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ensure all objects are initialized, as well s the game itself
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add shapes for all images, etc.
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ensure all objects are visible, initialized, etc.
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Please fix the bug: 'Text is not a constructor' in or related to this line: 'var buttonText = new Text(text, {' Line Number: 771
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Please fix the bug: 'Text is not a constructor' in or related to this line: 'var buttonText = new Text(text, {' Line Number: 771
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continue
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Please fix the bug: 'levelProgressBar is not defined' in or related to this line: 'if (levelProgressBar && typeof levelProgressBar.update === 'function') {' Line Number: 1489
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Please fix the bug: 'levelProgressBar is not defined' in or related to this line: 'if (levelProgressBar && typeof levelProgressBar.update === 'function') {' Line Number: 1489
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Please fix the bug: 'levelProgressBar is not defined' in or related to this line: 'if (levelProgressBar && typeof levelProgressBar.update === 'function') {' Line Number: 1489
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Please fix the bug: 'levelProgressBar is not defined' in or related to this line: 'if (levelProgressBar && typeof levelProgressBar.update === 'function') {' Line Number: 1489
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Please fix the bug: 'levelProgressBar is not defined' in or related to this line: 'if (levelProgressBar && typeof levelProgressBar.update === 'function') {' Line Number: 1489
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Please fix the bug: 'levelProgressBar is not defined' in or related to this line: 'if (levelProgressBar && typeof levelProgressBar.update === 'function') {' Line Number: 1489
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Please fix the bug: 'checkSpecialEvents is not defined' in or related to this line: 'checkSpecialEvents();' Line Number: 1464
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Please fix the bug: 'checkSpecialEvents is not defined' in or related to this line: 'checkSpecialEvents();' Line Number: 1460
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refactor all font related code.
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/**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ /** * Cat Defender - Idle Game * * A game where cats automatically defend against incoming birds and UFOs. * Features idle point accumulation, upgrades, and progressive difficulty. */ // --- Global Variables --- var cats = []; var kittens = []; var birds = []; var ufos = []; var powerUps = []; var sparkles = []; // Game State Variables var score = 0; var level = 1; var multiplier = 1.0; // Starts at 1.0, increases by 0.1 per level var idlePoints = 0; var enemiesDefeated = 0; var lastUpdateTime = Date.now(); var idlePointsLastCalculated = Date.now(); // Game Constants var ENEMIES_PER_LEVEL = 11; var BASE_IDLE_POINTS_RATE = 0.5; // Points per cat per second var BIRD_POINTS = 10; var UFO_POINTS = 20; var BIRD_SPAWN_INTERVAL = 2000; // ms var UFO_SPAWN_INTERVAL = 15000; // ms var MAX_BIRDS = 10; var MAX_UFOS = 3; // Timers var birdSpawnTimer = 0; var ufoSpawnTimer = 0; // --- Utility Functions --- function distance(x1, y1, x2, y2) { var dx = x1 - x2; var dy = y1 - y2; return Math.sqrt(dx * dx + dy * dy); } // --- Game Classes --- /** * Base class for game entities */ function GameObject(x, y, width, height, assetId) { this.x = x; this.y = y; this.width = width; this.height = height; this.assetId = assetId; this.active = true; } GameObject.prototype.update = function (deltaTime) { // Override in subclasses }; GameObject.prototype.render = function () { if (!this.active) { return; } // Draw the sprite LK.drawImage(this.assetId, this.x, this.y, this.width, this.height); }; GameObject.prototype.isColliding = function (other) { return this.x < other.x + other.width && this.x + this.width > other.x && this.y < other.y + other.height && this.y + this.height > other.y; }; /** * Base class for defenders (Cats and Kittens) */ function Defender(x, y, width, height, assetId, attackRange, attackCooldown, attackDamage, moveSpeed) { GameObject.call(this, x, y, width, height, assetId); this.attackRange = attackRange; this.attackCooldown = attackCooldown; this.attackDamage = attackDamage; this.moveSpeed = moveSpeed; this.attackTimer = 0; this.target = null; } Defender.prototype = Object.create(GameObject.prototype); Defender.prototype.constructor = Defender; Defender.prototype.update = function (deltaTime) { if (!this.active) { return; } // Handle attack cooldown if (this.attackTimer > 0) { this.attackTimer -= deltaTime; } // Find target if none exists if (!this.target || !this.target.active) { this.findTarget(); } // Move towards target or attack if (this.target) { var dist = distance(this.x + this.width / 2, this.y + this.height / 2, this.target.x + this.target.width / 2, this.target.y + this.target.height / 2); if (dist <= this.attackRange) { this.attack(); } else { this.moveTowardsTarget(deltaTime); } } }; Defender.prototype.findTarget = function () { // Find closest enemy var closestDist = Infinity; var closest = null; // Check birds first for (var i = 0; i < birds.length; i++) { var bird = birds[i]; if (!bird.active) { continue; } var dist = distance(this.x + this.width / 2, this.y + this.height / 2, bird.x + bird.width / 2, bird.y + bird.height / 2); if (dist < closestDist) { closestDist = dist; closest = bird; } } // Check UFOs if no birds found or if this is a kitten (kittens prefer UFOs) if ((!closest || this instanceof Kitten) && ufos.length > 0) { for (var i = 0; i < ufos.length; i++) { var ufo = ufos[i]; if (!ufo.active) { continue; } var dist = distance(this.x + this.width / 2, this.y + this.height / 2, ufo.x + ufo.width / 2, ufo.y + ufo.height / 2); if (dist < closestDist) { closestDist = dist; closest = ufo; } } } this.target = closest; }; Defender.prototype.moveTowardsTarget = function (deltaTime) { if (!this.target) { return; } var targetX = this.target.x + this.target.width / 2; var targetY = this.target.y + this.target.height / 2; var dx = targetX - (this.x + this.width / 2); var dy = targetY - (this.y + this.height / 2); var dist = Math.sqrt(dx * dx + dy * dy); if (dist > 0) { var moveX = dx / dist * this.moveSpeed * deltaTime; var moveY = dy / dist * this.moveSpeed * deltaTime; this.x += moveX; this.y += moveY; } }; Defender.prototype.attack = function () { if (this.attackTimer <= 0 && this.target && this.target.active) { this.target.takeDamage(this.attackDamage); this.attackTimer = this.attackCooldown; // Create attack effect createSparkle(this.target.x + this.target.width / 2, this.target.y + this.target.height / 2, 'attack'); } }; /** * Cat Class - Standard defender */ function Cat(x, y) { Defender.call(this, x, y, 64, 64, 'cat', 100, 1.0, 2, 2); } Cat.prototype = Object.create(Defender.prototype); Cat.prototype.constructor = Cat; /** * Kitten Class - Faster but weaker defender */ function Kitten(x, y) { Defender.call(this, x, y, 48, 48, 'kitten', 60, 0.5, 1, 3); } Kitten.prototype = Object.create(Defender.prototype); Kitten.prototype.constructor = Kitten; /** * Enemy base class */ function Enemy(x, y, width, height, assetId, health, speed, pointValue) { GameObject.call(this, x, y, width, height, assetId); this.health = health; this.maxHealth = health; this.speed = speed; this.pointValue = pointValue; this.targetX = LK.canvas.width / 2; this.targetY = LK.canvas.height / 2; } Enemy.prototype = Object.create(GameObject.prototype); Enemy.prototype.constructor = Enemy; Enemy.prototype.update = function (deltaTime) { if (!this.active) { return; } // Move towards center var dx = this.targetX - (this.x + this.width / 2); var dy = this.targetY - (this.y + this.height / 2); var dist = Math.sqrt(dx * dx + dy * dy); if (dist > 10) { // Not too close to center var moveX = dx / dist * this.speed * deltaTime; var moveY = dy / dist * this.speed * deltaTime; this.x += moveX; this.y += moveY; } else { // Reached center, remove this.active = false; } }; Enemy.prototype.takeDamage = function (amount) { this.health -= amount; if (this.health <= 0) { this.defeat(); } }; Enemy.prototype.defeat = function () { this.active = false; // Add points var pointsEarned = this.pointValue * multiplier; score += pointsEarned; enemiesDefeated++; // Check for level up if (enemiesDefeated >= ENEMIES_PER_LEVEL) { levelUp(); } // Create sparkles for (var i = 0; i < 5; i++) { createSparkle(this.x + Math.random() * this.width, this.y + Math.random() * this.height, 'defeat'); } // Chance to spawn power-up if (Math.random() < 0.2) { // 20% chance spawnPowerUp(this.x, this.y); } }; /** * Bird Class - Basic enemy */ function Bird(x, y) { Enemy.call(this, x, y, 32, 32, 'bird', 3, 30, BIRD_POINTS); } Bird.prototype = Object.create(Enemy.prototype); Bird.prototype.constructor = Bird; /** * UFO Class - Advanced enemy */ function UFO(x, y) { Enemy.call(this, x, y, 64, 32, 'ufo', 10, 15, UFO_POINTS); } UFO.prototype = Object.create(Enemy.prototype); UFO.prototype.constructor = UFO; /** * PowerUp Class */ function PowerUp(x, y, type) { GameObject.call(this, x, y, 32, 32, 'powerup_' + type); this.type = type; this.duration = 10; // seconds this.targetX = LK.canvas.width / 2; this.targetY = LK.canvas.height / 2; } PowerUp.prototype = Object.create(GameObject.prototype); PowerUp.prototype.constructor = PowerUp; PowerUp.prototype.update = function (deltaTime) { if (!this.active) { return; } // Move towards center var dx = this.targetX - (this.x + this.width / 2); var dy = this.targetY - (this.y + this.height / 2); var dist = Math.sqrt(dx * dx + dy * dy); if (dist > 10) { // Not too close to center var moveX = dx / dist * 50 * deltaTime; var moveY = dy / dist * 50 * deltaTime; this.x += moveX; this.y += moveY; } else { // Reached center, apply effect this.applyEffect(); this.active = false; } }; PowerUp.prototype.applyEffect = function () { switch (this.type) { case 'speed': // Increase all cats' speed by 50% for duration for (var i = 0; i < cats.length; i++) { cats[i].moveSpeed *= 1.5; } for (var i = 0; i < kittens.length; i++) { kittens[i].moveSpeed *= 1.5; } setTimeout(function () { for (var i = 0; i < cats.length; i++) { cats[i].moveSpeed /= 1.5; } for (var i = 0; i < kittens.length; i++) { kittens[i].moveSpeed /= 1.5; } }, this.duration * 1000); break; case 'damage': // Increase all cats' damage by 50% for duration for (var i = 0; i < cats.length; i++) { cats[i].attackDamage *= 1.5; } for (var i = 0; i < kittens.length; i++) { kittens[i].attackDamage *= 1.5; } setTimeout(function () { for (var i = 0; i < cats.length; i++) { cats[i].attackDamage /= 1.5; } for (var i = 0; i < kittens.length; i++) { kittens[i].attackDamage /= 1.5; } }, this.duration * 1000); break; case 'points': // Double points for duration var oldMultiplier = multiplier; multiplier *= 2; setTimeout(function () { multiplier = oldMultiplier; }, this.duration * 1000); break; } // Create effect for (var i = 0; i < 10; i++) { createSparkle(this.x + Math.random() * this.width, this.y + Math.random() * this.height, 'powerup'); } }; /** * Sparkle Class - Visual effects */ function Sparkle(x, y, type) { this.x = x; this.y = y; this.type = type; this.size = Math.random() * 5 + 5; this.lifespan = 0.5; // seconds this.maxLifespan = this.lifespan; this.active = true; // Set color based on type switch (type) { case 'attack': this.color = '#ffff00'; // Yellow break; case 'defeat': this.color = '#ff0000'; // Red break; case 'powerup': this.color = '#00ffff'; // Cyan break; case 'chain': this.color = '#ff00ff'; // Magenta break; default: this.color = '#ffffff'; // White } // Random velocity var angle = Math.random() * Math.PI * 2; var speed = Math.random() * 100 + 50; this.vx = Math.cos(angle) * speed; this.vy = Math.sin(angle) * speed; } Sparkle.prototype.update = function (deltaTime) { if (!this.active) { return; } // Update position this.x += this.vx * deltaTime; this.y += this.vy * deltaTime; // Update lifespan this.lifespan -= deltaTime; if (this.lifespan <= 0) { this.active = false; } }; Sparkle.prototype.render = function () { if (!this.active) { return; } // Calculate alpha based on remaining lifespan var alpha = this.lifespan / this.maxLifespan; // Draw sparkle LK.setFillStyle(this.color); LK.setGlobalAlpha(alpha); LK.fillCircle(this.x, this.y, this.size * alpha); LK.setGlobalAlpha(1.0); }; // --- Game Functions --- // Spawn a bird at a random edge position function spawnBird() { if (birds.length >= MAX_BIRDS) { return; } var x, y; var side = Math.floor(Math.random() * 4); switch (side) { case 0: // Top x = Math.random() * LK.canvas.width; y = -32; break; case 1: // Right x = LK.canvas.width + 32; y = Math.random() * LK.canvas.height; break; case 2: // Bottom x = Math.random() * LK.canvas.width; y = LK.canvas.height + 32; break; case 3: // Left x = -32; y = Math.random() * LK.canvas.height; break; } var bird = new Bird(x, y); birds.push(bird); return bird; } // Spawn a UFO at a random edge position function spawnUFO() { if (ufos.length >= MAX_UFOS) { return; } var x, y; var side = Math.floor(Math.random() * 4); switch (side) { case 0: // Top x = Math.random() * LK.canvas.width; y = -32; break; case 1: // Right x = LK.canvas.width + 64; y = Math.random() * LK.canvas.height; break; case 2: // Bottom x = Math.random() * LK.canvas.width; y = LK.canvas.height + 32; break; case 3: // Left x = -64; y = Math.random() * LK.canvas.height; break; } var ufo = new UFO(x, y); ufos.push(ufo); return ufo; } // Spawn a power-up function spawnPowerUp(x, y, type) { // If type not specified, choose random if (!type) { var types = ['speed', 'damage', 'range', 'multi', 'chain', 'time']; type = types[Math.floor(Math.random() * types.length)]; } var powerUp = new PowerUp(x, y, type); powerUps.push(powerUp); return powerUp; } // Level up function function levelUp() { level++; multiplier = 1.0 + (level - 1) * 0.1; // Create level up effect var centerX = LK.canvas.width / 2; var centerY = LK.canvas.height / 2; // Create sparkles for level up effect for (var i = 0; i < 20; i++) { createSparkle(centerX + (Math.random() - 0.5) * 200, centerY + (Math.random() - 0.5) * 200, 'powerup'); } // Reset enemy counter enemiesDefeated = 0; // Play level up sound LK.playSound('teslacoil'); } // Calculate idle points function calculateIdlePoints() { var currentTime = Date.now(); var elapsedSeconds = (currentTime - idlePointsLastCalculated) / 1000; // Calculate points based on cats and kittens var pointsPerSecond = cats.length * BASE_IDLE_POINTS_RATE; pointsPerSecond += kittens.length * (BASE_IDLE_POINTS_RATE * 0.6); // Kittens generate 60% of cat rate // Apply level multiplier pointsPerSecond *= multiplier; // Add points var pointsEarned = pointsPerSecond * elapsedSeconds; idlePoints += pointsEarned; score += pointsEarned; // Update last calculation time idlePointsLastCalculated = currentTime; return pointsEarned; } // Update game state function updateGame(deltaTime) { // Calculate idle points calculateIdlePoints(); // Update all game objects // Update cats for (var i = cats.length - 1; i >= 0; i--) { var cat = cats[i]; cat.update(deltaTime); } // Update kittens for (var i = kittens.length - 1; i >= 0; i--) { var kitten = kittens[i]; kitten.update(deltaTime); } // Update birds and remove inactive ones for (var i = birds.length - 1; i >= 0; i--) { var bird = birds[i]; bird.update(deltaTime); if (!bird.active) { birds.splice(i, 1); } } // Update UFOs and remove inactive ones for (var i = ufos.length - 1; i >= 0; i--) { var ufo = ufos[i]; ufo.update(deltaTime); if (!ufo.active) { ufos.splice(i, 1); } } // Update power-ups and remove inactive ones for (var i = powerUps.length - 1; i >= 0; i--) { var powerUp = powerUps[i]; powerUp.update(deltaTime); if (!powerUp.active) { powerUps.splice(i, 1); } } // Update sparkles and remove inactive ones for (var i = sparkles.length - 1; i >= 0; i--) { var sparkle = sparkles[i]; sparkle.update(deltaTime); if (!sparkle.active) { sparkles.splice(i, 1); } } // Spawn birds birdSpawnTimer += deltaTime * 1000; // Convert to milliseconds if (birds.length < MAX_BIRDS && birdSpawnTimer >= BIRD_SPAWN_INTERVAL) { spawnBird(); birdSpawnTimer = 0; LK.playSound('wings1', { volume: 0.2 }); } // Spawn UFOs ufoSpawnTimer += deltaTime * 1000; // Convert to milliseconds if (ufos.length < MAX_UFOS && ufoSpawnTimer >= UFO_SPAWN_INTERVAL && level >= 3) { spawnUFO(); ufoSpawnTimer = 0; LK.playSound('ufo1'); } } // Render game function renderGame() { // Clear canvas LK.clear(); // Draw background LK.setFillStyle('#1a1a2e'); LK.fillRect(0, 0, LK.canvas.width, LK.canvas.height); // Render all game objects // Render sparkles first (background layer) for (var i = 0; i < sparkles.length; i++) { var sparkle = sparkles[i]; sparkle.render(); } // Render power-ups for (var i = 0; i < powerUps.length; i++) { var powerUp = powerUps[i]; powerUp.render(); } // Render birds for (var i = 0; i < birds.length; i++) { var bird = birds[i]; bird.render(); } // Render UFOs for (var i = 0; i < ufos.length; i++) { var ufo = ufos[i]; ufo.render(); } // Render cats for (var i = 0; i < cats.length; i++) { var cat = cats[i]; cat.render(); } // Render kittens for (var i = 0; i < kittens.length; i++) { var kitten = kittens[i]; kitten.render(); } // Render UI renderUI(); } // Render UI elements function renderUI() { // Score LK.setFillStyle('#FFFFFF'); LK.setFont('24px Arial'); LK.fillText("Score: ".concat(Math.floor(score)), LK.canvas.width / 2, 30, { align: 'center' }); // Level LK.setFont('18px Arial'); LK.fillText("Level: ".concat(level), LK.canvas.width - 20, 30, { align: 'right' }); // Multiplier LK.fillText("Multiplier: x".concat(multiplier.toFixed(1)), LK.canvas.width - 20, 60, { align: 'right' }); // Idle Points LK.fillText("Idle Points: ".concat(Math.floor(idlePoints)), LK.canvas.width - 20, LK.canvas.height - 20, { align: 'right' }); // Enemies Defeated LK.fillText("Enemies: ".concat(enemiesDefeated, "/").concat(ENEMIES_PER_LEVEL), 20, 30, { align: 'left' }); // Cat Count LK.fillText("Cats: ".concat(cats.length), 20, 60, { align: 'left' }); // Kitten Count LK.fillText("Kittens: ".concat(kittens.length), 20, 90, { align: 'left' }); // Spawn buttons renderButton("Add Cat (50)", 20, LK.canvas.height - 60, 120, 40, idlePoints >= 50); renderButton("Add Kitten (30)", 150, LK.canvas.height - 60, 120, 40, idlePoints >= 30); } // Render a button function renderButton(text, x, y, width, height, enabled) { // Button background LK.setFillStyle(enabled ? '#33aa33' : '#666666'); LK.fillRect(x, y, width, height); // Button border LK.setStrokeStyle('#FFFFFF'); LK.strokeRect(x, y, width, height); // Button text LK.setFillStyle('#FFFFFF'); LK.setFont('14px Arial'); LK.fillText(text, x + width / 2, y + height / 2, { align: 'center', baseline: 'middle' }); } // Handle mouse click function handleMouseClick(x, y) { // Check if cat spawn button clicked if (x >= 20 && x <= 140 && y >= LK.canvas.height - 60 && y <= LK.canvas.height - 20) { if (idlePoints >= 50) { var cat = spawnCat(Math.random() * LK.canvas.width, Math.random() * LK.canvas.height); if (cat) { LK.playSound('chitter'); } } } // Check if kitten spawn button clicked if (x >= 150 && x <= 270 && y >= LK.canvas.height - 60 && y <= LK.canvas.height - 20) { if (idlePoints >= 30) { var kitten = spawnKitten(Math.random() * LK.canvas.width, Math.random() * LK.canvas.height); if (kitten) { LK.playSound('chitter', { pitch: 1.5 }); } } } } // Initialize game function initGame() { // Reset game state cats = []; kittens = []; birds = []; ufos = []; powerUps = []; sparkles = []; score = 0; level = 1; multiplier = 1.0; idlePoints = 100; // Start with enough for 2 cats or 3 kittens enemiesDefeated = 0; lastUpdateTime = Date.now(); idlePointsLastCalculated = Date.now(); birdSpawnTimer = 0; ufoSpawnTimer = 0; // Create initial cats spawnCat(LK.canvas.width / 2, LK.canvas.height / 2); // Setup mouse click handler LK.onMouseDown = function (event) { handleMouseClick(event.x, event.y); }; // Play background music LK.playMusic('bgm1', { volume: 0.3, loop: true }); // Occasionally play ambient sounds setInterval(function () { if (Math.random() < 0.3) { var sounds = ['breeze1', 'cricket1', 'frog1', 'songbird1']; var sound = sounds[Math.floor(Math.random() * sounds.length)]; LK.playSound(sound, { volume: 0.1 + Math.random() * 0.1 }); } }, 10000); // Start game loop startGameLoop(); } // Game loop var lastFrameTime = 0; function gameLoop(timestamp) { // Calculate delta time var deltaTime = (timestamp - lastFrameTime) / 1000; // Convert to seconds lastFrameTime = timestamp; // Cap delta time to prevent large jumps if (deltaTime > 0.1) { deltaTime = 0.1; } // Update game state updateGame(deltaTime); // Render game renderGame(); // Request next frame requestAnimationFrame(gameLoop); } // Start game loop function startGameLoop() { lastFrameTime = performance.now(); requestAnimationFrame(gameLoop); } // Initialize game when page loads window.onload = function () { initGame(); }; // Spawn a cat at the specified position function spawnCat(x, y) { if (idlePoints >= 50) { idlePoints -= 50; var cat = new Cat(x, y); cats.push(cat); return cat; } return null; } // Spawn a kitten at the specified position function spawnKitten(x, y) { if (idlePoints >= 30) { idlePoints -= 30; var kitten = new Kitten(x, y); kittens.push(kitten); return kitten; } return null; } // Create a sparkle effect function createSparkle(x, y, type) { var sparkle = new Sparkle(x, y, type); sparkles.push(sparkle); return sparkle; }
===================================================================
--- original.js
+++ change.js
@@ -708,14 +708,8 @@
birdSpawnTimer = 0;
ufoSpawnTimer = 0;
// Create initial cats
spawnCat(LK.canvas.width / 2, LK.canvas.height / 2);
- // Initialize initial game objects
- for (var i = 0; i < 3; i++) {
- spawnBird();
- spawnUFO();
- spawnPowerUp(Math.random() * LK.canvas.width, Math.random() * LK.canvas.height, 'speed');
- }
// Setup mouse click handler
LK.onMouseDown = function (event) {
handleMouseClick(event.x, event.y);
};
@@ -761,5 +755,31 @@
}
// Initialize game when page loads
window.onload = function () {
initGame();
-};
\ No newline at end of file
+};
+// Spawn a cat at the specified position
+function spawnCat(x, y) {
+ if (idlePoints >= 50) {
+ idlePoints -= 50;
+ var cat = new Cat(x, y);
+ cats.push(cat);
+ return cat;
+ }
+ return null;
+}
+// Spawn a kitten at the specified position
+function spawnKitten(x, y) {
+ if (idlePoints >= 30) {
+ idlePoints -= 30;
+ var kitten = new Kitten(x, y);
+ kittens.push(kitten);
+ return kitten;
+ }
+ return null;
+}
+// Create a sparkle effect
+function createSparkle(x, y, type) {
+ var sparkle = new Sparkle(x, y, type);
+ sparkles.push(sparkle);
+ return sparkle;
+}
\ No newline at end of file
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