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make the happy cat at the same 'x' and 'y' of playeur
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create happy cat class
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make happycat always follow playeur
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fait apparaitre les oiseau au meme y
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stop changing y of bird
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stop move y of bird
Code edit (2 edits merged)
Please save this source code
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animate birds by alterning between asset bird and bird2
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add asset bird2
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Please fix the bug: 'Uncaught TypeError: self.removeAllChildren is not a function' in or related to this line: 'self.removeAllChildren(); // Remove current bird asset' Line Number: 28
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Please fix the bug: 'Uncaught TypeError: self.detachAllAssets is not a function' in or related to this line: 'self.detachAllAssets(); // Remove current bird asset' Line Number: 28
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animate birds by alterning between asset bird and bird2
Code edit (1 edits merged)
Please save this source code
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fait que les oiseaux soient indépendants des obstacles.
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traite l'intersection avec les oiseaux séparément des obstacles.
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Corrige le code pour que quand on touche un oiseau il explose et le score augmente de 1.
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Ajoute des commentaires en français partout
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Increase score by 1 when cat touches a bird
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add 1 to score when cat touches a bird
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Show explosion on bird when cat touches a bird
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destroy the cat when it touches a spike
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montre les explosions sur l'oiseau quand le chat touche un oiseau
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montre les explosions sur le chat quand il touche un obstacle
Code edit (3 edits merged)
Please save this source code
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Add 1 to score when the cat touches a bird
/****
* Classes
****/
// Bird class
var Bird = Container.expand(function () {
var self = Container.call(this);
var birdGraphics = self.attachAsset('bird', {
anchorX: 0.5,
anchorY: 0.5
});
self.move = function () {
self.x -= 5; // Adjust fish movement speed to the left
self.y += Math.sin(LK.ticks / 10) * 5; // Simulate bird flying by sine wave movement
};
});
// 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: 0.5
});
self.move = function () {
self.x -= 5; // Adjust 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: 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; // 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: 0.5
});
self.move = function () {
self.x -= 15; // Increase spike speed to the left
};
});
/****
* Initialize Game
****/
var game = new LK.Game({});
/****
* Game Code
****/
// 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
// Initialize fishes array
game.fishes = [];
// Initialize fish and add it to the game
var fish = game.addChild(new Fish());
fish.x = 2048; // Start from the right edge
fish.y = 1366; // Center vertically
game.fishes.push(fish);
// 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 - 500; // 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)) {
// Move bird instances
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
if (player.intersects(bird)) {
var explosion = new Explosion();
explosion.x = bird.x;
explosion.y = bird.y;
game.addChild(explosion);
LK.setScore(LK.getScore() + 1); // Increase score by 1 when cat touches a bird
// Wait one second after explosion before setting game over
LK.setTimeout(function () {
bird.destroy();
game.birds.splice(i, 1);
}, 1000);
}
// Remove off-screen birds
if (bird.x < -500) {
// Considering bird width
bird.destroy();
game.birds.splice(i, 1);
}
}
// 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);
}
}
// 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 fish instances
for (var i = game.fishes.length - 1; i >= 0; i--) {
var fish = game.fishes[i];
fish.move();
// Remove off-screen fish
if (fish.x < -200) {
// Considering fish width
fish.destroy();
game.fishes.splice(i, 1);
}
}
// 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);
// Add pixel effect when the cat touches a hoop
LK.effects.flashObject(player, 0x00FF00, 500); // Flash the player green for 0.5 seconds
hoop.destroy(); // Destroy the hoop to prevent multiple score increments from a single hoop
game.hoops.splice(game.hoops.indexOf(hoop), 1);
}
for (var k = game.fishes.length - 1; k >= 0; k--) {
if (player.intersects(game.fishes[k])) {
// Add explosion effect when fish is touched by the player
var explosion = new Explosion();
explosion.x = game.fishes[k].x;
explosion.y = game.fishes[k].y;
game.addChild(explosion);
// Increase score by 3 when fish touches the cat
LK.setScore(LK.getScore() + 3);
// Hide and destroy the fish immediately when it touches the cat
game.fishes[k].destroy();
game.fishes.splice(k, 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);
}
// 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);
}
}
// Add new bird
if (LK.ticks % 180 == 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);
}
});
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