User prompt
make 10 separate objects in assets and place them on the upper right edge of the frame.
User prompt
make 10 separate objects in assets and align them to the upper right edge of the frame.
User prompt
Make 10 separate objects in assets and align them to the upper right edge.
User prompt
Make 10 separate objects in assets and align them to the upper right edge.
User prompt
make the spaces between the objects smaller by 2 times and align on the right edge
User prompt
make the gaps between the objects smaller by a factor of 3.
User prompt
place 10 objects one by one in the bottom of the top edge of the screen.
User prompt
Fix Bug: 'TypeError: textGraphics.setText is not a function' in this line: 'textGraphics.setText('F=');' Line Number: 7
User prompt
the first time a red apple hits the players, display the text "F=".
User prompt
напиши на экране формулу тяготения
User prompt
write this text 'F=' on the screen at the top of the frame the first time a red apple hits the players
User prompt
Add red text 'F=' at the top of the frame when players are first hit by a red apple
User prompt
Add red 'F=' text at the top of the frame when players are first hit by a red apple
User prompt
уменьши текст и перемести вправо
User prompt
жирный шрифт для текста
User prompt
сделать текст красным
User prompt
v
User prompt
put the text "F=" at the top of the frame.
User prompt
center the formula in the center of the screen F++++++++
User prompt
center the formula in the center of the screen F=========
User prompt
center the formula in the center of the screen F________
User prompt
center the formula in the center of the screen F=G(Mm)/R^2
User prompt
display the formula on the screen F=G(Mm)/R^2
User prompt
show the letter F in the text box
User prompt
create a text box and place it at the top right of the screen
/****
* Classes
****/
// 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);
};
});
// TextBox class
var TextBox = Container.expand(function () {
var self = Container.call(this);
var textBoxGraphics = self.createAsset('textBox', 'Text box display', 1, 0);
self.setText = function (text) {
var textElement = new Text2(text, {
size: 50,
fill: "#ffffff"
});
textElement.anchor.set(1, 0);
self.addChild(textElement);
};
});
// 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;
};
});
/****
* 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 text box
var textBox = game.addChild(new TextBox());
textBox.x = 2048;
textBox.y = 0;
textBox.setText("Score: 0");
LK.gui.topRight.addChild(textBox);
// 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 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);
// 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.