User prompt
If the number of coins that appear on screen gets to 6, game over screen occurs
User prompt
Delete a coin a bit after it appears on screen
User prompt
Stop the game from lagging after too many explosions appear
User prompt
Remove, delete, and destroy particles after they appear so the game doesn't lag
User prompt
Remove the code you just added.
User prompt
Destroy hurlBall after it appears
User prompt
After particle appears, destroy it
User prompt
If hurlBall touches particle, destroy the particle.
User prompt
Establish a maximum number of particles that can exist at any given time. This prevents the game from creating an excessive number of particles, which can strain the system's resources. If the limit is reached, consider not creating new particles until some of the existing ones have been destroyed. The game is lagging.
User prompt
Ok, fix the problem.
User prompt
Find some way to optimize the game when it starts lagging. The lagging is caused by the particle effects not disappearing after 3 seconds I think. But it could be something else. I don't know.
User prompt
Make the particle effect disappear 3 seconds after it occurs. It staying there forever is lagging the game.
User prompt
If leftArrow is clicked, it will take you back to the first slide, or in other words the main game.
User prompt
When rightArrow is clicked, show leftArrow at the center left of the screen
User prompt
When right arrow pressed, make enemy, hero, particle, and hurlBall disappear
User prompt
Make comment appear
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Put shop at the bottom of the screen.
User prompt
Put shop a bit more to the bottom of the screen
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If rightArrow is clicked, make shop appear.
User prompt
If rightArrow is clicked, background2 will appear.
User prompt
Please fix the bug: 'ReferenceError: counter is not defined' in or related to this line: 'counter.setText((parseInt(counter.text) + 1).toString());' Line Number: 183
User prompt
Delete human.
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Put human in the center of the screen
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Put diagionally move human to the left
/**** * Classes ****/ // Coin class var Coin = Container.expand(function () { var self = Container.call(this); var coinGraphics = self.attachAsset('coin', { anchorX: 0.5, anchorY: 0.5 }); self.timer = 180; // 3 seconds * 60 FPS self.move = function () { self.timer -= 1; if (self.timer <= 0) { self.destroy(); } }; }); // Enemy class var Enemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { // Enemy update logic here }; }); // Assets will be automatically generated based on usage in the code. // Hero class var Hero = Container.expand(function () { var self = Container.call(this); var heroGraphics = self.attachAsset('hero', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.5, scaleY: -1.5, rotation: 1.5 }); self.update = function () { // Hero update logic here }; }); // HurlBall class var HurlBall = Container.expand(function () { var self = Container.call(this); var ballGraphics = self.attachAsset('hurlBall', { anchorX: 0.5, anchorY: 0.5 }); self.velocity = { x: 0, y: 0 }; self.move = function () { self.x += self.velocity.x; self.y += self.velocity.y; }; }); // Particle class var Particle = Container.expand(function () { var self = Container.call(this); var particleGraphics = self.attachAsset('particle', { anchorX: 0.5, anchorY: 0.5 }); self.velocity = { x: (Math.random() - 0.5) * 10, y: (Math.random() - 0.5) * 10 }; self.timer = 180; // 3 seconds * 60 FPS self.move = function () { self.x += self.velocity.x; self.y += self.velocity.y; self.timer -= 1; if (self.timer <= 0) { self.destroy(); currentParticles--; return; } // Destroy particle after it appears to prevent game lag self.destroy(); }; }); /**** * Initialize Game ****/ // Function to spawn particles var game = new LK.Game({ backgroundColor: 0x008080 // Init game with teal background }); /**** * Game Code ****/ var background = game.addChild(LK.getAsset('background', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 1366 })); var hero; var enemies = []; var hurlBalls = []; var coins = []; var coinSpawnTimer = 0; var dragStart = null; var dragEnd = null; var counter = new Text2('0', { size: 150, fill: "#ffffff" }); // Initialize hero hero = game.addChild(new Hero()); hero.x = 1024; // Center horizontally hero.y = 2732 - 200; // Position from the bottom // Function to spawn enemies function spawnEnemy() { var enemy = new Enemy(); enemy.x = Math.random() * 2048; // Random position across the width enemy.y = 100; // Start from the top enemies.push(enemy); game.addChild(enemy); } // Function to handle drag start function handleDragStart(obj) { var pos = obj.event.getLocalPosition(game); dragStart = { x: pos.x, y: pos.y }; } // Function to handle drag end and launch HurlBall function handleDragEnd(obj) { if (!dragStart) { return; } var pos = obj.event.getLocalPosition(game); dragEnd = { x: pos.x, y: pos.y }; var hurlBall = new HurlBall(); hurlBall.x = hero.x; hurlBall.y = hero.y; var velocityX = (dragEnd.x - dragStart.x) * 0.1; var velocityY = (dragEnd.y - dragStart.y) * 0.1; hurlBall.velocity = { x: velocityX, y: velocityY }; hurlBalls.push(hurlBall); game.addChild(hurlBall); dragStart = null; dragEnd = null; } // Attach event listeners for dragging game.on('down', handleDragStart); game.on('up', handleDragEnd); // Game tick function LK.on('tick', function () { // Move HurlBalls hurlBalls.forEach(function (ball, index) { ball.move(); // Check for collision with enemies enemies.forEach(function (enemy, enemyIndex) { if (ball.intersects(enemy)) { spawnParticles(enemy.x, enemy.y, 10); enemy.destroy(); enemies.splice(enemyIndex, 1); ball.destroy(); hurlBalls.splice(index, 1); } }); // Check for collision with coins coins.forEach(function (coin, coinIndex) { if (ball.intersects(coin)) { coin.destroy(); coins.splice(coinIndex, 1); // Increment the counter when HurlBall touches a coin counter.setText((parseInt(counter.text) + 1).toString()); } }); // Check for collision with particles game.children.forEach(function (child) {}); }); // Spawn enemies and coins periodically if (LK.ticks % 120 === 0) { // Every 2 seconds spawnEnemy(); coinSpawnTimer += 1; if (coinSpawnTimer >= 2) { // Every 4 seconds var coin = new Coin(); coin.x = Math.random() * 2048; // Random position across the width coin.y = Math.random() * 2732; // Random position across the height coins.push(coin); game.addChild(coin); coinSpawnTimer = 0; } // Move particles game.children.forEach(function (child) { if (child instanceof Particle) { child.move(); } }); // Check if the number of coins has reached 6 if (coins.length >= 6) { // Show game over screen LK.showGameOver("Too many coins on screen. Game over!"); } } }); // Function to spawn particles var maxParticles = 100; // Maximum number of particles var currentParticles = 0; // Current number of particles function spawnParticles(x, y, count) { for (var i = 0; i < count; i++) { var particle = new Particle(); particle.x = x; particle.y = y; game.addChild(particle); currentParticles++; } } // Initialize the first enemy spawnEnemy(); // Add the right arrow to the middle right of the screen var rightArrow = LK.getAsset('rightArrow', { anchorX: 0.5, anchorY: 0.5, x: 2048 - 100, // Position from the right y: 2732 / 2 // Center vertically }); game.addChild(rightArrow); var human; rightArrow.on('down', function () { game.removeChildren(); enemies.forEach(function (enemy, index) { enemy.destroy(); enemies.splice(index, 1); }); hurlBalls.forEach(function (ball, index) { ball.destroy(); hurlBalls.splice(index, 1); }); game.children.forEach(function (child) { if (child instanceof Particle) { child.destroy(); } }); hero.destroy(); var background2 = game.addChild(LK.getAsset('background2', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 1366 })); var shop = game.addChild(LK.getAsset('shop', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 2732 })); var comment = game.addChild(LK.getAsset('comment', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 1366 })); var leftArrow = game.addChild(LK.getAsset('leftArrow', { anchorX: 0.5, anchorY: 0.5, x: 100, y: 2732 / 2 })); leftArrow.on('down', function () { LK.showGameOver("Returning to main game..."); }); }); LK.on('tick', function () {}); ; ;
===================================================================
--- original.js
+++ change.js
@@ -205,12 +205,12 @@
if (child instanceof Particle) {
child.move();
}
});
- // Check if the number of enemies has reached 8
- if (enemies.length >= 8) {
+ // Check if the number of coins has reached 6
+ if (coins.length >= 6) {
// Show game over screen
- LK.showGameOver("The enemies overpopulated. Game over!");
+ LK.showGameOver("Too many coins on screen. Game over!");
}
}
});
// Function to spawn particles
Right arrow icon. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Angry basketball hoop. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Top down view of a cannon. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Kinda futuristic basketball court. Background
Duck in a jersey.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Forest. Background
Chat bubble that says "Ignore me and attend the game!". Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Left arrow icon. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.