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User prompt
Richard the Falcon: Bath Time Blitz
Initial prompt
Okay, here are a few comic strip ideas based on the prompt "Richard The Falcon Takes On The Bath." I'll try to offer a variety of styles and jokes. Comic Strip Idea 1: The Reluctant Bather Panel 1: Setting: A bathroom. Richard the Falcon is perched on the shower curtain rod, looking down with extreme skepticism. A bathtub is filled with bubbly water. Rubber duckies float. Caption: Richard the Falcon knew this was a mistake. Panel 2: Setting: Same as Panel 1. A human hand, holding a sponge, reaches towards Richard. Speech Balloon (Richard): "Absolutely not! I am a predator! I clean myself!" Panel 3: Setting: The bath. Richard is reluctantly sitting in the water, feathers ruffled. He glares. One rubber ducky is upside down. Speech Balloon (Richard): "This is an indignity beyond measure." Panel 4: Setting: Richard is now out of the tub, shaking off water. He's soaked and miserable. But... one feather is unusually shiny. Caption: He would never admit it... but maybe it wasn't so bad. Comic Strip Idea 2: The Falcon's Strategy Panel 1: Setting: Richard is perched on a windowsill, looking at the bathtub with a determined expression. The bath is filling with water. Caption: Richard prepared his strategy. The bath would NOT defeat him. Panel 2: Setting: Close up of Richard staring intensely at the water, his eyes narrowed. Speech Balloon (Richard, thinking): "Observe... analyze... exploit weaknesses!" Panel 3: Setting: Richard dives into the bath with a splash. He's targeting a single rubber ducky, swooping down like he's grabbing prey. Water splashes everywhere. SFX: SPLASH! Panel 4: Setting: Richard sits triumphantly on the edge of the bathtub holding the rubber ducky in his talons. Speech Balloon (Richard): "Victory! I have conquered the Yellow Menace!" Comic Strip Idea 3: The Tech-Savvy Falcon Panel 1: Setting: Richard is in the bathroom, holding a tablet. The bathtub is empty. Caption: Richard knew a modern problem needed modern solutions. Panel 2: Setting: Close-up of the tablet screen showing a YouTube video titled "Falcon Bathing Hacks". Panel 3: Setting: The bathtub is filling with water, but also filled with various objects - a bird bath, a sprinkler, a water fountain, maybe even a tiny pool float. Richard is perched, looking interested. SFX: Gurgle! Plink! Spritz! Panel 4: Setting: The chaos of different water sources continues as Richard happily plays. Caption: Perhaps Richard had gone a little too far. I hope these give you a good starting point! Let me know if you'd like any variations, or more of a specific type of joke! The Game
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Falcon (player) class var Falcon = Container.expand(function () { var self = Container.call(this); var falconSprite = self.attachAsset('falcon', { anchorX: 0.5, anchorY: 0.5 }); // For a little personality, add a slight tilt falconSprite.rotation = -0.1; // For hit feedback self.flash = function () { tween(falconSprite, { tint: 0xff8888 }, { duration: 150, onFinish: function onFinish() { tween(falconSprite, { tint: 0x8c6e3f }, { duration: 150 }); } }); }; return self; }); // Feather collectible var Feather = Container.expand(function () { var self = Container.call(this); var featherSprite = self.attachAsset('feather', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 0; self.update = function () { self.y += self.speed; }; return self; }); // Obstacle base class var Obstacle = Container.expand(function () { var self = Container.call(this); self.speed = 0; self.type = ''; self.update = function () { self.y += self.speed; }; return self; }); // Sponge obstacle var Sponge = Obstacle.expand(function () { var self = Obstacle.call(this); var spongeSprite = self.attachAsset('sponge', { anchorX: 0.5, anchorY: 0.5 }); self.type = 'sponge'; return self; }); // Splash obstacle var Splash = Obstacle.expand(function () { var self = Obstacle.call(this); var splashSprite = self.attachAsset('splash', { anchorX: 0.5, anchorY: 0.5 }); self.type = 'splash'; return self; }); // Duck obstacle var Duck = Obstacle.expand(function () { var self = Obstacle.call(this); var duckSprite = self.attachAsset('duck', { anchorX: 0.5, anchorY: 0.5 }); self.type = 'duck'; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0xb3e6f7 // Light blue, like bath water }); /**** * Game Code ****/ // Feather (collectible) // Splash (obstacle) // Rubber ducky (obstacle) // Sponge (obstacle) // Falcon (player) // Game area dimensions var GAME_WIDTH = 2048; var GAME_HEIGHT = 2732; // Falcon/player var falcon = new Falcon(); game.addChild(falcon); // Start position: bottom center, above the bottom edge falcon.x = GAME_WIDTH / 2; falcon.y = GAME_HEIGHT - 350; // Score var score = 0; var scoreTxt = new Text2('0', { size: 120, fill: 0xFFFFFF }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // Feathers collected var feathersCollected = 0; var featherTxt = new Text2('0', { size: 80, fill: 0xFFFBE6 }); featherTxt.anchor.set(1, 0); LK.gui.topRight.addChild(featherTxt); // Arrays for obstacles and feathers var obstacles = []; var feathers = []; // Dragging logic var dragFalcon = false; // Difficulty progression var level = 1; var ticksSinceStart = 0; var nextLevelAt = 1200; // ~20 seconds per level // For collision state var lastFalconHit = false; // Move handler for dragging falcon function handleMove(x, y, obj) { if (dragFalcon) { // Clamp falcon within game area, avoid top 100px (menu) var minX = falcon.width / 2; var maxX = GAME_WIDTH - falcon.width / 2; var minY = 100 + falcon.height / 2; var maxY = GAME_HEIGHT - falcon.height / 2; falcon.x = Math.max(minX, Math.min(maxX, x)); falcon.y = Math.max(minY, Math.min(maxY, y)); } } game.move = handleMove; game.down = function (x, y, obj) { // Only start drag if touch is on falcon var local = falcon.toLocal(game.toGlobal({ x: x, y: y })); if (Math.abs(local.x) <= falcon.width / 2 && Math.abs(local.y) <= falcon.height / 2) { dragFalcon = true; handleMove(x, y, obj); } }; game.up = function (x, y, obj) { dragFalcon = false; }; // Helper: spawn random obstacle function spawnObstacle() { var types = ['sponge', 'duck', 'splash']; // Increase chance of splash as level increases if (level > 2) types.push('splash'); var t = types[Math.floor(Math.random() * types.length)]; var obs; if (t === 'sponge') obs = new Sponge();else if (t === 'duck') obs = new Duck();else obs = new Splash(); // Random X, avoid left 100px (menu) var minX = 100 + obs.width / 2; var maxX = GAME_WIDTH - obs.width / 2; obs.x = minX + Math.random() * (maxX - minX); obs.y = -obs.height / 2; // Speed increases with level obs.speed = 8 + level * 2 + Math.random() * 2; obstacles.push(obs); game.addChild(obs); } // Helper: spawn feather function spawnFeather() { var feather = new Feather(); var minX = 100 + feather.width / 2; var maxX = GAME_WIDTH - feather.width / 2; feather.x = minX + Math.random() * (maxX - minX); feather.y = -feather.height / 2; feather.speed = 10 + level * 1.5 + Math.random() * 2; feathers.push(feather); game.addChild(feather); } // Main game update game.update = function () { ticksSinceStart++; // Level up if (ticksSinceStart > nextLevelAt) { level++; nextLevelAt += 1200; // Optionally, flash screen or show level up LK.effects.flashScreen(0x7fdfff, 400); } // Spawn obstacles at intervals, faster with level if (LK.ticks % Math.max(40 - level * 3, 12) === 0) { spawnObstacle(); } // Spawn feathers less often if (LK.ticks % Math.max(180 - level * 10, 60) === 0) { spawnFeather(); } // Update obstacles for (var i = obstacles.length - 1; i >= 0; i--) { var obs = obstacles[i]; obs.update(); // Remove if off screen if (obs.y - obs.height / 2 > GAME_HEIGHT + 50) { obs.destroy(); obstacles.splice(i, 1); continue; } // Collision with falcon var hit = obs.intersects(falcon); if (hit) { if (!lastFalconHit) { // Only trigger on transition falcon.flash(); LK.effects.flashScreen(0xff6666, 600); LK.showGameOver(); return; } } lastFalconHit = hit; } // Update feathers for (var j = feathers.length - 1; j >= 0; j--) { var f = feathers[j]; f.update(); // Remove if off screen if (f.y - f.height / 2 > GAME_HEIGHT + 50) { f.destroy(); feathers.splice(j, 1); continue; } // Collectible collision if (f.intersects(falcon)) { feathersCollected++; featherTxt.setText(feathersCollected); // Score bonus for feathers score += 5; scoreTxt.setText(score); // Feather collect effect LK.effects.flashObject(f, 0xffff99, 300); f.destroy(); feathers.splice(j, 1); continue; } } // Score increases over time if (LK.ticks % 30 === 0) { score++; scoreTxt.setText(score); } // Win condition: survive to level 5 and collect at least 10 feathers if (level >= 5 && feathersCollected >= 10) { LK.showYouWin(); return; } }; // Initial text scoreTxt.setText(score); featherTxt.setText(feathersCollected);
===================================================================
--- original.js
+++ change.js
@@ -1,6 +1,274 @@
-/****
+/****
+* Plugins
+****/
+var tween = LK.import("@upit/tween.v1");
+
+/****
+* Classes
+****/
+// Falcon (player) class
+var Falcon = Container.expand(function () {
+ var self = Container.call(this);
+ var falconSprite = self.attachAsset('falcon', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ // For a little personality, add a slight tilt
+ falconSprite.rotation = -0.1;
+ // For hit feedback
+ self.flash = function () {
+ tween(falconSprite, {
+ tint: 0xff8888
+ }, {
+ duration: 150,
+ onFinish: function onFinish() {
+ tween(falconSprite, {
+ tint: 0x8c6e3f
+ }, {
+ duration: 150
+ });
+ }
+ });
+ };
+ return self;
+});
+// Feather collectible
+var Feather = Container.expand(function () {
+ var self = Container.call(this);
+ var featherSprite = self.attachAsset('feather', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.speed = 0;
+ self.update = function () {
+ self.y += self.speed;
+ };
+ return self;
+});
+// Obstacle base class
+var Obstacle = Container.expand(function () {
+ var self = Container.call(this);
+ self.speed = 0;
+ self.type = '';
+ self.update = function () {
+ self.y += self.speed;
+ };
+ return self;
+});
+// Sponge obstacle
+var Sponge = Obstacle.expand(function () {
+ var self = Obstacle.call(this);
+ var spongeSprite = self.attachAsset('sponge', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.type = 'sponge';
+ return self;
+});
+// Splash obstacle
+var Splash = Obstacle.expand(function () {
+ var self = Obstacle.call(this);
+ var splashSprite = self.attachAsset('splash', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.type = 'splash';
+ return self;
+});
+// Duck obstacle
+var Duck = Obstacle.expand(function () {
+ var self = Obstacle.call(this);
+ var duckSprite = self.attachAsset('duck', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.type = 'duck';
+ return self;
+});
+
+/****
* Initialize Game
-****/
+****/
var game = new LK.Game({
- backgroundColor: 0x000000
-});
\ No newline at end of file
+ backgroundColor: 0xb3e6f7 // Light blue, like bath water
+});
+
+/****
+* Game Code
+****/
+// Feather (collectible)
+// Splash (obstacle)
+// Rubber ducky (obstacle)
+// Sponge (obstacle)
+// Falcon (player)
+// Game area dimensions
+var GAME_WIDTH = 2048;
+var GAME_HEIGHT = 2732;
+// Falcon/player
+var falcon = new Falcon();
+game.addChild(falcon);
+// Start position: bottom center, above the bottom edge
+falcon.x = GAME_WIDTH / 2;
+falcon.y = GAME_HEIGHT - 350;
+// Score
+var score = 0;
+var scoreTxt = new Text2('0', {
+ size: 120,
+ fill: 0xFFFFFF
+});
+scoreTxt.anchor.set(0.5, 0);
+LK.gui.top.addChild(scoreTxt);
+// Feathers collected
+var feathersCollected = 0;
+var featherTxt = new Text2('0', {
+ size: 80,
+ fill: 0xFFFBE6
+});
+featherTxt.anchor.set(1, 0);
+LK.gui.topRight.addChild(featherTxt);
+// Arrays for obstacles and feathers
+var obstacles = [];
+var feathers = [];
+// Dragging logic
+var dragFalcon = false;
+// Difficulty progression
+var level = 1;
+var ticksSinceStart = 0;
+var nextLevelAt = 1200; // ~20 seconds per level
+// For collision state
+var lastFalconHit = false;
+// Move handler for dragging falcon
+function handleMove(x, y, obj) {
+ if (dragFalcon) {
+ // Clamp falcon within game area, avoid top 100px (menu)
+ var minX = falcon.width / 2;
+ var maxX = GAME_WIDTH - falcon.width / 2;
+ var minY = 100 + falcon.height / 2;
+ var maxY = GAME_HEIGHT - falcon.height / 2;
+ falcon.x = Math.max(minX, Math.min(maxX, x));
+ falcon.y = Math.max(minY, Math.min(maxY, y));
+ }
+}
+game.move = handleMove;
+game.down = function (x, y, obj) {
+ // Only start drag if touch is on falcon
+ var local = falcon.toLocal(game.toGlobal({
+ x: x,
+ y: y
+ }));
+ if (Math.abs(local.x) <= falcon.width / 2 && Math.abs(local.y) <= falcon.height / 2) {
+ dragFalcon = true;
+ handleMove(x, y, obj);
+ }
+};
+game.up = function (x, y, obj) {
+ dragFalcon = false;
+};
+// Helper: spawn random obstacle
+function spawnObstacle() {
+ var types = ['sponge', 'duck', 'splash'];
+ // Increase chance of splash as level increases
+ if (level > 2) types.push('splash');
+ var t = types[Math.floor(Math.random() * types.length)];
+ var obs;
+ if (t === 'sponge') obs = new Sponge();else if (t === 'duck') obs = new Duck();else obs = new Splash();
+ // Random X, avoid left 100px (menu)
+ var minX = 100 + obs.width / 2;
+ var maxX = GAME_WIDTH - obs.width / 2;
+ obs.x = minX + Math.random() * (maxX - minX);
+ obs.y = -obs.height / 2;
+ // Speed increases with level
+ obs.speed = 8 + level * 2 + Math.random() * 2;
+ obstacles.push(obs);
+ game.addChild(obs);
+}
+// Helper: spawn feather
+function spawnFeather() {
+ var feather = new Feather();
+ var minX = 100 + feather.width / 2;
+ var maxX = GAME_WIDTH - feather.width / 2;
+ feather.x = minX + Math.random() * (maxX - minX);
+ feather.y = -feather.height / 2;
+ feather.speed = 10 + level * 1.5 + Math.random() * 2;
+ feathers.push(feather);
+ game.addChild(feather);
+}
+// Main game update
+game.update = function () {
+ ticksSinceStart++;
+ // Level up
+ if (ticksSinceStart > nextLevelAt) {
+ level++;
+ nextLevelAt += 1200;
+ // Optionally, flash screen or show level up
+ LK.effects.flashScreen(0x7fdfff, 400);
+ }
+ // Spawn obstacles at intervals, faster with level
+ if (LK.ticks % Math.max(40 - level * 3, 12) === 0) {
+ spawnObstacle();
+ }
+ // Spawn feathers less often
+ if (LK.ticks % Math.max(180 - level * 10, 60) === 0) {
+ spawnFeather();
+ }
+ // Update obstacles
+ for (var i = obstacles.length - 1; i >= 0; i--) {
+ var obs = obstacles[i];
+ obs.update();
+ // Remove if off screen
+ if (obs.y - obs.height / 2 > GAME_HEIGHT + 50) {
+ obs.destroy();
+ obstacles.splice(i, 1);
+ continue;
+ }
+ // Collision with falcon
+ var hit = obs.intersects(falcon);
+ if (hit) {
+ if (!lastFalconHit) {
+ // Only trigger on transition
+ falcon.flash();
+ LK.effects.flashScreen(0xff6666, 600);
+ LK.showGameOver();
+ return;
+ }
+ }
+ lastFalconHit = hit;
+ }
+ // Update feathers
+ for (var j = feathers.length - 1; j >= 0; j--) {
+ var f = feathers[j];
+ f.update();
+ // Remove if off screen
+ if (f.y - f.height / 2 > GAME_HEIGHT + 50) {
+ f.destroy();
+ feathers.splice(j, 1);
+ continue;
+ }
+ // Collectible collision
+ if (f.intersects(falcon)) {
+ feathersCollected++;
+ featherTxt.setText(feathersCollected);
+ // Score bonus for feathers
+ score += 5;
+ scoreTxt.setText(score);
+ // Feather collect effect
+ LK.effects.flashObject(f, 0xffff99, 300);
+ f.destroy();
+ feathers.splice(j, 1);
+ continue;
+ }
+ }
+ // Score increases over time
+ if (LK.ticks % 30 === 0) {
+ score++;
+ scoreTxt.setText(score);
+ }
+ // Win condition: survive to level 5 and collect at least 10 feathers
+ if (level >= 5 && feathersCollected >= 10) {
+ LK.showYouWin();
+ return;
+ }
+};
+// Initial text
+scoreTxt.setText(score);
+featherTxt.setText(feathersCollected);
\ No newline at end of file