User prompt
when the mouse is clicked on the game screen, fire a laser from the cat to the clicked pixel.
User prompt
remove redundant bird spawn code. there are two sets of birds spawning on game load. it should only be one set of birds.
User prompt
spawn 1 bird1 instance when the game starts spawn 1 bird2 instance when the game starts spawn 1 bird3 instance when the game starts
User prompt
2 sets of 3 birds are spawning when page loads
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bitds must only respawn after they reach the BOTTOM of the screen.
User prompt
Please fix the bug: 'spawnBird3 is not defined' in or related to this line: 'spawnBird3();' Line Number: 393
User prompt
Please fix the bug: 'spawnBird2 is not defined' in or related to this line: 'spawnBird2();' Line Number: 381
User prompt
there is still duplicate bird code
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i think there is duplicate bird code. if so, remove oldest version.
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spawn birds before grass
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spawn birds before grass
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only spawn bird1, bird2, and bird3, only 3 birds. when they reach the bottom of the screen, respawn the same bird.
User prompt
is there duplicate grass code? keep the newest code if so.
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slow grass movement 50%
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make the grass movement 50% slower
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refactor grass code
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there are still dozens of birds
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there should only be 4 max birds on screen at once.
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i think addBird(type) can be removed
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do not use one function to spawn birds, create a function for each bird.
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'lastIntersecting')' in or related to this line: 'if (!game.reticle.lastIntersecting && game.reticle.intersects(bird)) {' Line Number: 421
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'lastIntersecting')' in or related to this line: 'if (!game.reticle.lastIntersecting && game.reticle.intersects(bird)) {' Line Number: 421
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'lastIntersecting')' in or related to this line: 'if (!game.reticle.lastIntersecting && game.reticle.intersects(bird)) {' Line Number: 421
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'lastIntersecting')' in or related to this line: 'if (!game.reticle.lastIntersecting && game.reticle.intersects(bird)) {' Line Number: 423
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'lastIntersecting')' in or related to this line: 'if (!game.reticle.lastIntersecting && game.reticle.intersects(bird)) {' Line Number: 421
/**** * 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; } 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% // 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; } 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() * 0.5 + 0.5) * 0.4; // Reduce speed by 60% (20% slower than before) 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) { var slowestSpeed = Math.min(self.speed, clouds[i].speed); self.speed += slowestSpeed * 0.1; // Increase speed by 10% of the slowest cloud's speed self.hasAccelerated = true; // Mark as accelerated } break; } } // 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('reticle2', { anchorX: 0.5, anchorY: 0.5 }); // Calculate direction and speed var dx = targetX - startX; var dy = targetY - startY; var distance = Math.sqrt(dx * dx + dy * dy); var speed = 20; // Speed of the laser 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 }; }); // Score class to manage score display var Score = 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: 100, fill: 0x00FF00, font: "Courier New", stroke: 0x000000, strokeThickness: 5, dropShadow: true, dropShadowColor: 0x000000, dropShadowBlur: 5, dropShadowAngle: Math.PI / 6, dropShadowDistance: 6 }); self.addChild(scoreText); self.updateScore = function (newScore) { scoreText.setText(newScore); }; }); // 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 ****/ // Fire a laser from the cat to the clicked position var laser = new Laser(cat.x, cat.y, x, y); game.addChild(laser); function spawnBird2() { var bird = new Bird2(); bird.x = Math.random() * 2048; bird.y = -bird.height; bird.speed = 1 + Math.random() * 0.6; bird.lastIntersecting = false; LK.setTimeout(function () { game.addChild(bird); birds.push(bird); }, 2000); } 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; function spawnBird1() { var bird = new Bird1(); bird.x = Math.random() * 2048; bird.y = -bird.height; bird.speed = 1 + Math.random() * 0.6; bird.lastIntersecting = false; LK.setTimeout(function () { game.addChild(bird); birds.push(bird); }, 2000); } game.move = function (x, y, obj) { if (!game.reticle) { game.reticle = game.addChild(new Reticle()); } 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; // 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(); }; LK.getSound('ufo1').play({ loop: true // Ensure the sound loops while the UFO is on screen }); 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); } // 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(); // Reset the timer with a new random time ufoTimer = LK.setTimeout(arguments.callee, Math.random() * 20000 + 30000); }, 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(); } }); 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; // Stop the ufo1 sound LK.getSound('ufo1').stop(); // Start a timer for the UFO to reappear between 30-50 seconds ufoTimer = LK.setTimeout(function () { ufo = addUFO(); }, Math.random() * 20000 + 30000); } else { // Ensure the ufo1 sound is playing while the UFO is on screen if (!LK.getSound('ufo1').isPlaying() && ufo) { LK.getSound('ufo1').play({ loop: true }); } } ufo.lastX = ufo.x; // Update lastX for the UFO } // Removed auto-targeting update function }; // Create an array to hold bird objects var birds = []; // bird1 // Initialize with 3 birds spawnBird1(); spawnBird2(); spawnBird3(); // Function to spawn a third kind of bird function spawnBird3() { var bird = new Bird3(); bird.x = Math.random() * 2048; bird.y = -bird.height; bird.speed = 1 + Math.random() * 0.6; bird.lastIntersecting = false; LK.setTimeout(function () { game.addChild(bird); 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; // Center the tree to prevent it from being cut off on the right side tree.y = 2732 - 50; // Position the tree on the grass var score = 0; var scoreImage = LK.getAsset('scoreImage', { anchorX: 0.5, anchorY: 0.5, x: 20, // Move left by 80px y: 1750 // Move down by 80px }); LK.gui.top.addChild(scoreImage); var score = game.addChild(new Score()); score.x = 2048 / 2; // Center the score display horizontally score.y = 2732 / 2; // Center the score display vertically // Add the cat to the game // 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); score.x = 2048 / 2; // Center the score display horizontally score.y = 2732 / 2; // Center the score display vertically LK.gui.top.addChild(score); // 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 // 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); });
===================================================================
--- original.js
+++ change.js
@@ -143,8 +143,35 @@
// 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('reticle2', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ // Calculate direction and speed
+ var dx = targetX - startX;
+ var dy = targetY - startY;
+ var distance = Math.sqrt(dx * dx + dy * dy);
+ var speed = 20; // Speed of the laser
+ 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', {
@@ -257,9 +284,11 @@
/****
* Game Code
****/
-// Function to spawn a smart bird
+// Fire a laser from the cat to the clicked position
+var laser = new Laser(cat.x, cat.y, x, y);
+game.addChild(laser);
function spawnBird2() {
var bird = new Bird2();
bird.x = Math.random() * 2048;
bird.y = -bird.height;
@@ -334,9 +363,14 @@
clouds[i].update();
}
if (ufo) {
ufo.customUpdate();
- // Check if the UFO has moved off-screen
+ // Update each laser
+ game.children.forEach(function (child) {
+ if (child instanceof Laser) {
+ child.update();
+ }
+ });
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;
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