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hide the playeur when it touches a bird (like when it touches a hoop)
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Initialize nightGround asset and set it to invisible Create a timer to toggle nightGround visibility every 10 seconds
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Initialize nightGround asset and set it to invisible Create a timer to toggle nightGround visibility every 10 seconds
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Please fix the bug: 'Uncaught ReferenceError: nightGround is not defined' in or related to this line: 'game.addChild(nightGround);' Line Number: 242
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make a night and day animation, wait 10 sec and show nightGround and 10 sec and hide nightGround
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make a night and day animation, wait 10 sec and show bgNight and 10 sec and hide bgNight
Code edit (5 edits merged)
Please save this source code
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make the ground move to the left
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add 1 to score when cat touches a bird
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make it move slowly
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make the ground move to the right
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prevent spike from going behind the ground
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prevent cat from going behind the ground
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Please fix the bug: 'Uncaught ReferenceError: ground is not defined' in or related to this line: 'game.floorLevel = 2732 - ground.height;' Line Number: 244
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make the ground move to the left but we can't see void
Code edit (1 edits merged)
Please save this source code
/**** * Classes ****/ // Classe Bird var Bird = Container.expand(function () { var self = Container.call(this); // Appel du constructeur de Container // Attache l'asset 'bird' avec les points d'ancrage au centre self.currentAsset = 'bird'; self.birdGraphics1 = self.attachAsset(self.currentAsset, { anchorX: 0.5, anchorY: 0.5, visible: true }); self.birdGraphics2 = self.attachAsset('bird2', { anchorX: 0.5, anchorY: 0.5, visible: false }); self.toggleBirdAsset = function () { //self.detachChild(birdGraphics); // Remove the current bird asset //self.currentAsset = self.currentAsset === 'bird' ? 'bird2' : 'bird'; // Toggle between 'bird' and 'bird2' //birdGraphics = self.attachAsset(self.currentAsset, { //anchorX: 0.5, //anchorY: 0.5 //}); if (self.birdGraphics1.visible) { self.birdGraphics1.visible = false; self.birdGraphics2.visible = true; } else { self.birdGraphics1.visible = true; self.birdGraphics2.visible = false; } }; LK.setInterval(self.toggleBirdAsset, 500); // Change asset every 500ms to animate the bird // Définit le mouvement de l'oiseau self.move = function () { self.x -= 10; // Increase bird movement speed to the left self.y += Math.sin(LK.ticks / 10) * 5; // Simule le vol de l'oiseau avec un mouvement sinusoïdal }; }); // Classe Explosion var Explosion = Container.expand(function () { var self = Container.call(this); // Appel du constructeur de Container var frames = []; // Crée les frames de l'explosion for (var i = 0; i < 5; i++) { var frame = self.attachAsset('explosionFrame' + i, { anchorX: 0.5, anchorY: 0.5 }); frame.visible = false; // Cache la frame frames.push(frame); // Ajoute la frame au tableau } var currentFrame = 0; // Anime l'explosion self.animate = function () { if (currentFrame < frames.length) { frames[currentFrame].visible = false; // Cache la frame courante currentFrame++; if (currentFrame < frames.length) { frames[currentFrame].visible = true; // Affiche la nouvelle frame } } else { self.destroy(); // Détruit l'explosion une fois toutes les frames affichées } }; LK.setInterval(self.animate, 100); // Définit l'intervalle d'animation }); // Fish class var Fish = Container.expand(function () { var self = Container.call(this); var fishGraphics = self.attachAsset('fish', { anchorX: 0.5, anchorY: 0.5 }); self.move = function () { self.x -= 10; // Increase fish movement speed to the left }; }); // HappyCat class var HappyCat = Container.expand(function () { var self = Container.call(this); var happycatGraphics = self.attachAsset('happycat', { anchorX: 0.5, anchorY: 0.5 }); self.follow = function (target) { self.x = target.x + 30; // Adjust HappyCat to follow even more closely behind the player self.y = target.y; }; }); // Hoop class var Hoop = Container.expand(function () { var self = Container.call(this); var hoopGraphics = self.attachAsset('hoop', { anchorX: 0.5, anchorY: 1.0 }); self.move = function () { self.x -= 10; // Increase hoop movement speed to the left }; }); // Obstacle class var Obstacle = Container.expand(function () { var self = Container.call(this); var obstacleGraphics = self.attachAsset('obstacle', { anchorX: 0.5, anchorY: 0.5 }); self.move = function () { self.x -= 12; // Further decrease obstacle speed to the left }; }); // Assets are automatically created based on usage in the code. // Player class var Player = Container.expand(function () { var self = Container.call(this); var playerGraphics = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5 }); self.velocityY = 0; self.isJumping = false; self.jump = function () { if (!self.isJumping) { self.velocityY = -45; // Further increase the jump height by increasing the initial upward velocity self.isJumping = true; } }; self.update = function () { self.y += self.velocityY; self.velocityY += 2; // Set gravity effect on player to 2 if (self.y > game.floorLevel - self.height / 2) { self.y = game.floorLevel - self.height / 2; self.isJumping = false; } }; }); // Spike class var Spike = Container.expand(function () { var self = Container.call(this); var spikeGraphics = self.attachAsset('obstacle', { anchorX: 0.5, anchorY: 0.5 }); self.move = function () { self.x -= 15; // Increase spike speed to the left }; }); /**** * Initialize Game ****/ // Initialise le jeu var game = new LK.Game({}); /**** * Game Code ****/ // Crée une nouvelle instance de jeu // Initialize birds array game.birds = []; // Initialize bird and add it to the game var bird = game.addChild(new Bird()); bird.x = 1024; // Center horizontally bird.y = 1366; // Center vertically game.birds.push(bird); // Initialize birds array // Fish initialization and addition to the game removed // Display the background asset 'bg' var background = LK.getAsset('bg', { anchorX: 0.0, // Top left anchor x-coordinate anchorY: 0.0, // Top left anchor y-coordinate x: 0, // Position x-coordinate y: 0 // Position y-coordinate }); game.addChild(background); var bgNight = LK.getAsset('bgNight', { anchorX: 0.0, anchorY: 0.0, x: 0, y: 0, visible: false }); game.addChild(bgNight); // Affiche le score actuel // Initialise correctement et affiche le score au centre supérieur de l'écran var scoreDisplay = new Text2(LK.getScore().toString(), { size: 100, fill: "#ffffff", // Couleur blanche pour une meilleure visibilité anchorX: 0.5, // Définit l'ancrage au centre du texte anchorY: 0, // Définit l'ancrage en haut du texte x: 2048 / 2, // Centre horizontalement en fonction de la largeur de résolution virtuelle y: 50 // Positionne en haut }); LK.gui.top.addChild(scoreDisplay); // Ajoute l'affichage du score à l'interface utilisateur // Add happycat to follow the player var happycat = game.addChild(new Container()); happycat.attachAsset('happycat', { anchorX: 0.5, anchorY: 0.5 }); var nightDayTimer = LK.setInterval(function () { bgNight.visible = !bgNight.visible; }, 10000); LK.on('tick', function () { happycat.x = player.x; // HappyCat follows at the same x coordinate as the player happycat.y = player.y; // HappyCat follows at the same y coordinate as the player scoreDisplay.setText(LK.getScore().toString()); // Update the score display every tick with the current score }); // Initialize ground asset var ground1 = LK.getAsset('ground', { anchorX: 0.0, anchorY: 1.0, x: 0, y: 2732 }); game.addChild(ground1); var ground2 = LK.getAsset('ground', { anchorX: 0.0, anchorY: 1.0, x: 2048, // Position the second ground asset immediately to the right of the first y: 2732 }); game.addChild(ground2); // Set game floor level game.floorLevel = 2732 - ground1.height; // Initialize player var player = game.addChild(new Player()); player.x = 300; player.y = game.floorLevel; // Initialize obstacles and hoops arrays game.obstacles = []; game.hoops = []; // Touch event to make the player jump game.on('down', function () { player.jump(); }); // Game tick event LK.on('tick', function () { player.update(); // Move and check obstacles for (var i = game.obstacles.length - 1; i >= 0; i--) { var obstacle = game.obstacles[i]; obstacle.move(); // Check collision with player and add explosion effect for obstacles if (player.intersects(obstacle)) { var explosion = new Explosion(); explosion.x = player.x; explosion.y = player.y; game.addChild(explosion); // Hide HappyCat and player when touching a spike happycat.visible = false; player.visible = false; // Wait one second after explosion before setting game over LK.setTimeout(function () { LK.showGameOver(); }, 1000); } // Remove off-screen obstacles if (obstacle.x < -100) { obstacle.destroy(); game.obstacles.splice(i, 1); } } // Move bird instances and handle bird collision separately for (var i = game.birds.length - 1; i >= 0; i--) { var bird = game.birds[i]; bird.move(); // Check collision with player and add explosion effect for birds if (player.intersects(bird)) { var explosion = new Explosion(); explosion.x = bird.x; explosion.y = bird.y; game.addChild(explosion); // Hide player when touching a bird, similar to touching a hoop player.visible = false; LK.setTimeout(function () { player.visible = true; }, 1000); // Make player visible again after 1 second bird.destroy(); game.birds.splice(i, 1); // Add 1 to score when cat touches a bird LK.setScore(LK.getScore() + 1); } // Remove off-screen birds if (bird.x < -500) { // Considering bird width bird.destroy(); game.birds.splice(i, 1); } } // Add spikes at random intervals if (LK.ticks % 120 == 0) { // Random interval between 1 to 2 seconds var newSpike = new Spike(); newSpike.x = 2048; // Start from the right edge newSpike.y = game.floorLevel - newSpike.height / 2; game.addChild(newSpike); game.obstacles.push(newSpike); } // Fish movement and off-screen removal logic removed // Move and check hoops for (var j = game.hoops.length - 1; j >= 0; j--) { var hoop = game.hoops[j]; hoop.move(); // Check collision with player and increase score if (hoop && player.intersects(hoop)) { LK.setScore(LK.getScore() + 1); // Hide player when touching a hoop player.visible = false; // Hide the player LK.setTimeout(function () { player.visible = true; }, 1000); // Make player visible again after 1 second hoop.destroy(); // Destroy the hoop to prevent multiple score increments from a single hoop game.hoops.splice(game.hoops.indexOf(hoop), 1); } // Fish collision detection and score increment logic removed // Remove off-screen hoops if (hoop.x < -200) { // Considering hoop width hoop.destroy(); game.hoops.splice(j, 1); } } // Add new hoop if (LK.ticks % 360 == 0) { // Every 6 seconds, add a hoop var newHoop = new Hoop(); newHoop.x = 2048; // Start from the right edge newHoop.y = game.floorLevel - 400; // Position the hoop higher above the floor game.addChild(newHoop); game.hoops.push(newHoop); } // Move bird instances for (var i = game.birds.length - 1; i >= 0; i--) { var bird = game.birds[i]; bird.move(); // Remove off-screen birds if (bird.x < -500) { // Considering bird width bird.destroy(); game.birds.splice(i, 1); } } // Move ground assets to the left for a continuous ground effect ground1.x -= 7; ground2.x -= 7; // Reset position of ground assets to create a seamless loop if (ground1.x <= -2048) { ground1.x = 2048; } if (ground2.x <= -2048) { ground2.x = 2048; } // Add new bird if (LK.ticks % 150 == 0) { // Every 3 seconds, add a bird var newBird = new Bird(); newBird.x = 2048; // Start from the right edge newBird.y = Math.random() * (2732 - 500); // Random height within the screen bounds game.addChild(newBird); game.birds.push(newBird); } });
===================================================================
--- original.js
+++ change.js
@@ -179,9 +179,9 @@
// Position x-coordinate
y: 0 // Position y-coordinate
});
game.addChild(background);
-var nightGround = LK.getAsset('nightGround', {
+var bgNight = LK.getAsset('bgNight', {
anchorX: 0.0,
anchorY: 0.0,
x: 0,
y: 0,
@@ -208,10 +208,10 @@
happycat.attachAsset('happycat', {
anchorX: 0.5,
anchorY: 0.5
});
-var nightGroundTimer = LK.setInterval(function () {
- nightGround.visible = !nightGround.visible;
+var nightDayTimer = LK.setInterval(function () {
+ bgNight.visible = !bgNight.visible;
}, 10000);
LK.on('tick', function () {
happycat.x = player.x; // HappyCat follows at the same x coordinate as the player
happycat.y = player.y; // HappyCat follows at the same y coordinate as the player
@@ -276,15 +276,19 @@
// Move bird instances and handle bird collision separately
for (var i = game.birds.length - 1; i >= 0; i--) {
var bird = game.birds[i];
bird.move();
- // Check collision with HappyCat and add explosion effect for birds
- if (happycat.intersects(bird)) {
+ // Check collision with player and add explosion effect for birds
+ if (player.intersects(bird)) {
var explosion = new Explosion();
explosion.x = bird.x;
explosion.y = bird.y;
game.addChild(explosion);
- // Show explosion on bird when HappyCat touches a bird
+ // Hide player when touching a bird, similar to touching a hoop
+ player.visible = false;
+ LK.setTimeout(function () {
+ player.visible = true;
+ }, 1000); // Make player visible again after 1 second
bird.destroy();
game.birds.splice(i, 1);
// Add 1 to score when cat touches a bird
LK.setScore(LK.getScore() + 1);
explosion frame. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
explosion frame. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
make the cat happy
make his mouth pink
delete grass
delete what is selected
make clouds similar of color of the sky, i mean dark purple and don't make it too visible