User prompt
center speed text
User prompt
bring speed text to the top level
User prompt
Make spped text dark gray
User prompt
spin them twice as fast
User prompt
spin the thermals graphic clockwise
User prompt
Waves are still not appearing
User prompt
rewrite the waves code completely
User prompt
bring waves to the very front level
User prompt
waves are still not visible
User prompt
headwinds push the seagull back three times as far
User prompt
Do not allow speed to be negative for more than five seconds.
User prompt
1. **Layering**: Ensure that the waves are added to the correct layer in the display list so they are visible. 2. **Initialization**: Verify that the wave assets are correctly initialized and attached to the game. 3. **Positioning**: Ensure that the waves are positioned correctly within the game screen.
User prompt
make wave assets stream down the screen below all other assets except the game field
User prompt
reverse speed reduction from collision with headwinds over the course of two seconds
User prompt
Speed reductions from headwinds should be cumulative
User prompt
collision with headwinds should push seagull backward for 2 seconds
User prompt
Headwind collision should cut seagul speed by half for three seconds
User prompt
headwinds hitting seagull shoukd cut speed by half
User prompt
Bring speed counter to the top of the screen layers
User prompt
Show the seagull's current speed at the bottom of the screen
User prompt
headwind should push seagull back farther and slow it more
User prompt
headwinds should slow seagull down and push it back rather than teleporting it
User prompt
Add clouds straming down the screen, but they do not affect anything
User prompt
Make the game field look like the ocean, with whitecaps and waves
User prompt
the victory message should be checked and displayed before any other game-ending conditions or actions in the `game.update` function.
/**** * Classes ****/ // Cloud class var Cloud = Container.expand(function () { var self = Container.call(this); var cloudGraphics = self.attachAsset('cloud', { anchorX: 0.5, anchorY: 0.5 }); self.speed = Math.random() * 2; self.update = function () { self.y += self.speed; }; }); // Headwind class var Headwind = Container.expand(function () { var self = Container.call(this); var headwindGraphics = self.attachAsset('headwind', { anchorX: 0.5, anchorY: 0.5 }); self.speed = Math.random() * 5; self.update = function () { self.y += self.speed; }; }); //<Assets used in the game will automatically appear here> // Seagull class var Seagull = Container.expand(function () { var self = Container.call(this); var seagullGraphics = self.attachAsset('seagull', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 1; self.update = function () { // Move the seagull towards the top of the screen self.y -= self.speed; }; }); // Thermal class var Thermal = Container.expand(function () { var self = Container.call(this); var thermalGraphics = self.attachAsset('thermal', { anchorX: 0.5, anchorY: 0.5 }); self.speed = Math.random() * 5; self.update = function () { self.y += self.speed; }; }); // Wave class var Wave = Container.expand(function () { var self = Container.call(this); var waveGraphics = self.attachAsset('wave', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 1; self.update = function () { self.y += self.speed; }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x87CEEB //Init game with sky blue background }); /**** * Game Code ****/ var speedTxt = new Text2('Speed: 1', { size: 50, fill: "#ffffff" }); speedTxt.anchor.set(0.5, 0); LK.gui.top.addChild(speedTxt); var seagull = game.addChild(new Seagull()); seagull.x = 2048 / 2; seagull.y = 2732 - 200; var thermals = []; var headwinds = []; function handleMove(x, y, obj) { // Remove the seagull's momentum seagull.x += (x - seagull.x) * 0.1; } game.move = handleMove; game.update = function () { for (var i = thermals.length - 1; i >= 0; i--) { if (thermals[i].intersects(seagull)) { if (speedBoostTimer) { LK.clearTimeout(speedBoostTimer); // Clear the previous speed boost timer } seagull.speed += 2; // Increase seagull speed when it intersects with thermal var speedBoostTimer = LK.setTimeout(function () { seagull.speed -= 2; // Decrease seagull speed after 3 seconds }, 3000); thermals[i].destroy(); thermals.splice(i, 1); } if (thermals[i] && thermals[i].y > 2732) { thermals[i].destroy(); thermals.splice(i, 1); } } for (var j = headwinds.length - 1; j >= 0; j--) { if (headwinds[j].intersects(seagull)) { seagull.speed /= 2; // Cut the seagull's speed by half seagull.y += 20; // Push the seagull back farther headwinds[j].destroy(); // Destroy the headwind headwinds.splice(j, 1); var speedRecoveryTimer = LK.setTimeout(function () { seagull.speed *= 2; // Reverse the speed reduction after 2 seconds if (seagull.speed < 0) { // If speed is still negative after recovery var negativeSpeedTimer = LK.setTimeout(function () { seagull.speed = 1; // Reset speed to 1 after 5 seconds }, 5000); } }, 2000); } if (headwinds[j] && headwinds[j].y > 2732) { headwinds[j].destroy(); headwinds.splice(j, 1); } } if (LK.ticks % 120 == 0) { var newThermal = new Thermal(); newThermal.x = Math.random() * 2048; newThermal.y = -50; thermals.push(newThermal); game.addChild(newThermal); } if (LK.ticks % 45 == 0) { var newHeadwind = new Headwind(); newHeadwind.x = Math.random() * 2048; newHeadwind.y = -50; headwinds.push(newHeadwind); game.addChild(newHeadwind); } if (LK.ticks % 60 == 0) { var newCloud = new Cloud(); newCloud.x = Math.random() * 2048; newCloud.y = -50; game.addChild(newCloud); } // Check if the seagull reaches the top edge of the screen if (seagull.y <= 0) { // Show game over with a win message LK.showGameOver("Congratulations! You've reached the top. Victory is yours!"); // End the game return; } // Add waves to the game if (LK.ticks % 120 == 0) { var newWave = new Wave(); newWave.x = Math.random() * 2048; newWave.y = 2732; game.addChild(newWave); } // Remove clouds and waves that have moved off the screen for (var i = game.children.length - 1; i >= 0; i--) { if ((game.children[i] instanceof Cloud || game.children[i] instanceof Wave) && game.children[i].y > 2732) { game.children[i].destroy(); } } // Check if the seagull reaches the bottom edge of the screen if (seagull.y >= 2732) { // Show game over with a lose message LK.showGameOver("Oh no! You've lost the game."); return; } // Update the speed counter speedTxt.setText('Speed: ' + seagull.speed.toFixed(2)); };
===================================================================
--- original.js
+++ change.js
@@ -115,8 +115,14 @@
headwinds[j].destroy(); // Destroy the headwind
headwinds.splice(j, 1);
var speedRecoveryTimer = LK.setTimeout(function () {
seagull.speed *= 2; // Reverse the speed reduction after 2 seconds
+ if (seagull.speed < 0) {
+ // If speed is still negative after recovery
+ var negativeSpeedTimer = LK.setTimeout(function () {
+ seagull.speed = 1; // Reset speed to 1 after 5 seconds
+ }, 5000);
+ }
}, 2000);
}
if (headwinds[j] && headwinds[j].y > 2732) {
headwinds[j].destroy();
whirling spiral wind squiggles. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
fluffy cloud. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
storm cloud. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
ocean surface overhead view. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
cresting wave. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
seagull with wings spread, seen from above. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
lightning bolt. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.