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
User prompt
Put shop at the bottom of the screen.
User prompt
Put shop a bit more to the bottom of the screen
User prompt
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.
User prompt
Put human in the center of the screen
User prompt
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
});
});
// 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 = 120; // 2 seconds * 60 FPS
self.move = function () {
self.x += self.velocity.x;
self.y += self.velocity.y;
self.alpha -= 0.01;
self.timer -= 1;
if (self.timer <= 0) {
self.destroy();
return;
}
};
});
/****
* 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;
// 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());
}
});
});
// 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 enemies has reached 8
if (enemies.length >= 8) {
// Show game over screen
LK.showGameOver("The enemies overpopulated. Game over!");
}
}
});
// Function to spawn 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);
}
}
// 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();
human = game.addChild(LK.getAsset('human', {
anchorX: 0.5,
anchorY: 0.5,
x: 1024,
y: 1366
}));
});
LK.on('tick', function () {
if (human) {
human.x -= 5;
human.y -= 5;
}
});
;
;
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.