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Please fix the bug: 'LK.Text is not a constructor' in or related to this line: 'var levelText = new LK.Text("Lvl " + self.level, {' Line Number: 48
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Please fix the bug: 'LK.Text is not a constructor' in or related to this line: 'var buttonText = new LK.Text(text, {' Line Number: 168
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Please fix the bug: 'LK.Text is not a constructor' in or related to this line: 'var levelText = new LK.Text("Level: 1 (x1.0)", {' Line Number: 148
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Please fix the bug: 'LK.Text is not a constructor' in or related to this line: 'var counterText = new LK.Text("Sparkles: 0", {' Line Number: 140
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make label text black
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move all objects to the top right of the screen
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make the game play itself until a player clicks a start button
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Please fix the bug: 'LK.Text is not a constructor' in or related to this line: 'var levelText = new LK.Text("Lvl " + self.level, {' Line Number: 34
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Please fix the bug: 'LK.Text is not a constructor' in or related to this line: 'var buttonText = new LK.Text(text, {' Line Number: 119
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Please fix the bug: 'LK.Text is not a constructor' in or related to this line: 'var counterText = new LK.Text("Sparkles: 0", {' Line Number: 102
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change all label text colors to white
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remove unused objects
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apply images to all image obects
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Please fix the bug: 'TypeError: Graphics is not a constructor' in or related to this line: 'var laserGraphics = new Graphics();' Line Number: 273
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8. **Game Initialization**: During `Initialize Game`, only set `backgroundColor`. All other variables should be set in `Game Code`. 9. **Game Elements Centering**: Ensure game play elements that should be centered are properly centered, accounting for asset size. 10. **Dynamic Resizing and Orientation**: Do not handle dynamic resizing and orientation changes, as the LK engine will handle this automatically. 11. **Sound and Music**: Refrain from adding sound, music, or pause functions unless specifically directed. 12. **Background**: Never add a background to the game unless specifically asked. 13. **Tweening**: There is no `LK.Tween` library, so any animations should be written manually or use existing plugins. 14. **Asset Creation**: You do not need to create new assets in the `Assets` section as the engine will do this automatically. 15. **Import Statements**: Do not add any import or require statements to the code, even if it's commented out or a placeholder.
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8. **Game Initialization**: During `Initialize Game`, only set `backgroundColor`. All other variables should be set in `Game Code`. 9. **Game Elements Centering**: Ensure game play elements that should be centered are properly centered, accounting for asset size. 10. **Dynamic Resizing and Orientation**: Do not handle dynamic resizing and orientation changes, as the LK engine will handle this automatically. 11. **Sound and Music**: Refrain from adding sound, music, or pause functions unless specifically directed. 12. **Background**: Never add a background to the game unless specifically asked. 13. **Tweening**: There is no `LK.Tween` library, so any animations should be written manually or use existing plugins. 14. **Asset Creation**: You do not need to create new assets in the `Assets` section as the engine will do this automatically. 15. **Import Statements**: Do not add any import or require statements to the code, even if it's commented out or a placeholder.
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1. **Global Scope Initialization**: Ensure that all important variables, instances, arrays, and variables are initialized in the global scope of `gamecode.js`. This includes arrays for game objects like `cats`, `kittens`, `birds`, `ufos`, `clouds`, `powerUps`, and `sparkles`.
2. **Asset Classes**: Differentiate between asset classes for different behaviors, such as 'HeroBullets' and 'EnemyBullets', and ensure distinct assets are assigned to these classes.
3. **Event Listeners**: Ensure event listeners are correctly using the `obj.event` for the event object, and not assuming any standard libraries are included.
4. **Touchscreen Compatibility**: Ensure the game is touchscreen-compatible and does not rely on keyboard inputs or controls.
5. **Asset Retrieval**: Use `LK.getAsset('
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continue developing hte app
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ensure the game is initialized correctly
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continue
/**** * 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-left', { anchorX: 0.5, anchorY: 0.5 }); // Add a label to the bird var birdLabel = new Text2('Bird1', { size: 20, fill: 0xFFFFFF }); birdLabel.anchor.set(0.5, 0.5); // Center the label birdLabel.y = -40; // Position above the bird (increased from -30) self.addChild(birdLabel); self.speed = 1 + Math.random() * 0.6; self.lastY = self.y; self.update = function () { self.y += self.speed; self.lastY = self.y; }; }); // Bird2 class to represent the second kind of bird var Bird2 = Container.expand(function () { var self = Container.call(this); var birdGraphics = self.attachAsset('bird2-left', { anchorX: 0.5, anchorY: 0.5 }); // Add a label to the bird var birdLabel = new Text2('Bird2', { size: 20, fill: 0xFFFFFF }); birdLabel.anchor.set(0.5, 0.5); // Center the label birdLabel.y = -40; // Position above the bird (increased from -30) self.addChild(birdLabel); self.speed = 0.8 + Math.random() * 0.5; self.lastY = self.y; self.update = function () { self.y += self.speed; self.lastY = self.y; }; }); // Add Bird3 class for variety var Bird3 = Container.expand(function () { var self = Container.call(this); var birdGraphics = self.attachAsset('bird1-right', { anchorX: 0.5, anchorY: 0.5 }); // Add a label to the bird var birdLabel = new Text2('Bird3', { size: 20, fill: 0xFFFFFF }); birdLabel.anchor.set(0.5, 0.5); // Center the label birdLabel.y = -40; // Position above the bird (increased from -30) self.addChild(birdLabel); self.speed = 1.2 + Math.random() * 0.7; self.lastY = self.y; self.update = function () { self.y += self.speed; self.lastY = self.y; }; }); // Cat class to manage cat behavior var Cat = Container.expand(function () { var self = Container.call(this); var catGraphics = self.attachAsset('catImage', { anchorX: 0.5, anchorY: 1 }); // Add a label to the cat var catLabel = new Text2('Cat', { size: 30, fill: 0xFFFFFF }); catLabel.anchor.set(0.5, 0.5); // Center the label catLabel.y = -120; // Position above the cat self.addChild(catLabel); self.level = 1; self.attackRate = 2; // attacks per second self.attackRange = 300; self.lastAttackTime = 0; self.update = function () { // Check for nearby birds to attack var currentTime = LK.ticks / 60; if (currentTime - self.lastAttackTime > 1 / self.attackRate) { for (var i = 0; i < birds.length; i++) { var bird = birds[i]; var dx = bird.x - self.x; var dy = bird.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < self.attackRange) { // Create laser from cat to bird var laser = new Laser(self.x, self.y - 100, bird.x, bird.y); game.addChild(laser); self.lastAttackTime = currentTime; break; } } } }; }); // Cloud class to represent cloud behavior var Cloud = Container.expand(function () { var self = Container.call(this); var cloudGraphics = self.attachAsset('cloud', { anchorX: 0.5, anchorY: 0.5 }); // Add a label to the cloud var cloudLabel = new Text2('Cloud', { size: 25, fill: 0xFFFFFF }); cloudLabel.anchor.set(0.5, 0.5); // Center the label cloudLabel.y = -60; // Position above the cloud self.addChild(cloudLabel); self.speed = 0.2 + Math.random() * 0.3; self.direction = Math.random() < 0.5 ? 1 : -1; // Random direction self.lastX = self.x; 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; } self.lastX = self.x; }; }); // CloudMovement class to handle cloud movement and fade effects var CloudMovement = Container.expand(function () { var self = Container.call(this); var cloudGraphics = self.attachAsset('cloud', { anchorX: 0.5, anchorY: 0.5, alpha: 0.8 // Set default opacity to 80% }); self.speed = Math.random() * 0.55 + 0.25; // Adjust speed to range between 0.25 and 0.8 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 *= 2; // Double the speed when touching the sun tween(cloudGraphics, { alpha: 0.5 }, { duration: 3000, easing: tween.linear }); } else if (self.lastIntersecting && !self.intersects(sun)) { self.speed /= 2; // Reset speed to original when not touching the sun tween(cloudGraphics, { alpha: 1.0 }, { duration: 3000, easing: tween.linear }); } self.lastIntersecting = self.intersects(sun); self.lastX = self.x; // Update lastX after movement }; }); // GrassBack class to represent the grass image var GrassBack = Container.expand(function () { var self = Container.call(this); var grassGraphics = self.attachAsset('grass-back', { 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) / 90) * 0.15; // Swaying effect, increased speed }; self.addChild(grassGraphics); // Add grass graphics to the container 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) / 90) * 0.15; // Swaying effect, increased speed }; }); // GrassFront class to represent the second grass image var GrassFront = Container.expand(function () { var self = Container.call(this); var grass2Graphics = self.attachAsset('grass-front', { anchorX: 0.5, anchorY: 1 }); self.lastX = self.x; // Initialize lastX for tracking changes on X self.addChild(grass2Graphics); // Add grass2 graphics to the container 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 + 50) / 100) * 0.125; // Swaying effect, reduced by 50% self.lastX = self.x; // Update lastX after movement }; }); // Jet class to represent a jet flying across the screen var Jet = Container.expand(function () { var self = Container.call(this); var jetGraphics = self.attachAsset('jet', { anchorX: 0.5, anchorY: 0.5 }); // Add a label to the jet var jetLabel = new Text2('Jet', { size: 50, fill: 0xFFFFFF }); jetLabel.anchor.set(0.5, 0.5); // Center the label on the jet jetLabel.y = -70; // Position the label above the jet (increased from -60) self.addChild(jetLabel); self.speed = 10; // Set the speed of the jet 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; // If the jet 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; } self.lastX = self.x; // Update lastX after movement }; }); // Add label to Kitten class if it exists var Kitten = Container.expand(function () { var self = Container.call(this); var kittenGraphics = self.attachAsset('kitten', { anchorX: 0.5, anchorY: 1 }); // Add a label to the kitten var kittenLabel = new Text2('Kitten', { size: 20, fill: 0xFFFFFF }); kittenLabel.anchor.set(0.5, 0.5); // Center the label kittenLabel.y = -90; // Position above the kitten (increased from -80) self.addChild(kittenLabel); self.level = 1; self.collectRate = 1; // sparkles per second self.lastCollectTime = 0; self.update = function () { // Collect sparkles over time var currentTime = LK.ticks / 60; if (currentTime - self.lastCollectTime > 1 / self.collectRate) { // Add sparkle collection logic here self.lastCollectTime = currentTime; } }; }); // Laser class to represent a laser shot from the cat var Laser = Container.expand(function (startX, startY, endX, endY) { var self = Container.call(this); self.startX = startX; self.startY = startY; self.endX = endX; self.endY = endY; // Calculate angle and distance var dx = endX - startX; var dy = endY - startY; var distance = Math.sqrt(dx * dx + dy * dy); var angle = Math.atan2(dy, dx); // Create laser graphics var laserGraphics = self.attachAsset('laser', { anchorX: 0.0, anchorY: 0.5, rotation: angle }); laserGraphics.width = distance; self.addChild(laserGraphics); self.x = startX; self.y = startY; // Add a label to the laser var laserLabel = new Text2('Laser', { size: 15, fill: 0xFF8888 }); laserLabel.anchor.set(0.5, 0.5); // Center the label laserLabel.y = -10; // Position above the laser laserLabel.x = distance / 2; // Center along the laser laserLabel.rotation = angle; // Align with laser self.addChild(laserLabel); // Play laser sound LK.getSound('laser1').play(); self.lastIntersecting = false; self.lifespan = 30; // frames self.update = function () { self.lifespan--; if (self.lifespan <= 0) { self.destroy(); } }; }); // Light1 class to represent a light object var Light1 = Container.expand(function () { var self = Container.call(this); var lightGraphics = self.attachAsset('light1', { anchorX: 0.5, anchorY: 0.5 }); self.x = 450, self.y = 450; // Add a label to the light1 object var lightLabel = new Text2('Light1', { size: 50, fill: 0xFFFFFF }); lightLabel.anchor.set(0.5, 0.5); // Center the label on the light lightLabel.y = -70; // Position the label above the light (increased from -60) self.addChild(lightLabel); self.update = function () { // Add any specific update logic for the light here }; }); // Mirror class to manage score display var Mirror = Container.expand(function () { var self = Container.call(this); var scoreGraphics = self.attachAsset('mirror1', { anchorX: 0.5, anchorY: 0.5, rotation: Math.PI / 14 }); var scoreText = new Text2('0', { size: 175, fill: 0x800080, font: "Courier New, Courier, monospace", // Segmented clock style font stroke: 0x00FF00, strokeThickness: 15, dropShadow: true, dropShadowColor: 0x000000, dropShadowBlur: 5, dropShadowAngle: Math.PI / 6, dropShadowDistance: 6 }); scoreText.y = 50; // Move score text up by 20px scoreText.x = -145; // Move score text left by 10px scoreText.rotation = Math.PI / 12; // Rotate score text right 15 degrees x = 100; y = 100; self.addChild(scoreText); self.updateScore = function (newScore) { scoreText.setText(newScore); }; }); // Add label to Powerup class if it exists var Powerup = Container.expand(function () { var self = Container.call(this); var powerupGraphics = self.attachAsset('powerupImage', { anchorX: 0.5, anchorY: 0.5 }); // Add a label to the powerup var powerupLabel = new Text2('Powerup', { size: 15, fill: 0xFFFFFF }); powerupLabel.anchor.set(0.5, 0.5); // Center the label powerupLabel.y = -35; // Position above the powerup (increased from -25) self.addChild(powerupLabel); self.lifespan = 300; // 5 seconds at 60fps self.update = function () { self.lifespan--; if (self.lifespan <= 0) { self.destroy(); } }; }); // Reticle class to manage reticle behavior var Reticle = Container.expand(function () { var self = Container.call(this); // Create reticle graphics var reticleGraphics = self.attachAsset('reticle1', { anchorX: 0.5, anchorY: 0.5 }); self.addChild(reticleGraphics); // Add a label to the reticle var reticleLabel = new Text2('Target', { size: 15, fill: 0xFF0000 }); reticleLabel.anchor.set(0.5, 0.5); // Center the label reticleLabel.y = -30; // Position above the reticle self.addChild(reticleLabel); self.update = function () { // Add any specific update logic for the reticle here }; }); // Stack1 class to represent the stack1 image var Stack1 = Container.expand(function () { var self = Container.call(this); var stackGraphics = self.attachAsset('stack1', { anchorX: 0.5, anchorY: 0.5, rotation: Math.PI / -12 }); self.update = function () { // Add any specific update logic for stack1 here }; }); // ScoreManager class to manage score logic // Sun class to represent a 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 }); // Add a label to the sun var sunLabel = new Text2('Sun', { size: 30, fill: 0x000000 // Black text for contrast }); sunLabel.anchor.set(0.5, 0.5); // Center the label sunLabel.y = -40; // Position above the sun self.addChild(sunLabel); startPulsating(sunGraphics); // Start the pulsating effect on the sun graphics }); // Function to create a 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 }); // Add a label to the tree var treeLabel = new Text2('Tree', { size: 40, fill: 0xFFFFFF }); treeLabel.anchor.set(0.5, 0.5); // Center the label treeLabel.y = -treeGraphics.height - 20; // Position above the tree self.addChild(treeLabel); self.update = function () { // Add any specific update logic for the tree here }; }); // UFO class to represent a UFO var UFO = Container.expand(function () { var self = Container.call(this); var ufoGraphics = self.attachAsset('ufoImage', { anchorX: 0.5, anchorY: 0.5 }); // Add a label to the UFO var ufoLabel = new Text2('UFO', { size: 25, fill: 0xFFFFFF }); ufoLabel.anchor.set(0.5, 0.5); // Center the label ufoLabel.y = -50; // Position above the UFO (increased from -40) self.addChild(ufoLabel); self.speed = 2; self.direction = Math.random() < 0.5 ? 1 : -1; // Random direction self.lastX = self.x; self.customUpdate = function () { self.x += self.speed * self.direction; // Check if UFO has moved off-screen 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; LK.getSound('ufo1').stop(); } self.lastX = self.x; }; }); /**** * Initialize Game ****/ // UFOMovement class to handle UFO movement /**** * Assets LK.init.shape('branch', {width:50, height:10, color:0x8b4513, shape:'box'}) ****/ // Initialize clouds array var game = new LK.Game({ // No title, no description backgroundColor: 0x000000 // Black }); /**** * Game Code ****/ // JetMovement class to handle jet movement var JetMovement = function JetMovement(jet, jetGraphics) { this.jet = jet; this.jetGraphics = jetGraphics; this.jet.speed = Math.max(1.6, 3.2) * 2; // Set the jet speed to 200% faster than the fastest object (Bird2 or UFO) this.jet.direction = Math.random() < 0.5 ? 1 : -1; // Random direction: 1 for right, -1 for left this.jet.lastX = this.jet.x; // Track last X position for future checks this.jet.update = function () { this.x += this.speed * this.direction; // If the jet moves off-screen, reposition it to the opposite side if (this.lastX <= 2048 + this.width / 2 && this.x > 2048 + this.width / 2) { this.x = -this.width / 2; } else if (this.lastX >= -this.width / 2 && this.x < -this.width / 2) { this.x = 2048 + this.width / 2; } this.lastX = this.x; // Update lastX after movement }; }; var bird2; // Define bird2 variable in the global scope // Bird2Effects class to handle effects and animations for Bird2 // Function to create a pulsating effect function startPulsating(target) { var duration = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : 888; function pulsate() { tween(target, { scaleX: 1.1, scaleY: 1.1 }, { duration: duration, easing: tween.easeInOut, onFinish: function onFinish() { tween(target, { scaleX: 1.0, scaleY: 1.0 }, { duration: duration, easing: tween.easeInOut, onFinish: pulsate }); } }); } pulsate(); } // UFOSound class to manage UFO sound effects // UFOMovement class to handle UFO movement var UFOMovement = function UFOMovement(ufo, ufoGraphics) { this.ufo = ufo; this.ufoGraphics = ufoGraphics; this.ufo.speed = 3.2; // Decrease speed by 20% this.ufo.direction = Math.random() < 0.5 ? 1 : -1; // Random direction: 1 for right, -1 for left this.ufo.lastX = this.ufo.x; // Track last X position for future checks this.ufo.update = function () { this.x += this.speed * this.direction; this.y = 100 + Math.sin(this.x / 50) * 250; // Extend the wave pattern to be longer and wider // Stop playing ufo1 sound after UFO leaves the screen if (this.lastX <= 2048 + this.width / 2 && this.x > 2048 + this.width / 2 || this.lastX >= -this.width / 2 && this.x < -this.width / 2) { this.destroy(); ufo = null; LK.getSound('ufo1').stop(); } this.lastX = this.x; // Update lastX after movement }; }; var UFOSound = function UFOSound() { this.play = function () { LK.getSound('ufo1').play(); }; }; // BackgroundMusic class to manage background music var BackgroundMusic = function BackgroundMusic() { this.play = function () { LK.playMusic('bgm1', { loop: true, fade: { start: 0, end: 1, duration: 4000 }, onEnd: onBgm1End }); }; }; // LaserSound class to manage laser sound effects var LaserSound = function LaserSound() { this.play = function () { LK.getSound('laser1').play(); }; }; var Bird1Movement = function Bird1Movement(bird, birdGraphics) { this.bird = bird; this.birdGraphics = birdGraphics; this.bird.speed = Math.random() * 1.6 + 1; this.bird.lastY = this.bird.y; // Initialize lastY for tracking changes on Y this.bird.lastX = this.bird.x; // Initialize lastX for tracking changes on X this.bird.update = function () { this.y += this.speed; this.x += Math.sin(this.y / 100) * 6.5; // Increase the swooping motion of the bird's movement by 30% // Check if the bird has moved off-screen if (this.lastY <= 2732 && this.y > 2732) { this.y = -this.height; this.x = Math.random() < 0.33 ? Math.random() * 2048 : Math.random() < 0.5 ? 0 : 2048; } if (this.birdGraphics) { if (this.lastX <= this.x) { this.birdGraphics.texture = LK.getAsset('bird1-right', {}).texture; } else if (this.lastX > this.x) { this.birdGraphics.texture = LK.getAsset('bird1-left', {}).texture; } this.lastX = this.x; // Update lastX after movement } this.lastY = this.y; // Update lastY after movement }; }; var Bird2Movement = function Bird2Movement(bird, birdGraphics) { this.bird = bird; this.birdGraphics = birdGraphics; this.bird.speed = Math.random() * 1.6 + 1; this.bird.lastY = this.bird.y; // Initialize lastY for tracking changes on Y this.bird.lastX = this.bird.x; // Initialize lastX for tracking changes on X this.bird.update = function () { this.y += this.speed; this.x += Math.sin(this.y / 100) * 6.5; // Increase the swooping motion of the bird's movement by 30% if (this.birdGraphics) { if (this.lastX <= this.x) { this.birdGraphics.texture = LK.getAsset('bird2-right', {}).texture; } else if (this.lastX > this.x) { this.birdGraphics.texture = LK.getAsset('bird2-left', {}).texture; } this.lastX = this.x; // Update lastX after movement } // Check if the bird has moved off-screen if (this.lastY <= 2732 && this.y > 2732) { this.y = Math.random() * 2732; // Random initial y position within the screen height this.x = Math.random() < 0.5 ? 0 : 2048; // Start from either the left or right side } this.lastY = this.y; // Update lastY after movement }; }; var CloudMovement = function CloudMovement(cloud, cloudGraphics) { this.cloud = cloud; this.cloudGraphics = cloudGraphics; this.cloud.speed = Math.random() * 0.55 + 0.25; // Adjust speed to range between 0.25 and 0.8 this.cloud.hasAccelerated = false; // Track if the cloud has already accelerated this.cloud.direction = Math.random() < 0.5 ? 1 : -1; // Random direction: 1 for right, -1 for left this.cloud.lastX = this.cloud.x; // Track last X position for future checks this.cloud.lastIntersecting = false; // Initialize lastIntersecting for tracking changes on intersections this.cloud.update = function () { this.x += this.speed * this.direction; // If the cloud moves off-screen, reposition it to the opposite side if (this.lastX <= 2048 + this.width / 2 && this.x > 2048 + this.width / 2) { this.x = -this.width / 2; } else if (this.lastX >= -this.width / 2 && this.x < -this.width / 2) { this.x = 2048 + this.width / 2; } // Check for overlap with other clouds for (var i = 0; i < clouds.length; i++) { if (clouds[i] !== this && this.intersects(clouds[i])) { if (!this.hasAccelerated) { this.speed *= 1.5; // Increase speed by 50% this.hasAccelerated = true; // Mark as accelerated } break; } else if (this.hasAccelerated && !this.intersects(clouds[i])) { this.speed /= 1.5; // Reset speed to original this.hasAccelerated = false; // Reset acceleration state } } // Check if the cloud intersects with the sun if (!this.lastIntersecting && this.intersects(sun)) { this.speed *= 2; // Double the speed when touching the sun if (this.cloudGraphics) { tween(this.cloudGraphics, { alpha: 0.5 }, { duration: 3000, easing: tween.linear }); } } else if (this.lastIntersecting && !this.intersects(sun)) { this.speed /= 2; // Reset speed to original when not touching the sun if (this.cloudGraphics) { tween(this.cloudGraphics, { alpha: 1.0 }, { duration: 3000, easing: tween.linear }); } } this.lastIntersecting = this.intersects(sun); this.lastX = this.x; // Update lastX after movement }; }; var Bird2Effects = function Bird2Effects(bird) { this.bird = bird; this.applyEffects = function () { // Add any specific effects or animations for Bird2 here }; }; // Bird1Effects class to handle effects and animations for Bird1 var Bird1Effects = function Bird1Effects(bird) { this.bird = bird; this.applyEffects = function () { // Add any specific effects or animations for Bird1 here }; }; var background = LK.getAsset('background', { anchorX: 0.5, anchorY: 0.5 }); background.x = 2048 / 2; background.y = 2732 / 2 - 100; game.addChild(background); // ScoreManager class to manage score logic 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 = []; game.down = function (x, y, obj) { if (!game.reticle) { game.reticle = game.addChild(new Reticle()); if (game.children.includes(game.reticle)) { game.setChildIndex(game.reticle, 7); // Set reticle to be rendered after the tree } } game.reticle.x = x; game.reticle.y = y; var laser = new Laser(cat.x - 140, cat.y - 440, x, y); // laser starting point game.addChild(laser); if (game.children.includes(laser) && game.children.includes(game.reticle)) { game.setChildIndex(laser, game.getChildIndex(game.reticle) + 1); // Ensure laser is rendered after the reticle } }; 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 = 480; sun.y = 680; // Ensure sun is added to the game before setting its index if (game.children.includes(sun)) { game.setChildIndex(sun, 1); // Set sun to be rendered after the background } var light1 = game.addChild(new Light1()); light1.x = 530; // Move light1 right by 50px light1.y = 1490; // Move light1 down by 210px // Ensure light1 is added to the game before setting its index if (game.children.includes(light1)) { game.setChildIndex(light1, 2); // Set light1 to be rendered after the sun } // Function to add a UFO to the game function addUFO() { var ufo = new UFO(); game.addChild(ufo); // Ensure UFO is added to the game before setting its index if (game.children.includes(ufo) && game.children.includes(clouds[0])) { game.setChildIndex(ufo, game.getChildIndex(clouds[0]) + 1); // Set UFO to be rendered after the first cloud } 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() * (2732 / 2 - ufo.height); // Random initial y position within the top half 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() * (2732 / 2); // Position clouds in the upper half of the screen clouds.push(cloud); game.addChild(cloud); // Ensure cloud is added to the game before setting its index if (game.children.includes(cloud)) { game.setChildIndex(cloud, 2); // Set clouds to be rendered after the sun } } var bird1; // Define bird1 variable in the global scope // Initialize birds spawnBird1(); spawnBird2(); spawnBird2(); // Initialize a timer to add a UFO at a random time between 20 and 30 seconds var ufo; // Define the ufo variable in the global scope var laser; // Define the laser variable in the global scope var ufoTimer = LK.setTimeout(function () { addUFO(); // Reset the timer for the UFO to reappear between 10-20 seconds ufoTimer = LK.setTimeout(arguments.callee, Math.random() * 10000 + 10000); }, Math.random() * 10000 + 10000); // Initial interval for UFO appearances between 10 to 20 seconds game.update = function () { // Update each bird birds.forEach(function (bird, index) { bird.update(); // Check if the bird has moved off-screen if (bird.lastY <= 2732 && bird.y > 2732) { bird.destroy(); birds.splice(index, 1); spawnBird(); } }); // Update clouds clouds.forEach(function (cloud) { cloud.update(); }); // Update UFO if present if (ufo) { ufo.customUpdate(); } // Spawn UFO randomly if (!ufo && Math.random() < 0.001) { spawnUFO(); } // Ensure there are always 3 birds while (birds.length < 3) { spawnBird(); } }; // Helper function to spawn birds function spawnBird() { var birdType = Math.random(); var bird; if (birdType < 0.6) { bird = new Bird1(); } else if (birdType < 0.9) { bird = new Bird2(); } else { bird = new Bird3(); } bird.x = Math.random() * 2048; bird.y = -bird.height; game.addChild(bird); birds.push(bird); } // Helper function to spawn UFO function spawnUFO() { ufo = new UFO(); ufo.x = ufo.direction > 0 ? -ufo.width / 2 : 2048 + ufo.width / 2; ufo.y = Math.random() * 1000 + 200; game.addChild(ufo); LK.getSound('ufo1').play(); } // 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); // Ensure bird1 is added to the game before setting its index if (game.children.includes(bird1)) { if (game.children.includes(bird1) && game.children.includes(tree)) { game.setChildIndex(bird1, game.getChildIndex(tree)); // Set Bird1 to be rendered before tree } } birds.push(bird1); }, 2000); } function spawnBird2() { var bird = new Bird2(); bird.y = Math.random() * (2732 / 2); // Random initial y position in the top half bird.x = Math.random() < 0.5 ? 0 : 2048; // Start from either the left or right side bird.speed = 1 + Math.random() * 0.6; bird.lastIntersecting = false; bird.type = 'bird2'; // Specific property for Bird2 bird.color = 0xFFFFFF; // Specific color for Bird2 LK.setTimeout(function () { game.addChild(bird); // Ensure bird is added to the game before setting its index if (game.children.includes(bird)) { game.setChildIndex(bird, game.getChildIndex(stack1) + 1); // Set Bird2 to be rendered after stack1 } birds.push(bird); }, 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 + 600; // Move the tree 500px to the right tree.y = 2500; // Position the tree on the grass // Ensure tree is added to the game before setting its index if (game.children.includes(tree) && game.children.includes(bird1)) { game.setChildIndex(tree, game.getChildIndex(bird1) + 1); // Set tree to be rendered after bird1 } var score = 0; // Add stack1 image to the game var stack1 = game.addChild(new Stack1()); stack1.x = 1650; // Move 500px to the right stack1.y = 2300; // Move down by 800px // Ensure stack1 is added to the game before setting its index if (game.children.includes(stack1) && game.children.includes(tree)) { game.setChildIndex(stack1, game.getChildIndex(tree) + 1); // Set stack1 to be rendered after tree } // Add the grass floor to the game var grassBack = new GrassBack(); grassBack.x = 1020; grassBack.y = 2735; // Position grassBack at the bottom game.addChild(grassBack); // Ensure grassBack is added to the game before setting its index if (game.children.includes(grassBack)) { game.setChildIndex(grassBack, 5); // Set grassBack to be rendered after Bird3 } var grassFront = new GrassFront(); grassFront.x = 1020; grassFront.y = 2785; // Position grassFront at the bottom, moved down by 50px game.addChild(grassFront); // Ensure grassFront is added to the game before setting its index if (game.children.includes(grassFront) && game.children.includes(bird2)) { game.setChildIndex(grassFront, game.getChildIndex(bird2) + 1); // Set grassFront to be rendered after bird2 } var mirror = new Mirror(); mirror.x = 2048 / 2 + 400; // Move the score display 400px to the right mirror.y = 2732 - 185 - 80 - 390; // Move the score display up by an additional 80px game.addChild(mirror); // Ensure mirror is added to the game before setting its index if (game.children.includes(mirror) && game.children.includes(stack1)) { game.setChildIndex(mirror, game.getChildIndex(stack1) + 1); // Set mirror to be rendered after stack1 } // Ensure laser is added to the game before setting mirror's index if (game.children.includes(laser) && game.children.includes(mirror)) { game.setChildIndex(mirror, game.getChildIndex(laser) + 1); // Set mirror to be rendered after the laser } // 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); } ; // Add the cat to the game var cat = game.addChild(new Cat()); cat.x = 230; // Move the cat 20px to the left cat.y = 2732; // Position the cat at the bottom of the screen // Ensure cat is added to the game before setting its index if (game.children.includes(cat)) { game.setChildIndex(cat, game.children.length - 1); // Bring the cat to the front by setting its index to the highest value } // 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: 0.5, // 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']; var currentAmbientSound = null; // 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 () { if (currentAmbientSound) { currentAmbientSound.stop(); // Stop the currently playing ambient sound } sound.play(); currentAmbientSound = sound; // Set the current ambient sound // Set a timeout to reset the current ambient sound after it finishes playing LK.setTimeout(function () { currentAmbientSound = null; }, sound.duration * 1000); // Convert duration from seconds to milliseconds // Reset the timer to play the sound again between 30-50 seconds, plus an additional 5 seconds ambientSoundTimer = LK.setTimeout(arguments.callee, Math.random() * 20000 + 30000 + 5000); }, Math.random() * 20000 + 30000); });
===================================================================
--- original.js
+++ change.js
@@ -50,8 +50,30 @@
self.y += self.speed;
self.lastY = self.y;
};
});
+// Add Bird3 class for variety
+var Bird3 = Container.expand(function () {
+ var self = Container.call(this);
+ var birdGraphics = self.attachAsset('bird1-right', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ // Add a label to the bird
+ var birdLabel = new Text2('Bird3', {
+ size: 20,
+ fill: 0xFFFFFF
+ });
+ birdLabel.anchor.set(0.5, 0.5); // Center the label
+ birdLabel.y = -40; // Position above the bird (increased from -30)
+ self.addChild(birdLabel);
+ self.speed = 1.2 + Math.random() * 0.7;
+ self.lastY = self.y;
+ self.update = function () {
+ self.y += self.speed;
+ self.lastY = self.y;
+ };
+});
// Cat class to manage cat behavior
var Cat = Container.expand(function () {
var self = Container.call(this);
var catGraphics = self.attachAsset('catImage', {
@@ -238,8 +260,35 @@
}
self.lastX = self.x; // Update lastX after movement
};
});
+// Add label to Kitten class if it exists
+var Kitten = Container.expand(function () {
+ var self = Container.call(this);
+ var kittenGraphics = self.attachAsset('kitten', {
+ anchorX: 0.5,
+ anchorY: 1
+ });
+ // Add a label to the kitten
+ var kittenLabel = new Text2('Kitten', {
+ size: 20,
+ fill: 0xFFFFFF
+ });
+ kittenLabel.anchor.set(0.5, 0.5); // Center the label
+ kittenLabel.y = -90; // Position above the kitten (increased from -80)
+ self.addChild(kittenLabel);
+ self.level = 1;
+ self.collectRate = 1; // sparkles per second
+ self.lastCollectTime = 0;
+ self.update = function () {
+ // Collect sparkles over time
+ var currentTime = LK.ticks / 60;
+ if (currentTime - self.lastCollectTime > 1 / self.collectRate) {
+ // Add sparkle collection logic here
+ self.lastCollectTime = currentTime;
+ }
+ };
+});
// Laser class to represent a laser shot from the cat
var Laser = Container.expand(function (startX, startY, endX, endY) {
var self = Container.call(this);
self.startX = startX;
@@ -281,8 +330,115 @@
self.destroy();
}
};
});
+// Light1 class to represent a light object
+var Light1 = Container.expand(function () {
+ var self = Container.call(this);
+ var lightGraphics = self.attachAsset('light1', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.x = 450, self.y = 450;
+ // Add a label to the light1 object
+ var lightLabel = new Text2('Light1', {
+ size: 50,
+ fill: 0xFFFFFF
+ });
+ lightLabel.anchor.set(0.5, 0.5); // Center the label on the light
+ lightLabel.y = -70; // Position the label above the light (increased from -60)
+ self.addChild(lightLabel);
+ self.update = function () {
+ // Add any specific update logic for the light here
+ };
+});
+// Mirror class to manage score display
+var Mirror = Container.expand(function () {
+ var self = Container.call(this);
+ var scoreGraphics = self.attachAsset('mirror1', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ rotation: Math.PI / 14
+ });
+ var scoreText = new Text2('0', {
+ size: 175,
+ fill: 0x800080,
+ font: "Courier New, Courier, monospace",
+ // Segmented clock style font
+ stroke: 0x00FF00,
+ strokeThickness: 15,
+ dropShadow: true,
+ dropShadowColor: 0x000000,
+ dropShadowBlur: 5,
+ dropShadowAngle: Math.PI / 6,
+ dropShadowDistance: 6
+ });
+ scoreText.y = 50; // Move score text up by 20px
+ scoreText.x = -145; // Move score text left by 10px
+ scoreText.rotation = Math.PI / 12; // Rotate score text right 15 degrees
+ x = 100;
+ y = 100;
+ self.addChild(scoreText);
+ self.updateScore = function (newScore) {
+ scoreText.setText(newScore);
+ };
+});
+// Add label to Powerup class if it exists
+var Powerup = Container.expand(function () {
+ var self = Container.call(this);
+ var powerupGraphics = self.attachAsset('powerupImage', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ // Add a label to the powerup
+ var powerupLabel = new Text2('Powerup', {
+ size: 15,
+ fill: 0xFFFFFF
+ });
+ powerupLabel.anchor.set(0.5, 0.5); // Center the label
+ powerupLabel.y = -35; // Position above the powerup (increased from -25)
+ self.addChild(powerupLabel);
+ self.lifespan = 300; // 5 seconds at 60fps
+ self.update = function () {
+ self.lifespan--;
+ if (self.lifespan <= 0) {
+ self.destroy();
+ }
+ };
+});
+// Reticle class to manage reticle behavior
+var Reticle = Container.expand(function () {
+ var self = Container.call(this);
+ // Create reticle graphics
+ var reticleGraphics = self.attachAsset('reticle1', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.addChild(reticleGraphics);
+ // Add a label to the reticle
+ var reticleLabel = new Text2('Target', {
+ size: 15,
+ fill: 0xFF0000
+ });
+ reticleLabel.anchor.set(0.5, 0.5); // Center the label
+ reticleLabel.y = -30; // Position above the reticle
+ self.addChild(reticleLabel);
+ self.update = function () {
+ // Add any specific update logic for the reticle here
+ };
+});
+// Stack1 class to represent the stack1 image
+var Stack1 = Container.expand(function () {
+ var self = Container.call(this);
+ var stackGraphics = self.attachAsset('stack1', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ rotation: Math.PI / -12
+ });
+ self.update = function () {
+ // Add any specific update logic for stack1 here
+ };
+});
// ScoreManager class to manage score logic
// Sun class to represent a sun in the top right corner
var Sun = Container.expand(function () {
var self = Container.call(this);
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