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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading '0')' in or related to this line: 'if (player.intersects(hoop)) {' Line Number: 203
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading '0')' in or related to this line: 'if (player.intersects(hoop)) {' Line Number: 203
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Please fix the bug: 'ReferenceError: fish is not defined' in or related to this line: 'if (player.intersects(hoop)) {' Line Number: 203
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the hoop should not explode but dispear when it touches the bord
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can you show the bird
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attend encore un peu avant de tourner le bg
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do that the bg move slowly to the left
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show the bird
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bug : i don't see the bird
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améliore le jeu
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améliore le jeu
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add 3 to score when the cat touches the fish
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bug : i don't see the fish
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show the fish in the game
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Please fix the bug: 'ReferenceError: fish is not defined' in or related to this line: 'if (player.intersects(hoop)) {' Line Number: 201
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do the same code of the hoop for the fish
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add a fish class
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create a pixel art effect to the hoop when the cat touch it
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Please fix the bug: 'TypeError: LK.Shape is not a constructor' in or related to this line: 'var pixel = new LK.Shape('box', {' Line Number: 196
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create a pixel art effect to the hoop when the cat touch it
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create spikes evry 2 sec
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create a spike evry 1 sec
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do the cat jump higher
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do the cat jump higher
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no not slower, lower
/**** * Classes ****/ // Explosion class var Explosion = Container.expand(function () { var self = Container.call(this); var frames = []; for (var i = 0; i < 5; i++) { var frame = self.attachAsset('explosionFrame' + i, { anchorX: 0.5, anchorY: 0.5 }); frame.visible = false; frames.push(frame); } var currentFrame = 0; self.animate = function () { if (currentFrame < frames.length) { frames[currentFrame].visible = false; currentFrame++; if (currentFrame < frames.length) { frames[currentFrame].visible = true; } } else { self.destroy(); } }; LK.setInterval(self.animate, 100); }); // 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: 1.0 }); 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: 1.0 }); self.velocityY = 0; self.isJumping = false; self.jump = function () { if (!self.isJumping) { self.velocityY = -10; // Decrease the jump height by reducing the initial upward velocity self.velocityY += 5; // Slightly maintain the gravity effect for faster downward movement after jump self.isJumping = true; } }; self.update = function () { self.y += self.velocityY; if (self.y > game.floorLevel) { self.y = game.floorLevel; self.isJumping = false; } }; }); // Spike class var Spike = Container.expand(function () { var self = Container.call(this); var spikeGraphics = self.attachAsset('obstacle', { anchorX: 0.5, anchorY: 1.0 }); self.move = function () { self.x -= 15; // Increase spike speed to the left }; }); /**** * Initialize Game ****/ var game = new LK.Game({}); /**** * Game Code ****/ // 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); // Display the current score // Correctly initialize and display the score at the top center of the screen var scoreDisplay = new Text2(LK.getScore().toString(), { size: 100, fill: "#ffffff", // White color for better visibility anchorX: 0.5, // Sets anchor to the center of the text anchorY: 0, // Sets anchor to the top of the text x: 2048 / 2, // Center horizontally based on virtual resolution width y: 50 // Position at the top }); LK.gui.top.addChild(scoreDisplay); LK.on('tick', function () { scoreDisplay.setText(LK.getScore().toString()); // Update the score display every tick with the current score }); // Initialize player var player = game.addChild(new Player()); player.x = 300; player.y = game.floorLevel = 2732 - 200; // Floor level // 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 if (player.intersects(obstacle)) { var explosion = new Explosion(); explosion.x = player.x; explosion.y = player.y; game.addChild(explosion); // Removed red flash screen effect // Set a timeout to simulate the end of the explosion animation before showing game over LK.setTimeout(function () { LK.showGameOver(); }, 500); // Assuming the explosion animation takes 500ms to complete } // Remove off-screen obstacles if (obstacle.x < -100) { obstacle.destroy(); game.obstacles.splice(i, 1); } } // Add spikes at random intervals if (LK.ticks % (Math.floor(Math.random() * (120 - 60 + 1)) + 60) == 0) { // Random interval between 1 to 2 seconds var newSpike = new Spike(); newSpike.x = 2048; // Start from the right edge newSpike.y = game.floorLevel; game.addChild(newSpike); game.obstacles.push(newSpike); } // 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 (player.intersects(hoop)) { LK.setScore(LK.getScore() + 1); hoop.destroy(); // Destroy the hoop to prevent multiple score increments from a single hoop game.hoops.splice(game.hoops.indexOf(hoop), 1); } // 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); } });
/****
* Classes
****/
// Explosion class
var Explosion = Container.expand(function () {
var self = Container.call(this);
var frames = [];
for (var i = 0; i < 5; i++) {
var frame = self.attachAsset('explosionFrame' + i, {
anchorX: 0.5,
anchorY: 0.5
});
frame.visible = false;
frames.push(frame);
}
var currentFrame = 0;
self.animate = function () {
if (currentFrame < frames.length) {
frames[currentFrame].visible = false;
currentFrame++;
if (currentFrame < frames.length) {
frames[currentFrame].visible = true;
}
} else {
self.destroy();
}
};
LK.setInterval(self.animate, 100);
});
// 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: 1.0
});
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: 1.0
});
self.velocityY = 0;
self.isJumping = false;
self.jump = function () {
if (!self.isJumping) {
self.velocityY = -10; // Decrease the jump height by reducing the initial upward velocity
self.velocityY += 5; // Slightly maintain the gravity effect for faster downward movement after jump
self.isJumping = true;
}
};
self.update = function () {
self.y += self.velocityY;
if (self.y > game.floorLevel) {
self.y = game.floorLevel;
self.isJumping = false;
}
};
});
// Spike class
var Spike = Container.expand(function () {
var self = Container.call(this);
var spikeGraphics = self.attachAsset('obstacle', {
anchorX: 0.5,
anchorY: 1.0
});
self.move = function () {
self.x -= 15; // Increase spike speed to the left
};
});
/****
* Initialize Game
****/
var game = new LK.Game({});
/****
* Game Code
****/
// 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);
// Display the current score
// Correctly initialize and display the score at the top center of the screen
var scoreDisplay = new Text2(LK.getScore().toString(), {
size: 100,
fill: "#ffffff",
// White color for better visibility
anchorX: 0.5,
// Sets anchor to the center of the text
anchorY: 0,
// Sets anchor to the top of the text
x: 2048 / 2,
// Center horizontally based on virtual resolution width
y: 50 // Position at the top
});
LK.gui.top.addChild(scoreDisplay);
LK.on('tick', function () {
scoreDisplay.setText(LK.getScore().toString()); // Update the score display every tick with the current score
});
// Initialize player
var player = game.addChild(new Player());
player.x = 300;
player.y = game.floorLevel = 2732 - 200; // Floor level
// 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
if (player.intersects(obstacle)) {
var explosion = new Explosion();
explosion.x = player.x;
explosion.y = player.y;
game.addChild(explosion);
// Removed red flash screen effect
// Set a timeout to simulate the end of the explosion animation before showing game over
LK.setTimeout(function () {
LK.showGameOver();
}, 500); // Assuming the explosion animation takes 500ms to complete
}
// Remove off-screen obstacles
if (obstacle.x < -100) {
obstacle.destroy();
game.obstacles.splice(i, 1);
}
}
// Add spikes at random intervals
if (LK.ticks % (Math.floor(Math.random() * (120 - 60 + 1)) + 60) == 0) {
// Random interval between 1 to 2 seconds
var newSpike = new Spike();
newSpike.x = 2048; // Start from the right edge
newSpike.y = game.floorLevel;
game.addChild(newSpike);
game.obstacles.push(newSpike);
}
// 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 (player.intersects(hoop)) {
LK.setScore(LK.getScore() + 1);
hoop.destroy(); // Destroy the hoop to prevent multiple score increments from a single hoop
game.hoops.splice(game.hoops.indexOf(hoop), 1);
}
// 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);
}
});
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