User prompt
print the formula F=G(Mm)/R^2 in the upper right corner of the screen in black on top of the background
User prompt
print the formula "F=G(Mm)/R^2" in the upper right corner of the screen in black on top of the background
User prompt
print the formula F=G(Mm)/R^2 in the upper right corner of the screen in black on top of the background
User prompt
Fix Bug: 'Uncaught ReferenceError: NumberedObject is not defined' in this line: 'var numberedObject = new NumberedObject(i + 1);' Line Number: 9
User prompt
put objects 1-10 on a layer behind the players but in front of the background.
User prompt
put objects 1-10 on the layer behind the players.
User prompt
Align objects 1-10 with the bottom edge of the frame
User prompt
objects 1-10 to the right by 100
User prompt
objects 1-10 to the right by 10
User prompt
objects 1-10 to the right by20
User prompt
objects 1-10 to the right by 50
User prompt
Center objects 1-10
User prompt
to lower objects 1-10 down by 100.
User prompt
Increase the distance between objects 1-10 by 30 percent and center them.
User prompt
to lower objects 1-10 down by 100.
User prompt
to bring all the objects down by 100
User prompt
to bring all the objects down by 10
User prompt
Increase the distance between the objects by 2 times and extend to the right edge.
User prompt
reduce the distance between the objects by 2 times and align to the right edge
User prompt
position objects in front of the background
User prompt
arrange all objects one by one at the top of the screen
User prompt
arrange 10 objects in the frame from 1 to 10
User prompt
position all numberedObjects on the edge of the upper frame boundary
User prompt
position the numberedObject on the upper border of the frame
User prompt
make 10 separate objects from 1 to 10 in assets and place them on the upper right edge of the frame.
/**** * Classes ****/ // 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 = 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 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 + 80; numberedObject.y = 200 + numberedObject.height / 2; 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; // Assuming each health meter is 64 pixels wide plus some padding healthMeter.y = 10; healthMeters.push(healthMeter); } // 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); } });
===================================================================
--- original.js
+++ change.js
@@ -169,9 +169,9 @@
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 + 70;
+ numberedObject.x = objectSpacing * i + objectSpacing / 2 - objectWidth / 2 + 80;
numberedObject.y = 200 + numberedObject.height / 2;
numberedObjects.push(numberedObject);
}
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.