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.height / 2) {
			self.y = game.floorLevel - self.height / 2;
			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 ground1 = LK.getAsset('ground', {
	anchorX: 0.0,
	anchorY: 1.0,
	x: 0,
	y: 2732
});
game.addChild(ground1);
var ground2 = LK.getAsset('ground', {
	anchorX: 0.0,
	anchorY: 1.0,
	x: 2048,
	// Position the second ground asset immediately to the right of the first
	y: 2732
});
game.addChild(ground2);
// Set game floor level
game.floorLevel = 2732 - ground1.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 - newSpike.height / 2;
		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);
		}
	}
	// Move ground assets to the left for a continuous ground effect
	ground1.x -= 10;
	ground2.x -= 10;
	// Reset position of ground assets to create a seamless loop
	if (ground1.x <= -2048) {
		ground1.x = 2048;
	}
	if (ground2.x <= -2048) {
		ground2.x = 2048;
	}
	// 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);
	}
}); ===================================================================
--- original.js
+++ change.js
@@ -158,10 +158,10 @@
 
 /**** 
 * Game Code
 ****/ 
-// Initialize birds array
 // 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
@@ -287,9 +287,9 @@
 	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;
+		newSpike.y = game.floorLevel - newSpike.height / 2;
 		game.addChild(newSpike);
 		game.obstacles.push(newSpike);
 	}
 	// Fish movement and off-screen removal logic removed
:quality(85)/https://cdn.frvr.ai/65e86484359720c92a016c4c.png%3F3) 
 explosion frame. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
:quality(85)/https://cdn.frvr.ai/65e8650a359720c92a016c58.png%3F3) 
 explosion frame. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
:quality(85)/https://cdn.frvr.ai/65eb4afa9b7637b9f8cba944.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/65ed8d8b9b7637b9f8cbac7a.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/65ed97819b7637b9f8cbac9d.png%3F3) 
 make the cat happy
:quality(85)/https://cdn.frvr.ai/65ed9b219b7637b9f8cbad42.png%3F3) 
 make his mouth pink
:quality(85)/https://cdn.frvr.ai/65f08fa8ac5d9eb31d9d6013.png%3F3) 
 delete grass
:quality(85)/https://cdn.frvr.ai/65f17577b3585d372fa87516.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/65f178ecb3585d372fa87533.png%3F3) 
 delete what is selected
:quality(85)/https://cdn.frvr.ai/65f5da8ecc69a147e4216000.png%3F3) 
 make clouds similar of color of the sky, i mean dark purple and don't make it too visible