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add asset for larvae
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add a larvae bug that moves downwards. it has a direction assigned at creation, either moves from left end of screen to the right, or from the right end to the left.
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the animated bug should always use the same asset as the originally clicked bug
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add a new bug type (ladybird) that moves slowly downwards but zig-zags horizontally
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refactor so that we can have multiple enemy types (bug types)
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when snapping a photo, display a white rectangle of size 600x400, centered on the clicked position, fading out quickly as a flash ↪💡 Consider importing and using the following plugins: @upit/tween.v1
Code edit (3 edits merged)
Please save this source code
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play sound when heart is added
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when adding score, check if multiple of 50 and, if so add a heart (with sound). ensure maximum 3 hearts always.
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trees only start appearing after 5 photos (score)
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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
Code edit (1 edits merged)
Please save this source code
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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
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Import the tween plugin; // BaseEnemy class to represent shared enemy functionality var BaseEnemy = Container.expand(function () { var self = Container.call(this); // Properties to be set by inheriting classes self.speed = 5; self.assetName = 'bug'; self.scoreValue = 1; // Initialize the graphics (to be called by child classes) self.initGraphics = function () { var bugGraphics = self.attachAsset(self.assetName, { anchorX: 0.5, anchorY: 0.5 }); return bugGraphics; }; self.update = function () { self.y += self.speed; }; self.down = function (x, y, obj) { // Play photo snap sound LK.getSound('snapPhoto').play(); // Create flash effect at position var flash = game.addChild(new FlashEffect()); flash.x = self.x; flash.y = self.y; flash.showFlash(); // Increment score LK.setScore(LK.getScore() + self.scoreValue); // Check if score is multiple of 50 to add a life var currentScore = LK.getScore(); if (currentScore > 0 && currentScore % 50 === 0 && lives < 3) { lives += 1; // Play sound for life gain LK.getSound('liveUp').play(); // Update hearts display for (var h = 0; h < hearts.length; h++) { hearts[h].setActive(h < lives); } } // Update score text scoreTxt.setText('Photos: ' + LK.getScore()); // Replace 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(); }; return self; }); // EnemyFactory to create different types of enemies // FastBug class to represent the fast bug that scrolls down the screen var FastBug = BaseEnemy.expand(function () { var self = BaseEnemy.call(this); // Set fast bug specific properties self.assetName = 'fastBug'; self.speed = 10; self.scoreValue = 1; // Initialize graphics var bugGraphics = self.initGraphics(); return self; }); var Bug = BaseEnemy.expand(function () { var self = BaseEnemy.call(this); // Set bug specific properties self.assetName = 'bug'; self.speed = 5; self.scoreValue = 1; // Initialize graphics var bugGraphics = self.initGraphics(); return self; }); //<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 = BaseEnemy.expand(function () { var self = BaseEnemy.call(this); // Set animated bug specific properties self.assetName = 'bug'; self.speed = 10; self.scoreValue = 0; // No score for animated bugs // Initialize graphics var bugGraphics = self.initGraphics(); // Override update method for flying animation 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(); } }; // Override down method - animated bugs can't be clicked self.down = function (x, y, obj) { // Do nothing - animated bugs can't be clicked }; return self; }); // FlashEffect class for camera flash when taking a photo var FlashEffect = Container.expand(function () { var self = Container.call(this); // Create white rectangle for the flash var flashGraphics = self.attachAsset('flashRect', { anchorX: 0.5, anchorY: 0.5 }); // Create the flash animation self.showFlash = function () { // Start with full visibility flashGraphics.alpha = 1; // Fade out quickly tween(flashGraphics, { alpha: 0 }, { duration: 300, easing: tween.easeOut, onFinish: function onFinish() { self.destroy(); } }); }; return self; }); // 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; }); // Heart class to represent lives var Heart = Container.expand(function () { var self = Container.call(this); var heartGraphics = self.attachAsset('heart', { anchorX: 0.5, anchorY: 0.5 }); self.setActive = function (active) { heartGraphics.alpha = active ? 1 : 0.3; }; 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.isImmune = false; self.immunityTimer = 0; self.setImmunity = function (immune) { self.isImmune = immune; if (immune) { // Create blinking effect using tweens var _blink = function blink() { if (!self.isImmune) { return; } tween(jeepGraphics, { alpha: 0.3 }, { duration: 150, onFinish: function onFinish() { if (!self.isImmune) { return; } tween(jeepGraphics, { alpha: 1 }, { duration: 150, onFinish: _blink }); } }); }; // Start blinking effect with alternating alpha values self.immunityTimer = LK.setTimeout(function () { self.isImmune = false; // Reset alpha to fully opaque when immunity ends jeepGraphics.alpha = 1; // Stop any ongoing blink tweens tween.stop(jeepGraphics, { alpha: true }); }, 3000); _blink(); } else { // Clear immunity timer if immunity is turned off early if (self.immunityTimer) { LK.clearTimeout(self.immunityTimer); self.immunityTimer = 0; } jeepGraphics.alpha = 1; } }; 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 ****/ // Initialize game variables // Helper function to swap children in display list 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 = []; var lives = 3; var hearts = []; // 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() { // Reset lives to 3 lives = 3; // 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('Photos: 0', { size: 100, fill: 0xFFFFFF }); // Initialize death reason display deathReasonTxt = new Text2('', { size: 80, fill: 0xFFFFFF }); // Initialize lives display with heart icons hearts = []; for (var i = 0; i < 3; i++) { var heart = new Heart(); heart.x = -300 + i * 120; // Position hearts side by side with spacing, offset from right edge heart.y = 100; // Position at top heart.setActive(i < lives); hearts.push(heart); LK.gui.topRight.addChild(heart); } // 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 spawning logic using factory if (LK.ticks % 60 == 0) { var newBug = EnemyFactory.createEnemy('bug'); bugs.push(newBug); game.addChild(newBug); } if (LK.ticks % 180 == 0) { var newFastBug = EnemyFactory.createEnemy('fastBug'); fastBugs.push(newFastBug); game.addChild(newFastBug); } if (LK.ticks % 180 == 0 && LK.getScore() >= 5) { 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) && !jeep.isImmune) { deathReason = "Hit by a bug!"; deathReasonTxt.setText(deathReason); LK.getSound('carCrash').play(); lives -= 1; // Update hearts display for (var h = 0; h < hearts.length; h++) { hearts[h].setActive(h < lives); } if (lives <= 0) { LK.showGameOver(); } else { // Give player immunity for 3 seconds jeep.setImmunity(true); // Remove the bug after collision bugs[i].destroy(); bugs.splice(i, 1); // Flash screen to indicate damage LK.effects.flashScreen(0xff0000, 500); continue; } } 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) && !jeep.isImmune) { deathReason = "Hit by a fast bug!"; deathReasonTxt.setText(deathReason); LK.getSound('carCrash').play(); lives -= 1; // Update hearts display for (var h = 0; h < hearts.length; h++) { hearts[h].setActive(h < lives); } if (lives <= 0) { LK.showGameOver(); } else { // Give player immunity for 3 seconds jeep.setImmunity(true); // Remove the fast bug after collision fastBugs[i].destroy(); fastBugs.splice(i, 1); // Flash screen to indicate damage LK.effects.flashScreen(0xff0000, 500); continue; } } 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) && !jeep.isImmune) { deathReason = "Crashed into a tree!"; deathReasonTxt.setText(deathReason); LK.getSound('carCrash').play(); lives -= 1; // Update hearts display for (var h = 0; h < hearts.length; h++) { hearts[h].setActive(h < lives); } if (lives <= 0) { LK.showGameOver(); } else { // Give player immunity for 3 seconds jeep.setImmunity(true); // Remove the tree after collision trees[i].destroy(); trees.splice(i, 1); // Flash screen to indicate damage LK.effects.flashScreen(0xff0000, 500); continue; } } if (trees[i].y > 2732) { trees[i].destroy(); trees.splice(i, 1); } } }; // Initialize the game initGame(); // Play safari background music LK.playMusic('safariMusc'); // EnemyFactory to create different types of enemies var EnemyFactory = function () { // Create a specific enemy type function createEnemy(type) { var enemy; switch (type) { case 'bug': enemy = new Bug(); break; case 'fastBug': enemy = new FastBug(); break; // Add more enemy types here default: enemy = new Bug(); break; } // Set random position at top of screen enemy.x = Math.random() * 2048; enemy.y = 0; return enemy; } return { createEnemy: createEnemy }; }();
===================================================================
--- original.js
+++ change.js
@@ -5,49 +5,37 @@
/****
* 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 () {
+// Import the tween plugin;
+// BaseEnemy class to represent shared enemy functionality
+var BaseEnemy = 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
- });
+ // Properties to be set by inheriting classes
self.speed = 5;
+ self.assetName = 'bug';
+ self.scoreValue = 1;
+ // Initialize the graphics (to be called by child classes)
+ self.initGraphics = function () {
+ var bugGraphics = self.attachAsset(self.assetName, {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ return bugGraphics;
+ };
self.update = function () {
self.y += self.speed;
};
self.down = function (x, y, obj) {
// Play photo snap sound
LK.getSound('snapPhoto').play();
- // Create flash effect at bug position
+ // Create flash effect at position
var flash = game.addChild(new FlashEffect());
flash.x = self.x;
flash.y = self.y;
flash.showFlash();
// Increment score
- LK.setScore(LK.getScore() + 1);
+ LK.setScore(LK.getScore() + self.scoreValue);
// Check if score is multiple of 50 to add a life
var currentScore = LK.getScore();
if (currentScore > 0 && currentScore % 50 === 0 && lives < 3) {
lives += 1;
@@ -59,57 +47,66 @@
}
}
// Update score text
scoreTxt.setText('Photos: ' + LK.getScore());
- // Replace bug with AnimatedBug
+ // Replace 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();
};
+ return self;
});
+// EnemyFactory to create different types of enemies
// 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
- });
+var FastBug = BaseEnemy.expand(function () {
+ var self = BaseEnemy.call(this);
+ // Set fast bug specific properties
+ self.assetName = 'fastBug';
self.speed = 10;
+ self.scoreValue = 1;
+ // Initialize graphics
+ var bugGraphics = self.initGraphics();
+ return self;
+});
+var Bug = BaseEnemy.expand(function () {
+ var self = BaseEnemy.call(this);
+ // Set bug specific properties
+ self.assetName = 'bug';
+ self.speed = 5;
+ self.scoreValue = 1;
+ // Initialize graphics
+ var bugGraphics = self.initGraphics();
+ return self;
+});
+//<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 = BaseEnemy.expand(function () {
+ var self = BaseEnemy.call(this);
+ // Set animated bug specific properties
+ self.assetName = 'bug';
+ self.speed = 10;
+ self.scoreValue = 0; // No score for animated bugs
+ // Initialize graphics
+ var bugGraphics = self.initGraphics();
+ // Override update method for flying animation
self.update = function () {
- self.y += self.speed;
+ // 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();
+ }
};
+ // Override down method - animated bugs can't be clicked
self.down = function (x, y, obj) {
- // Play photo snap sound
- LK.getSound('snapPhoto').play();
- // Create flash effect at bug position
- var flash = game.addChild(new FlashEffect());
- flash.x = self.x;
- flash.y = self.y;
- flash.showFlash();
- // Increment score
- LK.setScore(LK.getScore() + 1);
- // Check if score is multiple of 50 to add a life
- var currentScore = LK.getScore();
- if (currentScore > 0 && currentScore % 50 === 0 && lives < 3) {
- lives += 1;
- // Play sound for life gain
- LK.getSound('liveUp').play();
- // Update hearts display
- for (var h = 0; h < hearts.length; h++) {
- hearts[h].setActive(h < lives);
- }
- }
- // Update score text
- scoreTxt.setText('Photos: ' + 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();
+ // Do nothing - animated bugs can't be clicked
};
+ return self;
});
// FlashEffect class for camera flash when taking a photo
var FlashEffect = Container.expand(function () {
var self = Container.call(this);
@@ -416,20 +413,16 @@
for (var i = 0; i < grassStripes.length; i++) {
grassStripes[i].update();
}
jeep.update();
- // Bug and tree spawning logic
+ // Bug spawning logic using factory
if (LK.ticks % 60 == 0) {
- var newBug = new Bug();
- newBug.x = Math.random() * 2048;
- newBug.y = 0;
+ var newBug = EnemyFactory.createEnemy('bug');
bugs.push(newBug);
game.addChild(newBug);
}
if (LK.ticks % 180 == 0) {
- var newFastBug = new FastBug();
- newFastBug.x = Math.random() * 2048;
- newFastBug.y = 0;
+ var newFastBug = EnemyFactory.createEnemy('fastBug');
fastBugs.push(newFastBug);
game.addChild(newFastBug);
}
if (LK.ticks % 180 == 0 && LK.getScore() >= 5) {
@@ -533,5 +526,30 @@
// Initialize the game
initGame();
// Play safari background music
LK.playMusic('safariMusc');
-// Import the tween plugin;
\ No newline at end of file
+// EnemyFactory to create different types of enemies
+var EnemyFactory = function () {
+ // Create a specific enemy type
+ function createEnemy(type) {
+ var enemy;
+ switch (type) {
+ case 'bug':
+ enemy = new Bug();
+ break;
+ case 'fastBug':
+ enemy = new FastBug();
+ break;
+ // Add more enemy types here
+ default:
+ enemy = new Bug();
+ break;
+ }
+ // Set random position at top of screen
+ enemy.x = Math.random() * 2048;
+ enemy.y = 0;
+ return enemy;
+ }
+ return {
+ createEnemy: createEnemy
+ };
+}();
\ No newline at end of file
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
ladybug insect. In-Game asset. 2d. High contrast. No shadows
larvae bug. In-Game asset. 2d. High contrast. No shadows