User prompt
create a text box
User prompt
print the letter "F" at the top of the frame at the first hit of the red apple
User prompt
print the letter F at the top of the frame at the first hit of the red apple
User prompt
derive this formula "F" at the top of the frame on the first hit of the red apple
User prompt
Fix Bug: 'ReferenceError: Apple is not defined' in this line: 'if (player.visible && apples[i] instanceof Apple && apples[i].isCaught(player) || player2.visible && apples[i] instanceof Apple && apples[i].isCaught(player2)) {' Line Number: 219
User prompt
derive this formula at the top of the frame when the first red apple hits "F"
User prompt
display this formula over the players when the red apple hits F=G(Mm)/R^2
User prompt
output this formula at a random place on the screen when a red apple hits F=G(Mm)/R^2
User prompt
display this formula in the center of the screen when a red apple hits F=G(Mm)/R^2
User prompt
make it a score counter.
User prompt
award 10 points for each hit of the red apple.
User prompt
turn the meter green.
User prompt
add a point counter to the top right corner, for every red apple hit to players assign 10 points
User prompt
add a counter of hits of red apples in the upper right corner for each red apple to give 10 points.
User prompt
Fix Bug: 'ReferenceError: symbol1 is not defined' in this line: 'symbol1.visible = true;' Line Number: 251
User prompt
put this text in the middle of the screen "f(x)dx = F(b) − F(a)"
User prompt
add symbol6 to the upper right corner of the screen after the sixth hit of the red apple, and remove symbol5 at this point.
User prompt
Fix Bug: 'ReferenceError: symbol5 is not defined' in this line: 'symbol5.visible = false;' Line Number: 274
User prompt
add symbol6 to the upper right corner of the screen after the sixth red apple hits and remove symbol5.
User prompt
add symbol6 to the upper right corner of the screen after the sixth red apple hits and remove symbol5.
User prompt
add symbol5 to the upper right corner of the screen after the fifth red apple hits and remove symbol4.
User prompt
the symbols should appear at the same coordinates in the upper right corner.
User prompt
the symbols should appear at the same coordinates in the upper right corner.
User prompt
add symbol5 to the upper right corner of the screen after the fifth hit of the red apple and remove symbol4.
User prompt
Fix Bug: 'Uncaught ReferenceError: symbol4 is not defined' in this line: 'symbol5.y = symbol1.height + symbol2.height + symbol3.height + symbol4.height;' Line Number: 212
/****
* Classes
****/
// Symbol2 class
var Symbol2 = Container.expand(function () {
var self = Container.call(this);
var symbolGraphics = self.createAsset('symbol2', 'Second red apple hit indicator', 1, 0);
self.visible = false;
});
// Symbol1 class
var Symbol1 = Container.expand(function () {
var self = Container.call(this);
var symbolGraphics = self.createAsset('symbol1', 'First red apple hit indicator', 1, 0);
self.visible = false;
});
// 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 = 10;
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 = 10;
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 = 6;
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();
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 = 10;
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;
};
});
// Symbol4 class
var Symbol4 = Container.expand(function () {
var self = Container.call(this);
var symbolGraphics = self.createAsset('symbol4', 'Fourth red apple hit indicator', 1, 0);
self.visible = false;
});
// Symbol3 class
var Symbol3 = Container.expand(function () {
var self = Container.call(this);
var symbolGraphics = self.createAsset('symbol3', 'Third red apple hit indicator', 1, 0);
self.visible = false;
});
// Symbol5 class
var Symbol5 = Container.expand(function () {
var self = Container.call(this);
var symbolGraphics = self.createAsset('symbol5', 'Fifth red apple hit indicator', 1, 0);
self.visible = false;
});
/****
* 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 health meters
var healthMeters = [];
for (var i = 0; i < 3; i++) {
var healthMeter = game.addChild(new HealthMeter());
healthMeter.x = i * 70; // Assuming each health meter is 64 pixels wide plus some padding
healthMeter.y = 10;
healthMeters.push(healthMeter);
}
// Initialize Symbol1, Symbol2, and Symbol3
var symbol1 = game.addChild(new Symbol1());
symbol1.x = 2048 - symbol1.width;
symbol1.y = 0;
var symbol2 = game.addChild(new Symbol2());
symbol2.x = 2048 - symbol2.width;
symbol2.y = symbol1.height;
var symbol3 = game.addChild(new Symbol3());
symbol3.x = 2048 - symbol3.width;
symbol3.y = symbol1.height + symbol2.height;
// Initialize Symbol5
var symbol4 = game.addChild(new Symbol4());
symbol4.x = 2048 - symbol4.width;
symbol4.y = symbol1.height + symbol2.height + symbol3.height;
var symbol5 = game.addChild(new Symbol5());
symbol5.x = 2048 - symbol5.width;
symbol5.y = symbol1.height + symbol2.height + symbol3.height + symbol4.height;
// Initialize apples array
var apples = [];
// 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);
// Display symbols based on score
if (LK.getScore() === 1) {
symbol1.visible = true;
} else if (LK.getScore() === 2) {
symbol1.visible = false;
symbol2.visible = true;
} else if (LK.getScore() === 3) {
symbol2.visible = false;
symbol3.visible = true;
} else if (LK.getScore() === 4) {
symbol3.visible = false;
// symbol4.visible = true; // Removed to replace with symbol5
} else if (LK.getScore() === 5) {
// symbol4.visible = false; // Removed as it's no longer needed
symbol5.visible = true;
}
// 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 % 120 == 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);
}
});
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.