User prompt
hide the playeur when it touches a bird (like when it touches a hoop)
User prompt
Initialize nightGround asset and set it to invisible Create a timer to toggle nightGround visibility every 10 seconds
User prompt
Initialize nightGround asset and set it to invisible Create a timer to toggle nightGround visibility every 10 seconds
User prompt
Please fix the bug: 'Uncaught ReferenceError: nightGround is not defined' in or related to this line: 'game.addChild(nightGround);' Line Number: 242
User prompt
make a night and day animation, wait 10 sec and show nightGround and 10 sec and hide nightGround
User prompt
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
User prompt
make the ground move to the left
User prompt
add 1 to score when cat touches a bird
User prompt
make it move slowly
User prompt
make the ground move to the right
User prompt
prevent spike from going behind the ground
User prompt
prevent cat from going behind the ground
User prompt
Please fix the bug: 'Uncaught ReferenceError: ground is not defined' in or related to this line: 'game.floorLevel = 2732 - ground.height;' Line Number: 244
User prompt
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.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
****/
// 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);
// 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
});
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 ground = LK.getAsset('ground', {
anchorX: 0.0,
anchorY: 1.0,
x: 0,
y: 20 // Adjusted ground height
});
game.addChild(ground);
// Set game floor level
game.floorLevel = 2732 - ground.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 HappyCat and add explosion effect for birds
if (happycat.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
bird.destroy();
game.birds.splice(i, 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;
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);
}
}
// 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);
}
});
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