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fix: i'm not seeing the hearts (lives) on the top right of screen
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replace the Lives placar on the hud by icon hearts at the top right
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Grant 3 seconds immunity after losing a life, blinking the jeep ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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3 lives
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add sounds for snapping a picture (when clicking a bug) and car crashing (on car collisions)
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play music "safariMusc"
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move car only horizontally
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Please fix the bug: 'game.swapChildren is not a function' in or related to this line: 'game.swapChildren(stripe, game.getChildAt(0));' Line Number: 205
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scroll horizontal stripes with shades of green to represent the grass ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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flash the screen when a bug is clicked ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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when game over, display a white text below score with the reason of death
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collision with tree means colliding with its trunk, not its crown
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ignore collisions with animated bugs
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complete the TODO inside game.down
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Please fix the bug: 'ReferenceError: touchPosition is not defined' in or related to this line: 'var dx = touchPosition.x - self.x;' Line Number: 87
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change so that the player can tap to a position and the car moves at constant speed towards that point without needing to hold, but the car won't move if the touch point is a bug
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touching a bug needs to set "isTouching" to false so that the car won't move in the bugs direction
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/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ //<Assets used in the game will automatically appear here> // AnimatedBug class to represent the bug that flies to the top of the screen var AnimatedBug = Container.expand(function () { var self = Container.call(this); var bugGraphics = self.attachAsset('bug', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 10; self.update = function () { // Determine the direction to fly to (left or right) var direction = Math.random() < 0.5 ? -1 : 1; // Update the x and y position self.x += self.speed * direction * 3; self.y -= self.speed * 3; // Destroy the bug when it flies off the screen if (self.y < 0 || self.x < 0 || self.x > 2048) { self.destroy(); } }; }); var Bug = Container.expand(function () { var self = Container.call(this); var bugGraphics = self.attachAsset('bug', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 5; self.update = function () { self.y += self.speed; }; self.down = function (x, y, obj) { // Increment score LK.setScore(LK.getScore() + 1); // Update score text scoreTxt.setText('Score: ' + LK.getScore()); // Replace bug with AnimatedBug var animatedBug = game.addChild(new AnimatedBug()); animatedBug.x = self.x; animatedBug.y = self.y; isTouching = false; // Prevent car from moving when touching a bug self.destroy(); }; }); // FastBug class to represent the fast bug that scrolls down the screen var FastBug = Container.expand(function () { var self = Container.call(this); var bugGraphics = self.attachAsset('fastBug', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 10; self.update = function () { self.y += self.speed; }; self.down = function (x, y, obj) { // Increment score LK.setScore(LK.getScore() + 1); // Update score text scoreTxt.setText('Score: ' + LK.getScore()); // Replace bug with AnimatedBug var animatedBug = game.addChild(new AnimatedBug()); animatedBug.x = self.x; animatedBug.y = self.y; isTouching = false; // Prevent car from moving when touching a bug self.destroy(); }; }); // GrassStripe class for representing the scrolling grass stripes var GrassStripe = Container.expand(function () { var self = Container.call(this); self.isDark = false; // Track if this is a dark stripe var stripeGraphics = self.attachAsset('grassStripe', { anchorX: 0.5, anchorY: 0.5 }); // Set speed of scrolling self.speed = 5; // Method to toggle between light and dark stripe self.setDark = function (isDark) { self.isDark = isDark; if (isDark) { stripeGraphics = self.attachAsset('grassStripeDark', { anchorX: 0.5, anchorY: 0.5 }); } else { stripeGraphics = self.attachAsset('grassStripe', { anchorX: 0.5, anchorY: 0.5 }); } }; self.update = function () { self.y += self.speed; // If stripe moves off screen, reset to top if (self.y > 2732 + self.height / 2) { self.y = -self.height / 2; } }; return self; }); // Jeep class to represent the player's vehicle var Jeep = Container.expand(function () { var self = Container.call(this); var jeepGraphics = self.attachAsset('jeep', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 10; self.update = function () { var dx = targetPosition.x - self.x; // Only update x position, ignore vertical movement self.x += self.speed * (dx > 0 ? 1 : dx < 0 ? -1 : 0); // Keep y position fixed self.y = 2732 - 200; // Fixed position at bottom of screen }; }); var Tree = Container.expand(function () { var self = Container.call(this); var treeGraphics = self.attachAsset('tree', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 5; // Create a trunk hit box for collision detection self.trunkWidth = 60; // width of trunk collision area self.trunkHeight = 200; // height of trunk collision area self.trunkOffsetY = 50; // offset from center of tree // Check if point is within the trunk area self.trunkIntersects = function (obj) { // Calculate trunk boundaries var trunkLeft = self.x - self.trunkWidth / 2; var trunkRight = self.x + self.trunkWidth / 2; var trunkTop = self.y + self.trunkOffsetY - self.trunkHeight / 2; var trunkBottom = self.y + self.trunkOffsetY + self.trunkHeight / 2; // Get object boundaries var objLeft = obj.x - obj.width / 2; var objRight = obj.x + obj.width / 2; var objTop = obj.y - obj.height / 2; var objBottom = obj.y + obj.height / 2; // Check for intersection return !(objRight < trunkLeft || objLeft > trunkRight || objBottom < trunkTop || objTop > trunkBottom); }; self.update = function () { self.y += self.speed; }; }); /**** * Initialize Game ****/ // Helper function to swap children in display list var game = new LK.Game({ backgroundColor: 0x006400 //Init game with darker green background }); /**** * Game Code ****/ // Helper function to swap children in display list // Initialize game variables function swapChildren(parent, child1, child2) { if (!parent || !child1 || !child2) return; // Get the index of both children var index1 = -1; var index2 = -1; for (var i = 0; i < parent.children.length; i++) { if (parent.children[i] === child1) { index1 = i; } if (parent.children[i] === child2) { index2 = i; } } // If both children are found, swap them if (index1 !== -1 && index2 !== -1) { // Remove both children (higher index first to not affect the lower index) var temp; if (index1 > index2) { temp = parent.removeChildAt(index1); parent.addChildAt(temp, index2); } else { temp = parent.removeChildAt(index2); parent.addChildAt(temp, index1); } } } var jeep; var scoreTxt; var deathReasonTxt; var deathReason = ""; var isTouching = false; var grassStripes = []; // Function to create scrolling grass stripes function createGrassStripes() { // Clear existing stripes if any for (var i = 0; i < grassStripes.length; i++) { if (grassStripes[i]) { grassStripes[i].destroy(); } } grassStripes = []; // Create new stripes to fill the screen var stripeHeight = 200; var numStripes = Math.ceil(2732 / stripeHeight) + 1; // +1 for seamless scrolling for (var i = 0; i < numStripes; i++) { var stripe = new GrassStripe(); stripe.x = 2048 / 2; stripe.y = i * stripeHeight; stripe.setDark(i % 2 === 0); // Alternate between light and dark grassStripes.push(stripe); game.addChild(stripe); // Make sure stripes are added at the bottom of the display list (background) swapChildren(game, stripe, game.getChildAt(0)); } } // Function to initialize game elements function initGame() { // Initialize grass stripes createGrassStripes(); // Create and position the Jeep jeep = game.addChild(new Jeep()); jeep.x = 2048 / 2; jeep.y = 2732 - 200; targetPosition.x = jeep.x; targetPosition.y = jeep.y; // Initialize score display scoreTxt = new Text2('Score: 0', { size: 100, fill: 0xFFFFFF }); // Initialize death reason display deathReasonTxt = new Text2('', { size: 80, fill: 0xFFFFFF }); // Initialize bugs, fastBugs and trees arrays bugs = []; fastBugs = []; trees = []; scoreTxt.anchor.set(0.5, 0); deathReasonTxt.anchor.set(0.5, 0); deathReasonTxt.y = 120; // Position below score text LK.gui.top.addChild(scoreTxt); LK.gui.top.addChild(deathReasonTxt); } var targetPosition = { x: 0, y: 0 }; game.down = function (x, y, obj) { // Check if the touch is on a bug, if so ignore and return for (var i = 0; i < bugs.length; i++) { if (x >= bugs[i].x - 100 && x <= bugs[i].x + 100 && y >= bugs[i].y - 100 && y <= bugs[i].y + 100) { return; } } // Check if the touch is on a fast bug, if so ignore and return for (var i = 0; i < fastBugs.length; i++) { if (x >= fastBugs[i].x - 100 && x <= fastBugs[i].x + 100 && y >= fastBugs[i].y - 100 && y <= fastBugs[i].y + 100) { return; } } // Set target position for the jeep movement (horizontal only) targetPosition.x = x; // Keep targetPosition.y fixed to maintain jeep's vertical position targetPosition.y = 2732 - 200; }; game.update = function () { // Update grass stripes for (var i = 0; i < grassStripes.length; i++) { grassStripes[i].update(); } jeep.update(); // Bug and tree spawning logic if (LK.ticks % 60 == 0) { var newBug = new Bug(); newBug.x = Math.random() * 2048; newBug.y = 0; bugs.push(newBug); game.addChild(newBug); } if (LK.ticks % 180 == 0) { var newFastBug = new FastBug(); newFastBug.x = Math.random() * 2048; newFastBug.y = 0; fastBugs.push(newFastBug); game.addChild(newFastBug); } if (LK.ticks % 180 == 0) { var newTree = new Tree(); newTree.x = Math.random() * 2048; newTree.y = 0; trees.push(newTree); game.addChild(newTree); } // Bug and tree movement and collision detection logic for (var i = bugs.length - 1; i >= 0; i--) { bugs[i].update(); // Only check collision if it's not an AnimatedBug if (bugs[i].intersects(jeep) && !(bugs[i] instanceof AnimatedBug)) { deathReason = "Hit by a bug!"; deathReasonTxt.setText(deathReason); LK.showGameOver(); } if (bugs[i].y > 2732) { bugs[i].destroy(); bugs.splice(i, 1); } } for (var i = fastBugs.length - 1; i >= 0; i--) { fastBugs[i].update(); // Only check collision if it's not an AnimatedBug if (fastBugs[i].intersects(jeep) && !(fastBugs[i] instanceof AnimatedBug)) { deathReason = "Hit by a fast bug!"; deathReasonTxt.setText(deathReason); LK.showGameOver(); } if (fastBugs[i].y > 2732) { fastBugs[i].destroy(); fastBugs.splice(i, 1); } } for (var i = trees.length - 1; i >= 0; i--) { trees[i].update(); if (trees[i].trunkIntersects(jeep)) { deathReason = "Crashed into a tree!"; deathReasonTxt.setText(deathReason); LK.showGameOver(); } if (trees[i].y > 2732) { trees[i].destroy(); trees.splice(i, 1); } } }; // Initialize the game initGame(); // Import the tween plugin
===================================================================
--- original.js
+++ change.js
@@ -117,12 +117,12 @@
});
self.speed = 10;
self.update = function () {
var dx = targetPosition.x - self.x;
- var dy = targetPosition.y - self.y;
- var angle = Math.atan2(dy, dx);
- self.x += self.speed * Math.cos(angle);
- self.y += self.speed * Math.sin(angle);
+ // Only update x position, ignore vertical movement
+ self.x += self.speed * (dx > 0 ? 1 : dx < 0 ? -1 : 0);
+ // Keep y position fixed
+ self.y = 2732 - 200; // Fixed position at bottom of screen
};
});
var Tree = Container.expand(function () {
var self = Container.call(this);
@@ -269,11 +269,12 @@
if (x >= fastBugs[i].x - 100 && x <= fastBugs[i].x + 100 && y >= fastBugs[i].y - 100 && y <= fastBugs[i].y + 100) {
return;
}
}
- // Set target position for the jeep movement
+ // Set target position for the jeep movement (horizontal only)
targetPosition.x = x;
- targetPosition.y = y;
+ // Keep targetPosition.y fixed to maintain jeep's vertical position
+ targetPosition.y = 2732 - 200;
};
game.update = function () {
// Update grass stripes
for (var i = 0; i < grassStripes.length; i++) {
Giant insect, facing down, open wings, cartoony. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Jeep car cartoony, top down view. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
cartoony heart for game hud. In-Game asset. 2d. High contrast. No shadows