 0); // Initialize backgrounds var background = game.addChild(LK.getAsset('background', 'Game background', 0, 0)); background.width = 2048; background.height = 2732; background.x = 0; background.y = 0; background.anchor.set(0, 0); // Initialize player var player = game.addChild(new Player()); player.x = 2048 / 2; player.y = 2732 - 50; // Positioned at the bottom of the screen // Initialize player2 var player2 = game.addChild(new Player2()); player2.x = 2048 / 2; player2.y = 2732 - 50; // Positioned at the bottom of the screen, same as player // Initialize apples array var apples = []; // Initialize and arrange numbered objects at the top of the screen in a single row var numberedObjects = []; for (var i = 0; i < 10; i++) { var numberedObject = game.addChild(new NumberedObject(i + 1)); var objectSpacing = 2048 / 10; var objectWidth = numberedObject.width; numberedObject.x = objectSpacing * i + objectSpacing / 2 - objectWidth / 2 + 200; numberedObject.y = 2732 - numberedObject.height / 2; numberedObject.visible = false; numberedObjects.push(numberedObject); } // Initialize health meters var healthMeters = []; for (var i = 0; i < 3; i++) { var healthMeter = game.addChild(new HealthMeter()); healthMeter.x = i * 70 + 330; // Assuming each health meter is 64 pixels wide plus some padding healthMeter.y = 40; healthMeters.push(healthMeter); } // Initialize and add the FormulaDisplay to the game var formulaDisplay = game.addChild(new FormulaDisplay()); // Handle touch movement function handleTouchMove(obj) { var touchPos = obj.event.getLocalPosition(game); player.targetX = touchPos.x; player2.targetX = touchPos.x; } // Attach touch move event to the game game.on('move', handleTouchMove); // Game tick event LK.on('tick', function () { // Move player towards targetX and control visibility of player and player2 // Only move if the targetX is not directly on the player if (Math.abs(player.x - player.targetX) > player.width / 2) { if (player.x < player.targetX) { player.moveRight(); player2.moveRight(); player.visible = false; player2.visible = true; } else if (player.x > player.targetX) { player.moveLeft(); player2.moveLeft(); player.visible = true; player2.visible = false; } } // Move apples for (var i = apples.length - 1; i >= 0; i--) { apples[i].move(); // Check if apple is caught by the player or player2 depending on their visibility if (player.visible && apples[i] instanceof Apple && apples[i].isCaught(player) || player2.visible && apples[i] instanceof Apple && apples[i].isCaught(player2)) { // Increase score LK.setScore(LK.getScore() + 1); // Show object2 on the second catch of a red apple if (LK.getScore() === 2) { numberedObjects[1].visible = true; } // Show object3 on the third catch of a red apple if (LK.getScore() === 3) { numberedObjects[2].visible = true; } // Show object4 on the fourth catch of a red apple if (LK.getScore() === 4) { numberedObjects[3].visible = true; } // Show object5 on the fifth catch of a red apple if (LK.getScore() === 5) { numberedObjects[4].visible = true; } // Show object6 on the sixth catch of a red apple if (LK.getScore() === 6) { numberedObjects[5].visible = true; } // Show object7 on the seventh catch of a red apple if (LK.getScore() === 7) { numberedObjects[6].visible = true; } // Show object8 on the eighth catch of a red apple if (LK.getScore() === 8) { numberedObjects[7].visible = true; } // Show object9 on the ninth catch of a red apple and display a message if (LK.getScore() === 9) { numberedObjects[8].visible = true; var message = new MessageDisplay('Congratulations!'); game.addChild(message); message.show(); } // Remove caught apple apples[i].destroy(); apples.splice(i, 1); } else if (player.visible && apples[i] instanceof GreenApple && apples[i].isCaught(player) || player2.visible && apples[i] instanceof GreenApple && apples[i].isCaught(player2)) { // Decrease health and check for game over if (healthMeters.length > 0) { var lastHealthMeter = healthMeters.pop(); lastHealthMeter.destroy(); if (healthMeters.length === 0) { // Trigger game over with golden effect LK.effects.flashScreen(0xFFFF00, 1000); var endGameItem = game.addChild(new EndGameItem()); endGameItem.x = player.x; endGameItem.y = player.y; endGameItem.visible = true; player.visible = false; player2.visible = false; LK.showGameOver(); } } // Remove caught green apple apples[i].destroy(); apples.splice(i, 1); } else if (apples[i].y > 2732) { // Remove apple if it falls off the screen apples[i].destroy(); apples.splice(i, 1); } } // Spawn apples less frequently if (LK.ticks % 90 == 0) { // Every two seconds var appleType = Math.random() < 0.25 ? new Apple() : new GreenApple(); // 25% chance for red apple, 75% for green apple var newApple = appleType; newApple.x = Math.random() * 2048; newApple.y = 2732 / 2; // Start at the middle of the screen in height apples.push(newApple); game.addChild(newApple); } });
===================================================================
--- original.js
+++ change.js
@@ -208,9 +208,9 @@
// Initialize health meters
var healthMeters = [];
for (var i = 0; i < 3; i++) {
var healthMeter = game.addChild(new HealthMeter());
- healthMeter.x = i * 70 + 30; // Assuming each health meter is 64 pixels wide plus some padding
+ healthMeter.x = i * 70 + 330; // Assuming each health meter is 64 pixels wide plus some padding
healthMeter.y = 40;
healthMeters.push(healthMeter);
} // Initialize and add the FormulaDisplay to the game
var formulaDisplay = game.addChild(new FormulaDisplay());
grass
the fields of Britain, cartoon style. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
green apple. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
red apple. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
eureka moment, cartoon style, light, no people. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
heart. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
stars flying on an ellipse, cartoon style, side view , no people. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
white "=" on a green apple.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
a white "F" on a red apple.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
the "G" sign on the red apple. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
white " (M" on a red apple. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
a white sign with a small "m" on a red apple.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
white " /" on a green apple. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
a white "R" on a red apple.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
green
a white " 2" on a red apple.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.