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User prompt
My Talking Richard: The Cute Falcon Game
Initial prompt
Okay, let's craft a comic strip based on the prompt: "My Talking Richard The Falcon The Game Cute Game". I'll focus on making it lighthearted and humorous, emphasizing the "cute" aspect. Comic Strip Title: "Richard's Rude Awakening" Panel 1 Setting: A brightly colored bedroom. A smartphone is lying on a bedside table. Sunlight streams through the window. Image: Close-up on the smartphone screen. The game "My Talking Richard" is open. Richard, a cartoon falcon, is asleep, wearing a little nightcap. He looks very cute. Caption: "7:00 AM. Time for Richard's daily routine...or so I thought." Panel 2 Setting: Same as Panel 1. Image: The player (only their hand is visible) taps the screen near Richard's head (the falcon). Sound Effect: "Poke!" Richard (speech bubble): "Snooze Button ENGAGED!" Panel 3 Setting: Same as Panel 1. Image: Richard is now awake but grumpy. His feathers are ruffled, and he glares at the screen. Richard (speech bubble): "Ugh, five more minutes...or maybe five falcon hours?" Panel 4 Setting: Same as Panel 1 Image: The hand taps the screen again, this time a bit harder. Sound Effect: "POKE! POKE!" Richard (speech bubble): "Alright! Alright! I'm awake! You happy now, you featherless fiend?" Panel 5 Setting: Same as Panel 1. Image: Richard is now sitting up, a tiny, grumpy frown on his face. A thought bubble appears above him with a picture of a fish. Richard (speech bubble): "First things first... FISH!" Panel 6 Setting: The game screen now displays options: feed, play, and clean. Image: The hand taps the "feed" option. Richard looks expectantly at the screen. Richard (speech bubble): "Hurry up! A falcon's gotta eat! and get paid! Falconry is not a cheap profession!" Caption: "Well, good morning to you too, Richard." Explanation of Choices: Cute Factor: I leaned heavily into the "cute" aspect with Richard's design. The little nightcap, ruffled feathers, and expressive face contribute to this. Humor: The contrast between the game's intended routine and Richard's grumpy, demanding personality is the primary source of humor. His references to "featherless fiend" and the cost of falconry add to the silliness. Game Elements: The comic hints at the typical activities of a "talking pet" game (feeding, playing) without explicitly showing them. Panel Structure: The panels progress logically, showing the sequence of events from waking up Richard to his demands for food. Overall Tone: The comic is meant to be light and fun, highlighting the amusing challenges (and personality quirks!) of taking care of a virtual pet. I hope this comic strip captures the spirit of the prompt! Let me know if you'd like me to generate something further based on this concept. The Game
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1", { richardMood: "sleeping", lastFed: 0 }); /**** * Classes ****/ // Fish (food) var Fish = Container.expand(function () { var self = Container.call(this); self.fishNode = self.attachAsset('fish', { anchorX: 0.5, anchorY: 0.5 }); self.plateNode = self.attachAsset('plate', { anchorX: 0.5, anchorY: 0.5, y: 60 }); self.x = 0; self.y = 0; self.isDragging = false; // Drag logic self.down = function (x, y, obj) { self.isDragging = true; dragNode = self; self.offsetX = self.x - x; self.offsetY = self.y - y; }; self.up = function (x, y, obj) { self.isDragging = false; dragNode = null; }; return self; }); // Richard the Falcon var Richard = Container.expand(function () { var self = Container.call(this); // State: 'sleeping', 'awake', 'eating', 'happy', 'grumpy' self.state = storage.richardMood || 'sleeping'; self.lastFed = storage.lastFed || 0; self.lastStateChange = LK.ticks; self.isInteracting = false; // Asset nodes self.richardNode = null; self.zzzNode = null; // Dialogue self.dialogue = new Text2('', { size: 80, fill: "#fff", font: "Tahoma" }); self.dialogue.anchor.set(0.5, 0); self.dialogue.x = 0; self.dialogue.y = 270; self.addChild(self.dialogue); // Helper: Set Richard's visual state self.setState = function (state) { if (self.richardNode) { self.removeChild(self.richardNode); self.richardNode.destroy(); self.richardNode = null; } if (self.zzzNode) { self.removeChild(self.zzzNode); self.zzzNode.destroy(); self.zzzNode = null; } self.state = state; storage.richardMood = state; if (state === 'sleeping') { self.richardNode = self.attachAsset('richard_sleep', { anchorX: 0.5, anchorY: 0.5 }); self.zzzNode = self.attachAsset('zzz', { anchorX: 0.5, anchorY: 0.5, x: 120, y: -180, scaleX: 1.2, scaleY: 1.2 }); self.dialogue.setText("Zzz... (Tap to wake Richard)"); } else if (state === 'awake') { self.richardNode = self.attachAsset('richard_awake', { anchorX: 0.5, anchorY: 0.5 }); self.dialogue.setText("What? I'm up. Where's my breakfast?"); } else if (state === 'eating') { self.richardNode = self.attachAsset('richard_eat', { anchorX: 0.5, anchorY: 0.5 }); self.dialogue.setText("Mmm... Fish. Not bad."); } else if (state === 'happy') { self.richardNode = self.attachAsset('richard_happy', { anchorX: 0.5, anchorY: 0.5 }); self.dialogue.setText("Fine, I'm happy. For now."); } else if (state === 'grumpy') { self.richardNode = self.attachAsset('richard_grumpy', { anchorX: 0.5, anchorY: 0.5 }); self.dialogue.setText("Hmph! You call this care?"); } }; // Helper: Animate Richard (e.g. bounce) self.bounce = function () { tween(self, { y: self.y - 60 }, { duration: 120, easing: tween.cubicOut, onFinish: function onFinish() { tween(self, { y: self.y + 60 }, { duration: 180, easing: tween.bounceIn }); } }); }; // Interactions self.down = function (x, y, obj) { if (self.isInteracting) return; if (self.state === 'sleeping') { self.isInteracting = true; LK.getSound('wake').play(); self.setState('awake'); self.bounce(); LK.setTimeout(function () { self.isInteracting = false; }, 400); } else if (self.state === 'awake') { // Poke Richard self.isInteracting = true; LK.getSound('poke').play(); self.setState('grumpy'); self.bounce(); LK.setTimeout(function () { self.setState('awake'); self.isInteracting = false; }, 1200); } else if (self.state === 'happy') { // Pet Richard self.isInteracting = true; LK.getSound('happy').play(); self.dialogue.setText("Heh. Don't get used to this."); self.bounce(); LK.setTimeout(function () { self.setState('awake'); self.isInteracting = false; }, 1200); } else if (self.state === 'grumpy') { // Poke again self.isInteracting = true; LK.getSound('grumpy').play(); self.dialogue.setText("Stop poking me!"); self.bounce(); LK.setTimeout(function () { self.setState('awake'); self.isInteracting = false; }, 1200); } }; // Called when fed self.feed = function () { if (self.isInteracting) return; if (self.state === 'awake' || self.state === 'grumpy') { self.isInteracting = true; LK.getSound('eat').play(); self.setState('eating'); self.lastFed = LK.ticks; storage.lastFed = self.lastFed; LK.setTimeout(function () { self.setState('happy'); self.isInteracting = false; }, 1200); } }; // Update: handle mood decay self.update = function () { // If awake for a while and not fed, get grumpy if (self.state === 'awake' && LK.ticks - self.lastFed > 600 && !self.isInteracting) { self.setState('grumpy'); } // If happy for a while, return to awake if (self.state === 'happy' && LK.ticks - self.lastFed > 300 && !self.isInteracting) { self.setState('awake'); } // If grumpy for a while, fall asleep if (self.state === 'grumpy' && LK.ticks - self.lastFed > 1200 && !self.isInteracting) { self.setState('sleeping'); } }; // Initialize self.setState(self.state); return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x87ceeb // Light blue sky }); /**** * Game Code ****/ // Sound effects (placeholders) // Richard the Falcon (main character) // Center positions var centerX = 2048 / 2; var centerY = 2732 / 2 + 100; // Add Richard var richard = new Richard(); richard.x = centerX; richard.y = centerY - 200; game.addChild(richard); // Add Fish (food) var fish = new Fish(); fish.x = centerX; fish.y = centerY + 400; game.addChild(fish); // Score text: "Richard's Mood" var moodTxt = new Text2("Mood: Sleeping", { size: 90, fill: "#fff" }); moodTxt.anchor.set(0.5, 0); LK.gui.top.addChild(moodTxt); // Helper: Update mood text function updateMoodText() { var mood = richard.state; var moodStr = "Mood: "; if (mood === 'sleeping') moodStr += "Sleeping";else if (mood === 'awake') moodStr += "Hungry";else if (mood === 'eating') moodStr += "Eating";else if (mood === 'happy') moodStr += "Happy";else if (mood === 'grumpy') moodStr += "Grumpy"; moodTxt.setText(moodStr); } // Drag logic var dragNode = null; function handleMove(x, y, obj) { if (dragNode && dragNode.isDragging) { dragNode.x = x + (dragNode.offsetX || 0); dragNode.y = y + (dragNode.offsetY || 0); } } game.move = handleMove; // Down event: check if fish or Richard is pressed game.down = function (x, y, obj) { // Convert to local coordinates for fish and Richard var fishLocal = fish.toLocal(game.toGlobal({ x: x, y: y })); var richardLocal = richard.toLocal(game.toGlobal({ x: x, y: y })); // Check if fish is pressed if (fish.fishNode && fishLocal.x > -fish.fishNode.width / 2 && fishLocal.x < fish.fishNode.width / 2 && fishLocal.y > -fish.fishNode.height / 2 && fishLocal.y < fish.fishNode.height / 2) { fish.down(x, y, obj); return; } // Check if Richard is pressed if (richard.richardNode && richardLocal.x > -richard.richardNode.width / 2 && richardLocal.x < richard.richardNode.width / 2 && richardLocal.y > -richard.richardNode.height / 2 && richardLocal.y < richard.richardNode.height / 2) { richard.down(x, y, obj); return; } }; // Up event: release drag game.up = function (x, y, obj) { if (dragNode && dragNode.isDragging) { // Check if fish is dropped on Richard var fishCenter = { x: fish.x, y: fish.y }; var richardBounds = { x: richard.x - 250, y: richard.y - 250, width: 500, height: 500 }; if (fishCenter.x > richardBounds.x && fishCenter.x < richardBounds.x + richardBounds.width && fishCenter.y > richardBounds.y && fishCenter.y < richardBounds.y + richardBounds.height) { // Feed Richard richard.feed(); // Animate fish "disappear" and reset tween(fish, { alpha: 0 }, { duration: 200, onFinish: function onFinish() { fish.x = centerX; fish.y = centerY + 400; fish.alpha = 1; } }); } else { // Snap back to plate tween(fish, { x: centerX, y: centerY + 400 }, { duration: 200 }); } fish.up(x, y, obj); } dragNode = null; }; // Main update loop game.update = function () { richard.update(); updateMoodText(); // If fish is not being dragged and not at plate, snap back if (!fish.isDragging && (Math.abs(fish.x - centerX) > 10 || Math.abs(fish.y - (centerY + 400)) > 10)) { tween(fish, { x: centerX, y: centerY + 400 }, { duration: 200 }); } }; // Initial mood text updateMoodText();
===================================================================
--- original.js
+++ change.js
@@ -1,6 +1,337 @@
-/****
+/****
+* Plugins
+****/
+var tween = LK.import("@upit/tween.v1");
+var storage = LK.import("@upit/storage.v1", {
+ richardMood: "sleeping",
+ lastFed: 0
+});
+
+/****
+* Classes
+****/
+// Fish (food)
+var Fish = Container.expand(function () {
+ var self = Container.call(this);
+ self.fishNode = self.attachAsset('fish', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.plateNode = self.attachAsset('plate', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ y: 60
+ });
+ self.x = 0;
+ self.y = 0;
+ self.isDragging = false;
+ // Drag logic
+ self.down = function (x, y, obj) {
+ self.isDragging = true;
+ dragNode = self;
+ self.offsetX = self.x - x;
+ self.offsetY = self.y - y;
+ };
+ self.up = function (x, y, obj) {
+ self.isDragging = false;
+ dragNode = null;
+ };
+ return self;
+});
+// Richard the Falcon
+var Richard = Container.expand(function () {
+ var self = Container.call(this);
+ // State: 'sleeping', 'awake', 'eating', 'happy', 'grumpy'
+ self.state = storage.richardMood || 'sleeping';
+ self.lastFed = storage.lastFed || 0;
+ self.lastStateChange = LK.ticks;
+ self.isInteracting = false;
+ // Asset nodes
+ self.richardNode = null;
+ self.zzzNode = null;
+ // Dialogue
+ self.dialogue = new Text2('', {
+ size: 80,
+ fill: "#fff",
+ font: "Tahoma"
+ });
+ self.dialogue.anchor.set(0.5, 0);
+ self.dialogue.x = 0;
+ self.dialogue.y = 270;
+ self.addChild(self.dialogue);
+ // Helper: Set Richard's visual state
+ self.setState = function (state) {
+ if (self.richardNode) {
+ self.removeChild(self.richardNode);
+ self.richardNode.destroy();
+ self.richardNode = null;
+ }
+ if (self.zzzNode) {
+ self.removeChild(self.zzzNode);
+ self.zzzNode.destroy();
+ self.zzzNode = null;
+ }
+ self.state = state;
+ storage.richardMood = state;
+ if (state === 'sleeping') {
+ self.richardNode = self.attachAsset('richard_sleep', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.zzzNode = self.attachAsset('zzz', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ x: 120,
+ y: -180,
+ scaleX: 1.2,
+ scaleY: 1.2
+ });
+ self.dialogue.setText("Zzz... (Tap to wake Richard)");
+ } else if (state === 'awake') {
+ self.richardNode = self.attachAsset('richard_awake', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.dialogue.setText("What? I'm up. Where's my breakfast?");
+ } else if (state === 'eating') {
+ self.richardNode = self.attachAsset('richard_eat', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.dialogue.setText("Mmm... Fish. Not bad.");
+ } else if (state === 'happy') {
+ self.richardNode = self.attachAsset('richard_happy', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.dialogue.setText("Fine, I'm happy. For now.");
+ } else if (state === 'grumpy') {
+ self.richardNode = self.attachAsset('richard_grumpy', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.dialogue.setText("Hmph! You call this care?");
+ }
+ };
+ // Helper: Animate Richard (e.g. bounce)
+ self.bounce = function () {
+ tween(self, {
+ y: self.y - 60
+ }, {
+ duration: 120,
+ easing: tween.cubicOut,
+ onFinish: function onFinish() {
+ tween(self, {
+ y: self.y + 60
+ }, {
+ duration: 180,
+ easing: tween.bounceIn
+ });
+ }
+ });
+ };
+ // Interactions
+ self.down = function (x, y, obj) {
+ if (self.isInteracting) return;
+ if (self.state === 'sleeping') {
+ self.isInteracting = true;
+ LK.getSound('wake').play();
+ self.setState('awake');
+ self.bounce();
+ LK.setTimeout(function () {
+ self.isInteracting = false;
+ }, 400);
+ } else if (self.state === 'awake') {
+ // Poke Richard
+ self.isInteracting = true;
+ LK.getSound('poke').play();
+ self.setState('grumpy');
+ self.bounce();
+ LK.setTimeout(function () {
+ self.setState('awake');
+ self.isInteracting = false;
+ }, 1200);
+ } else if (self.state === 'happy') {
+ // Pet Richard
+ self.isInteracting = true;
+ LK.getSound('happy').play();
+ self.dialogue.setText("Heh. Don't get used to this.");
+ self.bounce();
+ LK.setTimeout(function () {
+ self.setState('awake');
+ self.isInteracting = false;
+ }, 1200);
+ } else if (self.state === 'grumpy') {
+ // Poke again
+ self.isInteracting = true;
+ LK.getSound('grumpy').play();
+ self.dialogue.setText("Stop poking me!");
+ self.bounce();
+ LK.setTimeout(function () {
+ self.setState('awake');
+ self.isInteracting = false;
+ }, 1200);
+ }
+ };
+ // Called when fed
+ self.feed = function () {
+ if (self.isInteracting) return;
+ if (self.state === 'awake' || self.state === 'grumpy') {
+ self.isInteracting = true;
+ LK.getSound('eat').play();
+ self.setState('eating');
+ self.lastFed = LK.ticks;
+ storage.lastFed = self.lastFed;
+ LK.setTimeout(function () {
+ self.setState('happy');
+ self.isInteracting = false;
+ }, 1200);
+ }
+ };
+ // Update: handle mood decay
+ self.update = function () {
+ // If awake for a while and not fed, get grumpy
+ if (self.state === 'awake' && LK.ticks - self.lastFed > 600 && !self.isInteracting) {
+ self.setState('grumpy');
+ }
+ // If happy for a while, return to awake
+ if (self.state === 'happy' && LK.ticks - self.lastFed > 300 && !self.isInteracting) {
+ self.setState('awake');
+ }
+ // If grumpy for a while, fall asleep
+ if (self.state === 'grumpy' && LK.ticks - self.lastFed > 1200 && !self.isInteracting) {
+ self.setState('sleeping');
+ }
+ };
+ // Initialize
+ self.setState(self.state);
+ return self;
+});
+
+/****
* Initialize Game
-****/
+****/
var game = new LK.Game({
- backgroundColor: 0x000000
-});
\ No newline at end of file
+ backgroundColor: 0x87ceeb // Light blue sky
+});
+
+/****
+* Game Code
+****/
+// Sound effects (placeholders)
+// Richard the Falcon (main character)
+// Center positions
+var centerX = 2048 / 2;
+var centerY = 2732 / 2 + 100;
+// Add Richard
+var richard = new Richard();
+richard.x = centerX;
+richard.y = centerY - 200;
+game.addChild(richard);
+// Add Fish (food)
+var fish = new Fish();
+fish.x = centerX;
+fish.y = centerY + 400;
+game.addChild(fish);
+// Score text: "Richard's Mood"
+var moodTxt = new Text2("Mood: Sleeping", {
+ size: 90,
+ fill: "#fff"
+});
+moodTxt.anchor.set(0.5, 0);
+LK.gui.top.addChild(moodTxt);
+// Helper: Update mood text
+function updateMoodText() {
+ var mood = richard.state;
+ var moodStr = "Mood: ";
+ if (mood === 'sleeping') moodStr += "Sleeping";else if (mood === 'awake') moodStr += "Hungry";else if (mood === 'eating') moodStr += "Eating";else if (mood === 'happy') moodStr += "Happy";else if (mood === 'grumpy') moodStr += "Grumpy";
+ moodTxt.setText(moodStr);
+}
+// Drag logic
+var dragNode = null;
+function handleMove(x, y, obj) {
+ if (dragNode && dragNode.isDragging) {
+ dragNode.x = x + (dragNode.offsetX || 0);
+ dragNode.y = y + (dragNode.offsetY || 0);
+ }
+}
+game.move = handleMove;
+// Down event: check if fish or Richard is pressed
+game.down = function (x, y, obj) {
+ // Convert to local coordinates for fish and Richard
+ var fishLocal = fish.toLocal(game.toGlobal({
+ x: x,
+ y: y
+ }));
+ var richardLocal = richard.toLocal(game.toGlobal({
+ x: x,
+ y: y
+ }));
+ // Check if fish is pressed
+ if (fish.fishNode && fishLocal.x > -fish.fishNode.width / 2 && fishLocal.x < fish.fishNode.width / 2 && fishLocal.y > -fish.fishNode.height / 2 && fishLocal.y < fish.fishNode.height / 2) {
+ fish.down(x, y, obj);
+ return;
+ }
+ // Check if Richard is pressed
+ if (richard.richardNode && richardLocal.x > -richard.richardNode.width / 2 && richardLocal.x < richard.richardNode.width / 2 && richardLocal.y > -richard.richardNode.height / 2 && richardLocal.y < richard.richardNode.height / 2) {
+ richard.down(x, y, obj);
+ return;
+ }
+};
+// Up event: release drag
+game.up = function (x, y, obj) {
+ if (dragNode && dragNode.isDragging) {
+ // Check if fish is dropped on Richard
+ var fishCenter = {
+ x: fish.x,
+ y: fish.y
+ };
+ var richardBounds = {
+ x: richard.x - 250,
+ y: richard.y - 250,
+ width: 500,
+ height: 500
+ };
+ if (fishCenter.x > richardBounds.x && fishCenter.x < richardBounds.x + richardBounds.width && fishCenter.y > richardBounds.y && fishCenter.y < richardBounds.y + richardBounds.height) {
+ // Feed Richard
+ richard.feed();
+ // Animate fish "disappear" and reset
+ tween(fish, {
+ alpha: 0
+ }, {
+ duration: 200,
+ onFinish: function onFinish() {
+ fish.x = centerX;
+ fish.y = centerY + 400;
+ fish.alpha = 1;
+ }
+ });
+ } else {
+ // Snap back to plate
+ tween(fish, {
+ x: centerX,
+ y: centerY + 400
+ }, {
+ duration: 200
+ });
+ }
+ fish.up(x, y, obj);
+ }
+ dragNode = null;
+};
+// Main update loop
+game.update = function () {
+ richard.update();
+ updateMoodText();
+ // If fish is not being dragged and not at plate, snap back
+ if (!fish.isDragging && (Math.abs(fish.x - centerX) > 10 || Math.abs(fish.y - (centerY + 400)) > 10)) {
+ tween(fish, {
+ x: centerX,
+ y: centerY + 400
+ }, {
+ duration: 200
+ });
+ }
+};
+// Initial mood text
+updateMoodText();
\ No newline at end of file