User prompt
when the character goes to the right handle collisions of only the player2 when the character goes to the left handle collisions of only the player
User prompt
when the character goes to the right handle collisions only player when the character goes to the left handle collisions only player2
User prompt
collisions don't work properly. Fix it.
User prompt
to double the speed of the apples
User prompt
increase the speed of the players
User prompt
limit the birthplace of apples to the middle of the screen in height.
User prompt
to increase the life span of all apples
User prompt
when players collide with red apples, show an explosion in their place for half a second
User prompt
make the apples be born in the first third of the frame in height.
User prompt
make the apples grow taller.
User prompt
sometimes apples disappear without interaction with players all redo everything
User prompt
to increase the longevity of all apples without decreasing their fall rate
User prompt
to increase the longevity of all apples
User prompt
sometimes green apples spontaneously disappear far away from players fix the bug
User prompt
sometimes apples spontaneously disappear far away from players fix the bug
User prompt
sometimes apples spontaneously disappear, fix the error.
User prompt
sometimes apples spontaneously disappear, fix the error.
User prompt
sometimes apples spontaneously disappear, fix the error.
User prompt
sometimes apples spontaneously disappear, fix the error.
User prompt
sometimes apples spontaneously disappear, fix the error.
User prompt
sometimes apples spontaneously disappear, fix the error.
User prompt
sometimes apples spontaneously disappear, fix the error.
User prompt
sometimes apples spontaneously disappear, fix the error.
User prompt
reduce player collision
User prompt
apples sometimes interact with players at a great distance, clarify player collisions
/****
* Classes
****/
// 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;
return self.intersects(player) && appleBottomY < playerHeadY;
};
});
/****
* 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 = [];
// 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].isCaught(player) || player2.visible && apples[i].isCaught(player2)) {
// Increase score
LK.setScore(LK.getScore() + 1);
// Remove caught 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 newApple = Math.random() < 0.5 ? new Apple() : new GreenApple();
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
@@ -139,24 +139,22 @@
if (Math.abs(player.x - player.targetX) > player.width / 2) {
if (player.x < player.targetX) {
player.moveRight();
player2.moveRight();
- player.visible = true;
- player2.visible = false;
+ player.visible = false;
+ player2.visible = true;
} else if (player.x > player.targetX) {
player.moveLeft();
player2.moveLeft();
- player.visible = false;
- player2.visible = true;
+ 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 direction
- var caughtByPlayer = player.visible && apples[i].isCaught(player);
- var caughtByPlayer2 = player2.visible && apples[i].isCaught(player2);
- if (caughtByPlayer || caughtByPlayer2) {
+ // Check if apple is caught by the player or player2 depending on their visibility
+ if (player.visible && apples[i].isCaught(player) || player2.visible && apples[i].isCaught(player2)) {
// Increase score
LK.setScore(LK.getScore() + 1);
// Remove caught apple
apples[i].destroy();
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.