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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 ****/ // 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 -= 5; // Ajuste la vitesse de mouvement de l'oiseau vers la gauche 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 -= 5; // Adjust 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 + 100; // HappyCat follows behind the target 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: 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 ****/ // 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 // 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); // 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 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 for obstacles if (player.intersects(obstacle)) { var explosion = new Explosion(); explosion.x = player.x; explosion.y = player.y; game.addChild(explosion); // Destroy the cat when it touches a spike player.destroy(); // 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 player and add explosion effect for birds if (player.intersects(bird)) { var explosion = new Explosion(); explosion.x = bird.x; explosion.y = bird.y; game.addChild(explosion); // Increase score by 1 when cat touches a bird LK.setScore(LK.getScore() + 1); // Show explosion on bird when cat 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); } // 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
@@ -207,10 +207,10 @@
anchorX: 0.5,
anchorY: 0.5
});
LK.on('tick', function () {
- happycat.x = player.x + 100; // happycat follows behind the player
- happycat.y = player.y;
+ 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 player
var player = game.addChild(new Player());
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