User prompt
add explosing effect when the cat touch a spike
User prompt
Make the cat follow the spike it touches, explode, game over
User prompt
don't remove explosion and game over
User prompt
when the cat touches a spike do the cat follow the spike that touch
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the first fish should be eated imediatly, not when it touches derriere the cat
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when fish is touched by the cat it have to be hided instantly
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addwhen the fish touches the cat add 3 to score
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place the fish at the samehigh of the hoop
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place the fish higher
User prompt
add explosion effect when fish is touched by the player
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stop explosing the hoop
Code edit (1 edits merged)
Please save this source code
User prompt
alors règle le probleme
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the fish have to be hiden instantly when it touches the caty
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delete spikes
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add explosing effect to the fish when it been eaten by the cat
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Destroy fish when it touches the cat
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when the fish touches the cat add 3 to score
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when the fish touches the cat it have to dispear
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do it
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Make fish move to the left like the hoop
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do the fish moving to the left like the hoop
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when the fish touches the cat add 3 to score
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show fish
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show the fish
/**** * 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); }); // Fish class var Fish = Container.expand(function () { var self = Container.call(this); var fishGraphics = self.attachAsset('fish', { anchorX: 0.5, anchorY: 1.0 }); self.move = function () { self.x -= 8; // Set fish movement speed to the left }; }); // 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 = -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; // Increased gravity effect to make the cat fall faster 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 % 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; 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 or create effects if (hoop && player.intersects(hoop)) { LK.setScore(LK.getScore() + 1); // Create a pixel art effect when the cat touches the hoop var pixelEffectHoop = new Explosion(); // Reusing Explosion class for pixel effect pixelEffectHoop.x = hoop.x; pixelEffectHoop.y = hoop.y; game.addChild(pixelEffectHoop); hoop.destroy(); // Destroy the hoop to prevent multiple score increments from a single hoop game.hoops.splice(game.hoops.indexOf(hoop), 1); } else if (game.fishes[j] && player.intersects(game.fishes[j])) { // Create a pixel art effect when the cat touches the fish var pixelEffectFish = new Explosion(); // Reusing Explosion class for pixel effect pixelEffectFish.x = game.fishes[j].x; pixelEffectFish.y = game.fishes[j].y; game.addChild(pixelEffectFish); game.fishes[j].destroy(); // Destroy the fish to prevent multiple interactions with a single fish game.fishes.splice(j, 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);
});
// Fish class
var Fish = Container.expand(function () {
var self = Container.call(this);
var fishGraphics = self.attachAsset('fish', {
anchorX: 0.5,
anchorY: 1.0
});
self.move = function () {
self.x -= 8; // Set fish movement speed to the left
};
});
// 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 = -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; // Increased gravity effect to make the cat fall faster
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 % 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;
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 or create effects
if (hoop && player.intersects(hoop)) {
LK.setScore(LK.getScore() + 1);
// Create a pixel art effect when the cat touches the hoop
var pixelEffectHoop = new Explosion(); // Reusing Explosion class for pixel effect
pixelEffectHoop.x = hoop.x;
pixelEffectHoop.y = hoop.y;
game.addChild(pixelEffectHoop);
hoop.destroy(); // Destroy the hoop to prevent multiple score increments from a single hoop
game.hoops.splice(game.hoops.indexOf(hoop), 1);
} else if (game.fishes[j] && player.intersects(game.fishes[j])) {
// Create a pixel art effect when the cat touches the fish
var pixelEffectFish = new Explosion(); // Reusing Explosion class for pixel effect
pixelEffectFish.x = game.fishes[j].x;
pixelEffectFish.y = game.fishes[j].y;
game.addChild(pixelEffectFish);
game.fishes[j].destroy(); // Destroy the fish to prevent multiple interactions with a single fish
game.fishes.splice(j, 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