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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)
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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)
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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)
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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 and add explosion effect if (player.intersects(obstacle)) { var explosion = new Explosion(); explosion.x = player.x; explosion.y = player.y; game.addChild(explosion); // 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 removing the bird 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); } });
===================================================================
--- original.js
+++ change.js
@@ -195,9 +195,9 @@
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
+ // Wait one second after explosion before removing the bird
LK.setTimeout(function () {
bird.destroy();
game.birds.splice(i, 1);
}, 1000);
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