User prompt
after health end show player3, player and player2 hide create object 'end'
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Fix Bug: 'ReferenceError: player2 is not defined' in this line: 'return false;' Line Number: 92
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Fix Bug: 'ReferenceError: player2 is not defined' in this line: 'return false;' Line Number: 114
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Fix Bug: 'ReferenceError: player2 is not defined' in this line: 'player2.targetX = touchPos.x;' Line Number: 170
User prompt
Fix Bug: 'ReferenceError: player2 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) || player3.visible && apples[i] instanceof Apple && apples[i].isCaught(player3)) {' Line Number: 202
User prompt
Fix Bug: 'ReferenceError: player2 is not defined' in this line: 'player2.moveLeft();' Line Number: 191
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create player3
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Fix Bug: 'ReferenceError: player3 is not defined' in this line: 'player3.visible = true;' Line Number: 218
User prompt
after health end show player3, player and player2 hide
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green apples are more likely to be born
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make the number of green apples three times the number of red apples.
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double the amount of green apples.
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double the amount of green apples.
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when a green apple hits the players, a skull appears in its place for half a second.
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when players encounter green apples, a skull appears in their place for half a second
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make the end-of-game special effect golden.
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turn the end-of-game special effect green.
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end of game code for running out of health meters
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end of game after health
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game over after three hits by green apples.
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remove one health meter each time you encounter a green apple
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put 3 health meters in the upper left corner.
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Fix Bug: 'Uncaught TypeError: healthGraphics.setText is not a function' in this line: 'healthGraphics.setText('Health: ' + self.value);' Line Number: 12
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put the health counter from 3 to 1 in the upper left corner.
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put three health in the upper left corner.
===================================================================
--- original.js
+++ change.js
@@ -51,12 +51,12 @@
self.x += self.speed;
}
};
});
-// Player3 class
-var Player3 = Container.expand(function () {
+// Player2 class
+var Player2 = Container.expand(function () {
var self = Container.call(this);
- var playerGraphics = self.createAsset('player3', 'Third player character', 0.5, 1);
+ var playerGraphics = self.createAsset('player2', 'Alternate player character', 0.5, 1);
self.speed = 10;
self.targetX = self.x;
self.visible = false;
self.moveLeft = function () {
@@ -91,8 +91,14 @@
}
return false;
};
});
+// Player3 class
+var Player3 = Container.expand(function () {
+ var self = Container.call(this);
+ var playerGraphics = self.createAsset('player3', 'Final player character', 0.5, 1);
+ self.visible = 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);
@@ -113,8 +119,23 @@
}
return false;
};
});
+// End class
+var End = Container.expand(function () {
+ var self = Container.call(this);
+ var endGraphics = self.createAsset('end', 'End game state', 0.5, 0.5);
+ self.visible = false;
+ self.show = function () {
+ self.visible = true;
+ player.visible = false;
+ player2.visible = false;
+ player3.visible = true;
+ player3.x = 2048 / 2;
+ player3.y = 2732 - 50;
+ game.addChild(player3);
+ };
+});
/****
* Initialize Game
****/
@@ -144,70 +165,74 @@
// Initialize player
var player = game.addChild(new Player());
player.x = 2048 / 2;
player.y = 2732 - 50; // Positioned at the bottom of the screen
-// Initialize player3
-var player3 = game.addChild(new Player3());
-player3.x = 2048 / 2;
-player3.y = 2732 - 50; // Positioned at the bottom of the screen, same as player and player2
+// 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 player3
+var player3 = game.addChild(new Player3());
+player3.x = 2048 / 2;
+player3.y = 2732 - 50; // Positioned at the bottom of the screen
+// Initialize end object
+var end = game.addChild(new End());
+
// Initialize apples array
var apples = [];
// Handle touch movement
function handleTouchMove(obj) {
var touchPos = obj.event.getLocalPosition(game);
player.targetX = touchPos.x;
- player3.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, player2, and player3
+ // 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();
- player3.moveRight();
+ player2.moveRight();
player.visible = false;
- player3.visible = true;
+ player2.visible = true;
} else if (player.x > player.targetX) {
player.moveLeft();
- player3.moveLeft();
+ player2.moveLeft();
player.visible = true;
- player3.visible = false;
+ 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, player2, or player3 depending on their visibility
- if (player.visible && apples[i] instanceof Apple && apples[i].isCaught(player) || player3.visible && apples[i] instanceof Apple && apples[i].isCaught(player3)) {
+ // 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) || player3.visible && apples[i] instanceof GreenApple && apples[i].isCaught(player3)) {
+ } 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);
- LK.showGameOver();
+ end.show();
}
}
// Remove caught green 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.