Code edit (1 edits merged)
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swap the starting images for all birds, then swap after direction change
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try another method.
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try another method
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it is still not fixed
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continue fixing that functionality
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improve the function to apply direction change image swap to all birds. swap to new image the moment a direction change is detected.
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create a function to apply direction change image swap to all birds.
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when a laser touches a clone bird or ufo, hide the bird or ufo
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create an invisible clone of each bird and ufo on the same childindex as the first laser
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fix intersection logic for laser and ufo, bird1, bird2, and bird3
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bgm should play at start, then set a timer to repeat every 30-50 seconds.
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implement intersection logic for all childindexes
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when a laser is fired, create clones on the ChildIndex of each bird or ufo on screen.
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when a laser is fired, clone the laser on all defined ChildIndexes
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the birds are not disappearing and the score is not going up, so i guess the birds are still not being hit.
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Fix and improve intersection detection for lasers with birds and UFOs of any ChildIndex
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intersection detection is still not working
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the birds are not getting hit because they are at different childindex'. i want to hit all birds and ufo on all childindexes
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the birds are not getting hit
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when a bird is touched by a laser, make it disappear
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✅ Change the originating position of the laser up by 450px and 20px right
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change the originating position of the laser up 450px
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Change the originating position of the laser up 30px
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Change the originating position of the laser up 50px
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Branch asset // Bird1 class to represent the first kind of bird var Bird1 = Container.expand(function () { var self = Container.call(this); var birdGraphics = self.attachAsset('bird1', { anchorX: 0.5, anchorY: 0.5 }); self.speed = Math.random() * 1.6 + 1; self.lastY = self.y; // Initialize lastY for tracking changes on Y self.update = function () { self.y += self.speed; self.x += Math.sin(self.y / 100) * 6.5; // Increase the swooping motion of the bird's movement by 30% // Check if the bird has moved off-screen if (self.lastY <= 2732 && self.y > 2732) { self.y = -self.height; self.x = Math.random() < 0.33 ? Math.random() * 2048 : Math.random() < 0.5 ? 0 : 2048; } applyDirectionChange(self, birdGraphics, 'bird1', 'bird1b'); self.lastY = self.y; // Update lastY after movement }; }); // Bird2 class to represent the second kind of bird var Bird2 = Container.expand(function () { var self = Container.call(this); var birdGraphics = self.attachAsset('bird2b', { anchorX: 0.5, anchorY: 0.5 }); self.speed = Math.random() * 1.6 + 1; self.lastY = self.y; // Initialize lastY for tracking changes on Y self.update = function () { self.y += self.speed; self.x += Math.sin(self.y / 100) * 6.5; // Increase the swooping motion of the bird's movement by 30% applyDirectionChange(self, birdGraphics, 'bird2', 'bird2b'); // Check if the bird has moved off-screen if (self.lastY <= 2732 && self.y > 2732) { self.y = Math.random() * 2732; // Random initial y position within the screen height self.x = Math.random() < 0.5 ? 0 : 2048; // Start from either the left or right side } self.lastY = self.y; // Update lastY after movement }; }); // Bird3 class to represent a third kind of bird var Bird3 = Container.expand(function () { var self = Container.call(this); var birdGraphics = self.attachAsset('bird2', { anchorX: 0.5, anchorY: 0.5 }); self.speed = Math.random() * 1.6 + 1; self.lastY = self.y; // Initialize lastY for tracking changes on Y self.update = function () { self.y += self.speed; self.x += Math.sin(self.y / 100) * 6.5; // Increase the swooping motion of the bird's movement by 30% // Check if the bird has moved off-screen if (self.lastY <= 2732 && self.y > 2732) { self.y = -self.height; self.x = Math.random() < 0.33 ? Math.random() * 2048 : Math.random() < 0.5 ? 0 : 2048; } applyDirectionChange(self, birdGraphics, 'bird2', 'bird2b'); self.lastY = self.y; // Update lastY after movement }; }); // Cat class to manage cat behavior var Cat = Container.expand(function () { var self = Container.call(this); var catGraphics = self.attachAsset('cat', { anchorX: 0.5, anchorY: 1 }); self.update = function () { // Add any specific update logic for the cat here }; }); // Cloud class to represent clouds moving across the screen var Cloud = Container.expand(function () { var self = Container.call(this); var cloudGraphics = self.attachAsset('cloud', { anchorX: 0.5, anchorY: 0.5 }); self.speed = (Math.random() * 0.3 + 0.7) * 0.4; // Adjust speed to vary slightly for each cloud self.hasAccelerated = false; // Track if the cloud has already accelerated self.direction = Math.random() < 0.5 ? 1 : -1; // Random direction: 1 for right, -1 for left self.lastX = self.x; // Track last X position for future checks self.lastIntersecting = false; // Initialize lastIntersecting for tracking changes on intersections self.update = function () { self.x += self.speed * self.direction; // If the cloud moves off-screen, reposition it to the opposite side if (self.lastX <= 2048 + self.width / 2 && self.x > 2048 + self.width / 2) { self.x = -self.width / 2; } else if (self.lastX >= -self.width / 2 && self.x < -self.width / 2) { self.x = 2048 + self.width / 2; } // Check for overlap with other clouds for (var i = 0; i < clouds.length; i++) { if (clouds[i] !== self && self.intersects(clouds[i])) { if (!self.hasAccelerated) { self.speed *= 1.5; // Increase speed by 50% self.hasAccelerated = true; // Mark as accelerated } break; } else if (self.hasAccelerated && !self.intersects(clouds[i])) { self.speed /= 1.5; // Reset speed to original self.hasAccelerated = false; // Reset acceleration state } } // Check if the cloud intersects with the sun if (!self.lastIntersecting && self.intersects(sun)) { self.speed *= 1.5; // Increase speed by 50% tween(cloudGraphics, { alpha: 0.5 }, { duration: 3000, easing: tween.linear }); } else if (self.lastIntersecting && !self.intersects(sun)) { self.speed /= 1.5; // Reset speed to original tween(cloudGraphics, { alpha: 1.0 }, { duration: 3000, easing: tween.linear }); } self.lastIntersecting = self.intersects(sun); self.lastX = self.x; // Update lastX after movement }; }); // Grass class to represent the grass image var Grass = Container.expand(function () { var self = Container.call(this); var grassGraphics = self.attachAsset('grass', { anchorX: 0.5, anchorY: 1 }); self.update = function () { // Add any specific update logic for the grass here // Example: Slightly move the grass to simulate wind effect self.x += Math.sin(LK.ticks / 100) * 0.125; // Swaying effect, reduced by 50% }; }); // Laser class to represent a laser shot from the cat var Laser = Container.expand(function (startX, startY, targetX, targetY) { var self = Container.call(this); var laserGraphics = self.attachAsset('laser1', { anchorX: 0.5, anchorY: 0.5, brightness: 2.0 // Increase brightness by 200% }); // Play the laser1 sound when the laser is created LK.getSound('laser1').play(); // Calculate direction and speed var dx = targetX - startX; var dy = targetY - startY; var distance = Math.sqrt(dx * dx + dy * dy); var speed = 60; // Speed of the laser increased by 200% self.vx = dx / distance * speed; self.vy = dy / distance * speed; // Set initial position self.x = startX; self.y = startY; self.lastIntersecting = false; // Initialize lastIntersecting for tracking changes on intersections // Update function to move the laser self.update = function () { self.x += self.vx; self.y += self.vy; // Remove laser if it goes off-screen if (self.x < 0 || self.x > 2048 || self.y < 0 || self.y > 2732) { self.destroy(); } }; }); // Reticle class to manage reticle behavior var Reticle = Container.expand(function () { var self = Container.call(this); var reticleGraphics = self.attachAsset('reticle1', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { // Add any specific update logic for the reticle here }; }); // ScoreDisplay class to manage score display var ScoreDisplay = Container.expand(function () { var self = Container.call(this); var scoreGraphics = self.attachAsset('scoreImage', { anchorX: 0.5, anchorY: 0.5 }); var scoreText = new Text2('0', { size: 190, fill: 0x00FF00, font: "Digital-7 Mono", // Segmented clock style font stroke: 0x000000, strokeThickness: 5, dropShadow: true, dropShadowColor: 0x000000, dropShadowBlur: 5, dropShadowAngle: Math.PI / 6, dropShadowDistance: 6 }); scoreText.y = -128; // Move score text up by 3px scoreText.x = -45; // Move score text left by 20px self.addChild(scoreText); self.updateScore = function (newScore) { scoreText.setText(newScore); }; }); // ScoreManager class to manage score logic // ScoreManager class to manage score logic // Sun class to represent a pulsating sun in the top right corner var Sun = Container.expand(function () { var self = Container.call(this); var sunGraphics = self.attachAsset('sun', { anchorX: 0.5, anchorY: 0.5 }); self.x = sunGraphics.width / 2; self.y = sunGraphics.height / 2; // Function to create a pulsating effect function pulsate() { tween(self, { scaleX: 1.1, scaleY: 1.1 }, { duration: 1000, easing: tween.easeInOut, onFinish: function onFinish() { tween(self, { scaleX: 1.0, scaleY: 1.0 }, { duration: 1000, easing: tween.easeInOut, onFinish: pulsate }); } }); } pulsate(); // Start the pulsating effect }); // Tree class to represent a tree with a 9:16 aspect ratio var Tree = Container.expand(function () { var self = Container.call(this); var treeGraphics = self.attachAsset('tree', { anchorX: 0.5, anchorY: 1 }); self.update = function () { // Add any specific update logic for the tree here }; }); // UFO class to represent a UFO flying across the screen var UFO = Container.expand(function () { var self = Container.call(this); var ufoGraphics = self.attachAsset('ufo', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 3.2; // Decrease speed by 20% self.direction = Math.random() < 0.5 ? 1 : -1; // Random direction: 1 for right, -1 for left self.lastX = self.x; // Track last X position for future checks self.update = function () { self.x += self.speed * self.direction; self.y = 100 + Math.sin(self.x / 70) * 165; // Increase the wave pattern depth by 10% // If the UFO moves off-screen, destroy it and set to null if (self.lastX <= 2048 + self.width / 2 && self.x > 2048 + self.width / 2 || self.lastX >= -self.width / 2 && self.x < -self.width / 2) { self.destroy(); ufo = null; } self.lastX = self.x; // Update lastX after movement }; }); /**** * Initialize Game ****/ /**** * Assets LK.init.shape('branch', {width:50, height:10, color:0x8b4513, shape:'box'}) ****/ // Initialize clouds array var game = new LK.Game({ backgroundColor: 0x87CEEB // Light blue background to simulate the sky }); /**** * Game Code ****/ // ScoreManager class to manage score logic // ScoreManager class to manage score logic // Create an array to hold bird objects function applyDirectionChange(bird, birdGraphics, asset1, asset2) { if (bird.lastX <= bird.x && bird.x > bird.lastX) { birdGraphics.texture = LK.getAsset(asset1, {}).texture; } else if (bird.lastX >= bird.x && bird.x < bird.lastX) { birdGraphics.texture = LK.getAsset(asset2, {}).texture; } bird.lastX = bird.x; // Update lastX after movement } var ScoreManager = function ScoreManager() { var self = this; self.score = 0; self.addScore = function (points) { self.score += points; return self.score; }; self.resetScore = function () { self.score = 0; }; self.getScore = function () { return self.score; }; }; var ScoreManager = function ScoreManager() { var self = this; self.score = 0; self.addScore = function (points) { self.score += points; return self.score; }; self.resetScore = function () { self.score = 0; }; self.getScore = function () { return self.score; }; }; var birds = []; // bird1 // Initialize with 3 birds spawnBird1(); spawnBird2(); spawnBird3(); // Add the cat to the game var cat = game.addChild(new Cat()); cat.x = 2048 - 200; // Position the cat to the far right cat.y = 2732; // Position the cat at the bottom of the screen game.down = function (x, y, obj) { if (!game.reticle) { game.reticle = game.addChild(new Reticle()); game.setChildIndex(game.reticle, 1); // Set reticle to be rendered after the background } game.reticle.x = x; game.reticle.y = y; var laser = new Laser(cat.x + 20, cat.y - 450, x, y); game.addChild(laser); game.setChildIndex(laser, game.getChildIndex(game.reticle) + 1); // Ensure laser is rendered after the reticle // Clone the laser on the ChildIndex of each bird or UFO on screen birds.forEach(function (bird) { var clonedLaser = new Laser(cat.x + 20, cat.y - 450, x, y); game.addChild(clonedLaser); game.setChildIndex(clonedLaser, game.getChildIndex(bird)); }); if (ufo) { var clonedLaser = new Laser(cat.x + 20, cat.y - 450, x, y); game.addChild(clonedLaser); game.setChildIndex(clonedLaser, game.getChildIndex(ufo)); } // Existing update logic... }; var VOLUME_BGM1 = 0.02; var VOLUME_BREEZE1 = 0.02; var VOLUME_CRICKET1 = 0.02; var VOLUME_FROG1 = 0.02; var VOLUME_SONGBIRD1 = 0.02; var VOLUME_UFO1 = 0.02; var VOLUME_WINGS1 = 0.02; game.move = function (x, y, obj) { if (!game.reticle) { game.reticle = game.addChild(new Reticle()); } if (obj.event) { var x = obj.event.x; var y = obj.event.y; } game.reticle.x = x; game.reticle.y = y; }; // Add a sun to the game in the top left corner var sun = game.addChild(new Sun()); sun.x = 1750; sun.y = 280; game.setChildIndex(sun, 1); // Set sun to be rendered after the background // Function to add a UFO to the game function addUFO() { var ufo = game.addChild(new UFO()); ufo.x = Math.random() < 0.5 ? 2048 + ufo.width / 2 : -ufo.width / 2; // Start from either the far right or left edge of the screen ufo.y = Math.random() * 500; // Random initial y position in the upper part of the screen ufo.customUpdate = function () { ufo.update(); }; // Removed ufo sound playing at startup return ufo; } // Initialize clouds array var clouds = []; for (var i = 0; i < 4; i++) { // Add 3 clouds for variety var cloud = new Cloud(); cloud.x = Math.random() * 2048; cloud.y = Math.random() * 500; // Position clouds in the upper part of the screen clouds.push(cloud); game.addChild(cloud); game.setChildIndex(cloud, 2); // Set clouds to be rendered after the sun } // Initialize a timer to add a UFO at a random time between 30 and 50 seconds var ufo; // Define the ufo variable in the global scope var ufoTimer = LK.setTimeout(function () { addUFO(); }, Math.random() * 20000 + 30000); game.update = function () { for (var i = 0; i < clouds.length; i++) { clouds[i].update(); } if (ufo) { ufo.customUpdate(); // Update each laser game.children.forEach(function (child) { if (child instanceof Laser) { child.update(); // Check for intersections with birds and UFO birds.forEach(function (bird) { if (!child.lastIntersecting && child.intersects(bird)) { score += 1; scoreDisplay.updateScore(score); child.destroy(); bird.destroy(); child.lastIntersecting = true; } child.lastIntersecting = child.intersects(bird); }); if (ufo && !child.lastIntersecting && child.intersects(ufo)) { score += 25; scoreDisplay.updateScore(score); child.destroy(); ufo.destroy(); child.lastIntersecting = true; } child.lastIntersecting = birds.some(function (bird) { return child.intersects(bird); }) || ufo && child.intersects(ufo); } }); if (ufo.lastX <= 2048 + ufo.width / 2 && ufo.x > 2048 + ufo.width / 2 || ufo.lastX >= -ufo.width / 2 && ufo.x < -ufo.width / 2) { // Destroy the UFO and set it to null ufo.destroy(); ufo = null; // Start a timer for the UFO to reappear between 30-50 seconds ufoTimer = LK.setTimeout(function () { ufo = addUFO(); }, Math.random() * 20000 + 30000); } else {} ufo.lastX = ufo.x; // Update lastX for the UFO } // Removed auto-targeting update function }; // Function to spawn a third kind of bird function spawnBird1() { var bird1 = new Bird1(); bird1.x = Math.random() * 2048; bird1.y = -bird1.height; bird1.speed = 1 + Math.random() * 0.6; bird1.lastIntersecting = false; bird1.type = 'Bird1'; // Specific property for Bird1 bird1.color = 0x746130; // Specific color for Bird1 LK.setTimeout(function () { game.addChild(bird1); game.setChildIndex(bird1, 5); // Set Bird1 to be rendered after the laser birds.push(bird1); }, 2000); } function spawnBird2() { var bird2 = new Bird2(); bird2.y = Math.random() * 2732; // Random initial y position within the screen height bird2.x = Math.random() < 0.5 ? 0 : 2048; // Start from either the left or right side bird2.speed = 1 + Math.random() * 0.6; bird2.lastIntersecting = false; bird2.type = 'Bird2'; // Specific property for Bird2 bird2.color = 0xFFFFFF; // Specific color for Bird2 LK.setTimeout(function () { game.addChild(bird2); game.setChildIndex(bird2, 7); // Set Bird2 to be rendered after the tree birds.push(bird2); }, 2000); } function spawnBird3() { var bird3 = new Bird3(); bird3.y = Math.random() * 2732; // Random initial y position within the screen height bird3.x = Math.random() < 0.5 ? 0 : 2048; // Start from either the left or right side bird3.speed = 1 + Math.random() * 0.6; bird3.lastIntersecting = false; bird3.type = 'Bird3'; // Specific property for Bird3 bird3.color = 0xFF0000; // Specific color for Bird3 LK.setTimeout(function () { game.addChild(bird3); game.setChildIndex(bird3, 7); // Set Bird3 to be rendered after Bird2 birds.push(bird3); }, 2000); } // Ensure there are always 3 birds on screen game.update = function () { // Update each bird birds.forEach(function (bird) { bird.update(); // Check if the bird has moved off-screen if (bird.lastY <= 2732 && bird.y > 2732) { bird.y = -bird.height; // Respawn the bird at the top bird.x = Math.random() * 2048; // Randomize the x position bird.speed = 1 + Math.random() * 0.6; // Reset speed for new bird } }); }; // Add a tree to the game var tree = game.addChild(new Tree()); tree.x = 2048 / 2; // Center the tree to prevent it from being cut off on the right side tree.y = 2732 - 50; // Position the tree on the grass game.setChildIndex(tree, 6); // Set tree to be rendered after Bird1 var score = 0; // Add the grass floor to the game var grass = new Grass(); grass.x = 1020; grass.y = 2735; // Position grass at the bottom game.addChild(grass); var bird3 = new Bird3(); game.addChild(bird3); // Ensure bird3 is added to the game game.setChildIndex(grass, Math.min(game.children.length - 1, game.getChildIndex(bird3) + 1)); // Set grass to be rendered after Bird3 var scoreDisplay = new ScoreDisplay(); scoreDisplay.x = 2048 / 2; // Center the score display horizontally scoreDisplay.y = 2732 - 185; // Adjust the y-coordinate of the score display game.addChild(scoreDisplay); game.setChildIndex(scoreDisplay, game.getChildIndex(grass) + 1); // Set score image to be rendered after the grass // Add the cat to the game // Function to handle bgm1 end event function onBgm1End() { // Set a timer to replay bgm1 after 50-80 seconds var bgmTimer = LK.setTimeout(function () { LK.playMusic('bgm1', { loop: true, fade: { start: 0, end: 1, duration: 4000 }, onEnd: onBgm1End }); }, Math.random() * 30000 + 50000); } ; var cat = game.addChild(new Cat()); cat.x = 2048 - 200; // Position the cat to the far right cat.y = 2732; // Position the cat at the bottom of the screen game.setChildIndex(cat, Math.min(10, game.children.length - 1)); // Set cat to be rendered after the grass // Play bgm1 at the start and set a timer to repeat every 30-50 seconds LK.playMusic('bgm1', { loop: false, fade: { start: 0, end: 0.1, duration: 4000 }, onEnd: function onEnd() { // Set a timer to replay bgm1 every 30-50 seconds LK.setTimeout(function () { LK.playMusic('bgm1', { loop: false, fade: { start: 0, end: 0.1, duration: 4000 }, onEnd: onEnd // Set the onEnd function to replay bgm1 }); }, Math.random() * 20000 + 30000); // Random time between 30-50 seconds } }); // Initialize a timer to play the wings1 sound at a random time between 10 and 30 seconds var wingsTimer = LK.setTimeout(function () { LK.getSound('wings1').play(); wingsTimer = LK.setTimeout(arguments.callee, Math.random() * 20000 + 10000); }, Math.random() * 20000 + 10000); // Create an array for all sounds except ufo1, including all birdsong sounds var sounds = ['cricket1', 'frog1', 'wings1', 'songbird1']; // Initialize random timers for each sound to play between 30-50 seconds sounds.forEach(function (soundId) { var sound = LK.getSound(soundId); var ambientSoundTimer = LK.setTimeout(function () { sound.play(); // Reset the timer to play the sound again between 30-50 seconds ambientSoundTimer = LK.setTimeout(arguments.callee, Math.random() * 20000 + 30000); }, Math.random() * 20000 + 30000); });
===================================================================
--- original.js
+++ change.js
@@ -562,33 +562,29 @@
var cat = game.addChild(new Cat());
cat.x = 2048 - 200; // Position the cat to the far right
cat.y = 2732; // Position the cat at the bottom of the screen
game.setChildIndex(cat, Math.min(10, game.children.length - 1)); // Set cat to be rendered after the grass
-// Play bgm1 once on load and set a timer to replay it every 20-50 seconds
+// Play bgm1 at the start and set a timer to repeat every 30-50 seconds
LK.playMusic('bgm1', {
loop: false,
- // Play once
fade: {
start: 0,
- end: 0.02,
- // Set to the lowest volume
+ end: 0.1,
duration: 4000
},
onEnd: function onEnd() {
- // Set a timer to replay bgm1 every 20-50 seconds
+ // Set a timer to replay bgm1 every 30-50 seconds
LK.setTimeout(function () {
LK.playMusic('bgm1', {
loop: false,
- // Play once
fade: {
start: 0,
- end: 0.02,
- // Set to the lowest volume
+ end: 0.1,
duration: 4000
},
onEnd: onEnd // Set the onEnd function to replay bgm1
});
- }, Math.random() * 30000 + 20000); // Random time between 20-50 seconds
+ }, Math.random() * 20000 + 30000); // Random time between 30-50 seconds
}
});
// Initialize a timer to play the wings1 sound at a random time between 10 and 30 seconds
var wingsTimer = LK.setTimeout(function () {
an orange and white cat facing away from the camera. the cat is sitting straight up and looking up, ready to pounce. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
remove black box
fluffy translucent cloud. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
bright sun with wincing cartoon face and a black eye. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
a goofy ufo. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
red gaming reticle. Minimal. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
sunny day, hilly landscape. there is an alien invasion taking place in the distance. cities burning.
large AUTUMN SHADES tree with sparse bunches of leaves. branches are exposed, but the tree is tough and old.. true-color, realistic, Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
glowing orange sphere. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
sideway view of a fighter jet. . . In-Game 2d asset. transparent background. horizontal. No shadows.
shiny purple and black attack ufo.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows