User prompt
when bird2 or bird3 are hit, score 1 point, not 5
User prompt
shooting bird1 works. please add the same functionality to bird2 and bird3
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move score text left 80px
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Please fix the bug: 'Uncaught ReferenceError: catGraphics is not defined' in or related to this line: 'self.y = startY - catGraphics.height / 2;' Line Number: 183
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make the laser fire from the cat's head
User prompt
create a separate class for laser
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good! when bird1 is hit, add 5 points to score, set a timer for 10 seconds, then respawn bird1
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when i shoot the birds behind the tree, i want it to disappear
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remove all collision and intersection code
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fix intersection and collision logic to account for all childindexes
User prompt
refactor reticle, laser, collision, intersect, and scoring logic from scratch.
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laser should render before reticle.
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Please fix the bug: 'Uncaught ReferenceError: reticle is not defined' in or related to this line: 'game.setChildIndex(reticle.laser, 1);' Line Number: 395
Code edit (2 edits merged)
Please save this source code
User prompt
improve laser logic
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refactor all laser code
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Please fix the bug: 'Uncaught ReferenceError: reticle is not defined' in or related to this line: 'game.setChildIndex(reticle, 8); // Set reticle to be rendered after the background' Line Number: 388
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Please fix the bug: 'Error: The supplied DisplayObject must be a child of the caller' in or related to this line: 'game.setChildIndex(laser, 8);' Line Number: 398
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its still happening
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Please fix the bug: 'Error: The supplied DisplayObject must be a child of the caller' in or related to this line: 'game.setChildIndex(laser, 8);' Line Number: 398
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the first time i shoot a laser, its on the correct childindex, after that, it moves to another
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fix this code ; setChildIndex(laser, 8)
Code edit (1 edits merged)
Please save this source code
User prompt
fix collision detection for laser and birds and ufo
Code edit (1 edits merged)
Please save this source code
/**** * 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('bird1b', { 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; } if (self.lastX < self.x) { birdGraphics.scale.x = -1; // Flip horizontally } else if (self.lastX > self.x) { birdGraphics.scale.x = 1; // Normal orientation } self.lastX = self.x; // Update lastX after movement 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('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% if (self.lastX < self.x) { birdGraphics.scale.x = -1; // Flip horizontally } else if (self.lastX > self.x) { birdGraphics.scale.x = 1; // Normal orientation } self.lastX = self.x; // Update lastX after movement // 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('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% // 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; } if (self.lastX < self.x) { birdGraphics.scale.x = -1; // Flip horizontally } else if (self.lastX > self.x) { birdGraphics.scale.x = 1; // Normal orientation } self.lastX = self.x; // Update lastX after movement 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; // 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 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, cat.y, x, y); game.addChild(laser); game.setChildIndex(laser, 7); // Ensure laser is rendered after the reticle // 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)) { if (bird instanceof Bird1) { score += 5; } else if (bird instanceof Bird2 || bird instanceof Bird3) { score += 1; } score.updateScore(score); child.destroy(); } }); if (ufo && !child.lastIntersecting && child.intersects(ufo)) { score += 25; score.updateScore(score); child.destroy(); } 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 once on load and set a timer to replay it every 20-50 seconds LK.playMusic('bgm1', { loop: false, // Play once fade: { start: 0, end: 0.02, // Set to the lowest volume duration: 4000 }, onEnd: function onEnd() { // Set a timer to replay bgm1 every 20-50 seconds LK.setTimeout(function () { LK.playMusic('bgm1', { loop: false, // Play once fade: { start: 0, end: 0.02, // Set to the lowest volume duration: 4000 }, onEnd: onEnd // Set the onEnd function to replay bgm1 }); }, Math.random() * 30000 + 20000); // Random time between 20-50 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); });
/****
* 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('bird1b', {
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;
}
if (self.lastX < self.x) {
birdGraphics.scale.x = -1; // Flip horizontally
} else if (self.lastX > self.x) {
birdGraphics.scale.x = 1; // Normal orientation
}
self.lastX = self.x; // Update lastX after movement
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('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%
if (self.lastX < self.x) {
birdGraphics.scale.x = -1; // Flip horizontally
} else if (self.lastX > self.x) {
birdGraphics.scale.x = 1; // Normal orientation
}
self.lastX = self.x; // Update lastX after movement
// 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('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%
// 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;
}
if (self.lastX < self.x) {
birdGraphics.scale.x = -1; // Flip horizontally
} else if (self.lastX > self.x) {
birdGraphics.scale.x = 1; // Normal orientation
}
self.lastX = self.x; // Update lastX after movement
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;
// 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
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, cat.y, x, y);
game.addChild(laser);
game.setChildIndex(laser, 7); // Ensure laser is rendered after the reticle
// 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)) {
if (bird instanceof Bird1) {
score += 5;
} else if (bird instanceof Bird2 || bird instanceof Bird3) {
score += 1;
}
score.updateScore(score);
child.destroy();
}
});
if (ufo && !child.lastIntersecting && child.intersects(ufo)) {
score += 25;
score.updateScore(score);
child.destroy();
}
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 once on load and set a timer to replay it every 20-50 seconds
LK.playMusic('bgm1', {
loop: false,
// Play once
fade: {
start: 0,
end: 0.02,
// Set to the lowest volume
duration: 4000
},
onEnd: function onEnd() {
// Set a timer to replay bgm1 every 20-50 seconds
LK.setTimeout(function () {
LK.playMusic('bgm1', {
loop: false,
// Play once
fade: {
start: 0,
end: 0.02,
// Set to the lowest volume
duration: 4000
},
onEnd: onEnd // Set the onEnd function to replay bgm1
});
}, Math.random() * 30000 + 20000); // Random time between 20-50 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);
});
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
wings1
Sound effect
ufo1
Sound effect
cricket1
Sound effect
frog1
Sound effect
bgm1
Music
breeze1
Sound effect
songbird1
Sound effect
laser1
Sound effect
teslacoil
Sound effect
chitter
Sound effect
laser2
Sound effect
dead1
Sound effect
electro
Sound effect