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add explosing effect when the cat touch a spike
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Make the cat follow the spike it touches, explode, game over
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don't remove explosion and game over
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when the cat touches a spike do the cat follow the spike that touch
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the first fish should be eated imediatly, not when it touches derriere the cat
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when fish is touched by the cat it have to be hided instantly
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addwhen the fish touches the cat add 3 to score
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place the fish at the samehigh of the hoop
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place the fish higher
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add explosion effect when fish is touched by the player
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stop explosing the hoop
Code edit (1 edits merged)
Please save this source code
User prompt
alors règle le probleme
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the fish have to be hiden instantly when it touches the caty
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delete spikes
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add explosing effect to the fish when it been eaten by the cat
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Destroy fish when it touches the cat
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when the fish touches the cat add 3 to score
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when the fish touches the cat it have to dispear
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do it
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Make fish move to the left like the hoop
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do the fish moving to the left like the hoop
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when the fish touches the cat add 3 to score
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show fish
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show the fish
/**** * Classes ****/ // 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: 1.0 }); 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: 1.0 }); self.move = function () { self.x -= 15; // Increase spike speed to the left }; }); /**** * Initialize Game ****/ var game = new LK.Game({}); /**** * Game Code ****/ // Initialize fish array game.fishes = []; // Add new fish LK.on('tick', function () { if (LK.ticks % 480 == 0) { // Every 8 seconds, add a fish var newFish = new Fish(); newFish.x = 2048; // Start from the right edge newFish.y = game.floorLevel - 400; // Position the fish at the same height as the hoop game.addChild(newFish); game.fishes.push(newFish); } }); // 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 - 200; // 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 make the cat follow the spike it touches if (player.intersects(obstacle)) { player.x = obstacle.x; player.y = obstacle.y; // Add explosion effect when the cat touches a spike var explosion = new Explosion(); explosion.x = player.x; explosion.y = player.y; game.addChild(explosion); LK.showGameOver(); } // 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); hoop.destroy(); // Destroy the hoop to prevent multiple score increments from a single hoop game.hoops.splice(game.hoops.indexOf(hoop), 1); } else if (game.fishes[j] && player.intersects(game.fishes[j])) { // Add explosion effect when fish is touched by the player var explosion = new Explosion(); explosion.x = game.fishes[j].x; explosion.y = game.fishes[j].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[j].destroy(); game.fishes.splice(j, 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); } });
===================================================================
--- original.js
+++ change.js
@@ -168,17 +168,13 @@
// Check collision with player and make the cat follow the spike it touches
if (player.intersects(obstacle)) {
player.x = obstacle.x;
player.y = obstacle.y;
+ // Add explosion effect when the cat touches a spike
var explosion = new Explosion();
explosion.x = player.x;
explosion.y = player.y;
game.addChild(explosion);
- // Immediately explode and show game over when the cat follows the spike
- var explosion = new Explosion();
- explosion.x = player.x;
- explosion.y = player.y;
- game.addChild(explosion);
LK.showGameOver();
}
// Remove off-screen obstacles
if (obstacle.x < -100) {
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