User prompt
display the formula F=G(Mm)/R^2 on 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
on the seventh hit of the red apple, show object7
User prompt
on the sixth hit of the red apple, show object6
User prompt
on the fifth hit of the red apple, show object5
User prompt
on the fourth hit of the red apple, show object4
User prompt
on the fourth hit of the red apple, show object4
User prompt
on the third hit of the red apple, show object3
User prompt
on the second hit of the red apple, show object2
User prompt
on the first hit of the red apple, show object1
User prompt
hide objects 1-10
User prompt
end place on the same layer as the players at the bottom of the screen
User prompt
end place on the same layer as the players at the bottom of the screen
User prompt
end on the same layer as the players.
User prompt
display the formula F=G(Mm)/R^2 on the screen on top of all layers
User prompt
display the formula F=G(Mm)/R^2 on the screen
User prompt
move object "end" behind objects 1-10
User prompt
move the "end" object to a layer below objects 1-10
User prompt
end move behind objects 1-10
User prompt
objects 1-10 move to the right by 100
User prompt
shift objects 1-10 to the right by 200
User prompt
objects 1-10 move to the right by 100
User prompt
objects 1-10 move to the right by 100
User prompt
align objects 1-10 to the bottom 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 + 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; // 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
@@ -167,8 +167,9 @@
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 = [];
@@ -221,10 +222,10 @@
if (healthMeters.length === 0) {
// Trigger game over with golden effect
LK.effects.flashScreen(0xFFFF00, 1000);
var endGameItem = game.addChild(new EndGameItem());
- endGameItem.x = 2048 / 2;
- endGameItem.y = 2732 - endGameItem.height / 2;
+ endGameItem.x = player.x;
+ endGameItem.y = player.y;
endGameItem.visible = true;
player.visible = false;
player2.visible = false;
LK.showGameOver();
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.