Code edit (11 edits merged)
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Fix the bug where the sound bounce would repeat when on the ground
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Make the blueberry bounce harder when he hits the ground. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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add some dust particles when the blueberry touches the ground ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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fix the bug where the bounce sound would repeat on the ground
Code edit (1 edits merged)
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Add a add a trail when he's dropped and get rid of it when he lands ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Please fix the bug: 'TypeError: Cannot read properties of null (reading 'growthFactor')' in or related to this line: 'tween(blueberryGraphics, {' Line Number: 293 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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add a throwing effect ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Fix it where blueberry is wide
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Make it look like it's actually getting thrown with effects ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Make it make it so you can throw the blueberry too this is
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Increase the velocity when the blueberry is falling
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Make the goldenBerry spawn more often
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make the player have to collect 100 to win
Code edit (1 edits merged)
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Make make it so the the food doesn't go in the red
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Fix the bug where blueberry would teleport through stuff when you click there
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Make the game a little easier
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Stop the bug where blueberry would fall when you're still holding him
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Make the blueberry roll when he's dropped ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Add gravity and ground
Code edit (1 edits merged)
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Berry Bounce Adventure
Initial prompt
make a about a living blueberry
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
var Blueberry = Container.expand(function () {
var self = Container.call(this);
var graphics = self.attachAsset('blueberry', {
anchorX: 0.5,
anchorY: 0.5
});
self.baseSize = 80;
self.growthFactor = 1.0;
self.velocityX = 0;
self.velocityY = 0;
self.friction = 0.95;
self.bounceForce = 1.2;
self.lastBounced = false;
self.bounceCooldown = 0;
self.grow = function () {
self.growthFactor += 0.03;
graphics.scaleX = self.growthFactor;
graphics.scaleY = self.growthFactor;
};
self.getBounds = function () {
var radius = self.baseSize * self.growthFactor / 2;
return {
left: self.x - radius,
right: self.x + radius,
top: self.y - radius,
bottom: self.y + radius,
radius: radius
};
};
self.update = function () {
// Apply gravity only when not being dragged
if (dragNode !== self) {
self.velocityY += gravity;
}
self.x += self.velocityX;
self.y += self.velocityY;
self.velocityX *= self.friction;
self.velocityY *= self.friction;
// Continuous rolling based on horizontal movement
if (Math.abs(self.velocityX) > 0.05) {
var rollDirection = self.velocityX > 0 ? 1 : -1;
graphics.rotation += rollDirection * Math.abs(self.velocityX) * 0.02;
}
var bounds = self.getBounds();
var bounced = false;
if (bounds.left <= 0) {
self.x = bounds.radius;
self.velocityX = Math.abs(self.velocityX) * self.bounceForce;
bounced = true;
// Add rolling animation when bouncing off left wall
if (Math.abs(self.velocityX) > 0.1) {
var rollSpeed = Math.abs(self.velocityX) * 0.1;
tween(graphics, {
rotation: graphics.rotation + Math.PI * 2
}, {
duration: 1000 / rollSpeed,
easing: tween.linear
});
}
}
if (bounds.right >= 2048) {
self.x = 2048 - bounds.radius;
self.velocityX = -Math.abs(self.velocityX) * self.bounceForce;
bounced = true;
// Add rolling animation when bouncing off right wall
if (Math.abs(self.velocityX) > 0.1) {
var rollSpeed = Math.abs(self.velocityX) * 0.2;
tween(graphics, {
rotation: graphics.rotation - Math.PI * 2
}, {
duration: 1000 / rollSpeed,
easing: tween.linear
});
}
}
if (bounds.top <= 0) {
self.y = bounds.radius;
self.velocityY = Math.abs(self.velocityY) * self.bounceForce;
bounced = true;
}
// Ground collision instead of bottom screen edge
if (bounds.bottom >= groundLevel) {
self.y = groundLevel - bounds.radius;
self.velocityY = -Math.abs(self.velocityY) * self.bounceForce;
bounced = true;
// Create dust particles when hitting ground with significant velocity
if (Math.abs(self.velocityY) > 3 || Math.abs(self.velocityX) > 3) {
for (var d = 0; d < 5; d++) {
createDustParticle(self.x, groundLevel);
}
}
// Stop trailing when landing
if (isTrailing && Math.abs(self.velocityY) < 2 && Math.abs(self.velocityX) < 2) {
isTrailing = false;
}
// Add rolling animation when hitting ground
if (Math.abs(self.velocityX) > 0.1) {
var rollDirection = self.velocityX > 0 ? 1 : -1;
var rollSpeed = Math.abs(self.velocityX) * 0.1;
tween(graphics, {
rotation: graphics.rotation + rollDirection * Math.PI * 2
}, {
duration: 1000 / rollSpeed,
easing: tween.linear
});
}
}
// Create trail particles when moving fast
if (isTrailing && (Math.abs(self.velocityX) > 1 || Math.abs(self.velocityY) > 1)) {
if (LK.ticks % 3 === 0) {
// Create particle every 3 frames
createTrailParticle(self.x, self.y);
}
}
// Update bounce cooldown
if (self.bounceCooldown > 0) {
self.bounceCooldown--;
}
// Only play bounce sound when transitioning from not bounced to bounced
// and cooldown has expired and there's significant velocity
if (bounced && !self.lastBounced && self.bounceCooldown === 0 && (Math.abs(self.velocityX) > 2 || Math.abs(self.velocityY) > 2)) {
LK.getSound('bounce').play();
self.bounceCooldown = 1; // 1 frames cooldown (~0.33 seconds at 60fps)
}
self.lastBounced = bounced;
};
return self;
});
var GoldenBerry = Container.expand(function () {
var self = Container.call(this);
var graphics = self.attachAsset('goldenBerry', {
anchorX: 0.5,
anchorY: 0.5
});
self.floatOffset = Math.random() * Math.PI * 2;
self.floatSpeed = 0.05;
self.startY = 0;
self.update = function () {
self.y = self.startY + Math.sin(LK.ticks * self.floatSpeed + self.floatOffset) * 10;
};
return self;
});
var RedThorn = Container.expand(function () {
var self = Container.call(this);
var graphics = self.attachAsset('redThorn', {
anchorX: 0.5,
anchorY: 0.5
});
graphics.rotation = Math.PI / 1;
self.pulseOffset = Math.random() * Math.PI * 2;
self.pulseSpeed = 0.08;
self.update = function () {
var pulse = 1 + Math.sin(LK.ticks * self.pulseSpeed + self.pulseOffset) * 0.1;
graphics.scaleX = pulse;
graphics.scaleY = pulse;
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x9edbf3
});
/****
* Game Code
****/
var blueberry = game.addChild(new Blueberry());
blueberry.x = 1024;
blueberry.y = 1366;
var goldenBerries = [];
var redThorns = [];
var dragNode = null;
var lastMouseX = 0;
var lastMouseY = 0;
var thornSpawnTimer = 0;
var berrySpawnTimer = 0;
var gravity = 0.8;
var groundLevel = 2632; // 100px from bottom of screen
var trailParticles = [];
var isTrailing = false;
function createTrailParticle(x, y) {
var particle = LK.getAsset('blueberry', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.3,
scaleY: 0.3,
alpha: 0.8
});
particle.x = x;
particle.y = y;
particle.life = 30; // frames to live
particle.maxLife = 30;
trailParticles.push(particle);
game.addChild(particle);
}
var dustParticles = [];
function createDustParticle(x, y) {
var particle = LK.getAsset('blueberry', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.2,
scaleY: 0.2,
alpha: 0.6,
tint: 0xD2B48C
});
particle.x = x + (Math.random() - 0.5) * 60;
particle.y = y;
particle.velocityX = (Math.random() - 0.5) * 4;
particle.velocityY = -(Math.random() * 3 + 1);
particle.life = 40;
particle.maxLife = 40;
dustParticles.push(particle);
game.addChild(particle);
}
var scoreTxt = new Text2('0', {
size: 120,
fill: 0xFFFFFF
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
function spawnGoldenBerry() {
var berry = new GoldenBerry();
var margin = 50;
berry.x = margin + Math.random() * (2048 - margin * 2);
berry.y = margin + Math.random() * (groundLevel - margin * 2);
berry.startY = berry.y;
var tooClose = true;
var attempts = 0;
while (tooClose && attempts < 20) {
tooClose = false;
var berryBounds = {
x: berry.x,
y: berry.y,
radius: 20
};
var blueberryBounds = blueberry.getBounds();
var dist = Math.sqrt(Math.pow(berry.x - blueberry.x, 2) + Math.pow(berry.y - blueberry.y, 2));
if (dist < blueberryBounds.radius + 100) {
berry.x = margin + Math.random() * (2048 - margin * 2);
berry.y = margin + Math.random() * (groundLevel - margin * 2);
berry.startY = berry.y;
tooClose = true;
}
// Check distance from all red thorns
for (var k = 0; k < redThorns.length; k++) {
var thornDist = Math.sqrt(Math.pow(berry.x - redThorns[k].x, 2) + Math.pow(berry.y - redThorns[k].y, 2));
if (thornDist < 120) {
berry.x = margin + Math.random() * (2048 - margin * 2);
berry.y = margin + Math.random() * (groundLevel - margin * 2);
berry.startY = berry.y;
tooClose = true;
break;
}
// Update trail particles
for (var t = trailParticles.length - 1; t >= 0; t--) {
var particle = trailParticles[t];
particle.life--;
// Fade out particle
particle.alpha = particle.life / particle.maxLife * 0.2;
particle.scaleX = particle.life / particle.maxLife * 0.1;
particle.scaleY = particle.life / particle.maxLife * 0.1;
// Remove dead particles
if (particle.life <= 0) {
particle.destroy();
trailParticles.splice(t, 1);
}
}
}
;
attempts++;
}
goldenBerries.push(berry);
game.addChild(berry);
}
function spawnRedThorn() {
var thorn = new RedThorn();
var margin = 50;
thorn.x = margin + Math.random() * (2048 - margin * 2);
thorn.y = margin + Math.random() * (groundLevel - margin * 2);
var tooClose = true;
var attempts = 0;
while (tooClose && attempts < 15) {
tooClose = false;
var blueberryBounds = blueberry.getBounds();
var dist = Math.sqrt(Math.pow(thorn.x - blueberry.x, 2) + Math.pow(thorn.y - blueberry.y, 2));
if (dist < blueberryBounds.radius + 200) {
thorn.x = margin + Math.random() * (2048 - margin * 2);
thorn.y = margin + Math.random() * (groundLevel - margin * 2);
tooClose = true;
}
attempts++;
}
redThorns.push(thorn);
game.addChild(thorn);
}
function handleMove(x, y, obj) {
if (dragNode) {
var deltaX = x - lastMouseX;
var deltaY = y - lastMouseY;
// Instead of teleporting, smoothly move towards target position
var targetX = x;
var targetY = y;
var currentX = dragNode.x;
var currentY = dragNode.y;
// Smooth interpolation towards target position
var lerpFactor = 0.15;
dragNode.x = currentX + (targetX - currentX) * lerpFactor;
dragNode.y = currentY + (targetY - currentY) * lerpFactor;
dragNode.velocityX = deltaX * 0.3;
dragNode.velocityY = deltaY * 0.3;
}
lastMouseX = x;
lastMouseY = y;
}
game.move = handleMove;
game.down = function (x, y, obj) {
dragNode = blueberry;
lastMouseX = x;
lastMouseY = y;
handleMove(x, y, obj);
};
game.up = function (x, y, obj) {
if (dragNode) {
// Calculate throw velocity based on drag distance and speed
var throwMultiplier = 0.5;
var maxThrowSpeed = 15;
// Use the current velocity from dragging as throw velocity
var throwVelX = Math.max(-maxThrowSpeed, Math.min(maxThrowSpeed, dragNode.velocityX * throwMultiplier));
var throwVelY = Math.max(-maxThrowSpeed, Math.min(maxThrowSpeed, dragNode.velocityY * throwMultiplier));
// Apply the throw velocity to the blueberry
dragNode.velocityX = throwVelX;
dragNode.velocityY = throwVelY;
// Start trailing effect if there's significant velocity
if (Math.abs(throwVelX) > 2 || Math.abs(throwVelY) > 2) {
isTrailing = true;
}
// Add throwing effect - scale bounce animation
var blueberryGraphics = dragNode.children[0]; // Get the graphics child
var currentGrowthFactor = dragNode.growthFactor; // Store growth factor before clearing dragNode
if (blueberryGraphics) {
// Stop any existing scale tweens
tween.stop(blueberryGraphics, {
scaleX: true,
scaleY: true
});
// Create throwing effect with scale bounce
tween(blueberryGraphics, {
scaleX: currentGrowthFactor * 1.3,
scaleY: currentGrowthFactor * 1.3
}, {
duration: 150,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(blueberryGraphics, {
scaleX: currentGrowthFactor,
scaleY: currentGrowthFactor
}, {
duration: 200,
easing: tween.easeInOut
});
}
});
}
}
dragNode = null;
};
// Create ground visual
var ground = game.addChild(LK.getAsset('ground', {
anchorX: 0,
anchorY: 0
}));
ground.x = 0;
ground.y = groundLevel;
spawnGoldenBerry();
spawnGoldenBerry();
spawnGoldenBerry();
game.update = function () {
berrySpawnTimer++;
thornSpawnTimer++;
if (berrySpawnTimer > 150 && goldenBerries.length < 5) {
spawnGoldenBerry();
berrySpawnTimer = 0;
}
var thornSpawnRate = Math.max(360 - Math.floor(LK.getScore() * 3), 120);
if (thornSpawnTimer > thornSpawnRate) {
spawnRedThorn();
thornSpawnTimer = 0;
}
var blueberryBounds = blueberry.getBounds();
for (var i = goldenBerries.length - 1; i >= 0; i--) {
var berry = goldenBerries[i];
var dist = Math.sqrt(Math.pow(berry.x - blueberry.x, 2) + Math.pow(berry.y - blueberry.y, 2));
if (dist < blueberryBounds.radius + 20) {
LK.setScore(LK.getScore() + 1);
scoreTxt.setText(LK.getScore());
blueberry.grow();
LK.getSound('collect').play();
LK.effects.flashObject(berry, 0xFFFFFF, 200);
berry.destroy();
goldenBerries.splice(i, 1);
if (LK.getScore() >= 100) {
LK.showYouWin();
}
}
}
for (var j = 0; j < redThorns.length; j++) {
var thorn = redThorns[j];
var dist = Math.sqrt(Math.pow(thorn.x - blueberry.x, 2) + Math.pow(thorn.y - blueberry.y, 2));
if (dist < blueberryBounds.radius + 20) {
LK.effects.flashScreen(0xFF0000, 1000);
LK.showGameOver();
}
}
// Update dust particles
for (var d = dustParticles.length - 1; d >= 0; d--) {
var dustParticle = dustParticles[d];
dustParticle.x += dustParticle.velocityX;
dustParticle.y += dustParticle.velocityY;
dustParticle.velocityX *= 0.98;
dustParticle.velocityY += 0.1; // gravity
dustParticle.life--;
// Fade out dust particle
dustParticle.alpha = dustParticle.life / dustParticle.maxLife * 0.6;
dustParticle.scaleX = dustParticle.life / dustParticle.maxLife * 0.2;
dustParticle.scaleY = dustParticle.life / dustParticle.maxLife * 0.2;
// Remove dead dust particles
if (dustParticle.life <= 0) {
dustParticle.destroy();
dustParticles.splice(d, 1);
}
}
}; ===================================================================
--- original.js
+++ change.js
@@ -127,9 +127,9 @@
// Only play bounce sound when transitioning from not bounced to bounced
// and cooldown has expired and there's significant velocity
if (bounced && !self.lastBounced && self.bounceCooldown === 0 && (Math.abs(self.velocityX) > 2 || Math.abs(self.velocityY) > 2)) {
LK.getSound('bounce').play();
- self.bounceCooldown = 20; // 20 frames cooldown (~0.33 seconds at 60fps)
+ self.bounceCooldown = 1; // 1 frames cooldown (~0.33 seconds at 60fps)
}
self.lastBounced = bounced;
};
return self;