User prompt
Rase the lake assets slightly
User prompt
Raise them more
User prompt
Raise the douplicated elements slightly
User prompt
Duplicate the 5 tree elements
User prompt
Make the background loop between lightblue and darkblue
User prompt
Raise the grown behind the tree elements
User prompt
Make sure all tree elements spawn at the bottom of the screen
User prompt
Rase the ground element just a bit
User prompt
Even more
User prompt
Even more
User prompt
Even more
User prompt
Lower the trees even more
User prompt
Please fix the bug: 'Script error.' in or related to this line: 'lake.y = ground.y - lake.height / 2;' Line Number: 163
User prompt
Remake 5 more assets exactly like the trees but call them lake and have them spawn direcly below the trees or in line with them
User prompt
Lower the spawn of the trees to the bottom of the screen and make sure they only appear at the bottom half of the screen
User prompt
Please fix the bug: 'Script error.' in or related to this line: 'tree.y = ground.y;' Line Number: 151
User prompt
Make me 5 tree assets that randomly generate their location direcly above the ground element at the beginning of each game
User prompt
Make the background filled with a bunch of tiny starrs
User prompt
Make the sun rotate the entire time
User prompt
Make the moon rotate the entire time
User prompt
Make the sun and moon both slowly spin
User prompt
Make the sun and moon get smaller as the travel across the screen
User prompt
Make the sun and moon assets travel one after the other only after the other has disapeard and only allow for one to be visable at one time
User prompt
What about asthetic elements like a sun and a moon that go on rotation across the screen
User prompt
I want to make a healthbar up in the left corner with 5 health
/****
* Classes
****/
var HealthBar = Container.expand(function () {
var self = Container.call(this);
self.health = 5;
self.update = function () {
// Update health bar display here
};
});
var BadWaterDroplet = Container.expand(function () {
var self = Container.call(this);
var badDropletGraphics = self.attachAsset('badWaterDroplet', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 3;
self.move = function () {
self.y += self.speed;
};
});
var BadWatermelon = Container.expand(function () {
var self = Container.call(this);
var badWatermelonGraphics = self.attachAsset('badWatermelon', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 2;
self.rotationSpeed = 0.025;
self.move = function () {
self.y += self.speed;
self.rotation += self.rotationSpeed;
};
});
var Player = Container.expand(function () {
var self = Container.call(this);
this.on('down', function () {
this.isDragging = true;
});
var playerGraphics = self.attachAsset('player', {
anchorX: 0.5,
anchorY: 0.5
});
self.update = function () {
// Player update logic here
};
});
var WaterDroplet = Container.expand(function () {
var self = Container.call(this);
var dropletGraphics = self.attachAsset('waterDroplet', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 3;
self.move = function () {
self.y += self.speed;
};
});
var Watermelon = Container.expand(function () {
var self = Container.call(this);
var watermelonGraphics = self.attachAsset('watermelon', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 2;
self.rotationSpeed = 0.025; // Rotation speed quartered
self.move = function () {
self.y += self.speed;
self.rotation += self.rotationSpeed; // Apply rotation
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x87CEEB // Light blue background to represent the sky
});
/****
* Game Code
****/
// GameState Manager
var healthBar = LK.gui.topLeft.addChild(new HealthBar());
var ground = game.addChild(LK.getAsset('ground', {
x: 0,
y: 2632
}));
function _typeof(o) {
"@babel/helpers - typeof";
return _typeof = "function" == typeof Symbol && "symbol" == typeof Symbol.iterator ? function (o) {
return typeof o;
} : function (o) {
return o && "function" == typeof Symbol && o.constructor === Symbol && o !== Symbol.prototype ? "symbol" : typeof o;
}, _typeof(o);
}
function _classCallCheck(instance, Constructor) {
if (!(instance instanceof Constructor)) {
throw new TypeError("Cannot call a class as a function");
}
}
function _defineProperties(target, props) {
for (var i = 0; i < props.length; i++) {
var descriptor = props[i];
descriptor.enumerable = descriptor.enumerable || false;
descriptor.configurable = true;
if ("value" in descriptor) {
descriptor.writable = true;
}
Object.defineProperty(target, _toPropertyKey(descriptor.key), descriptor);
}
}
function _createClass(Constructor, protoProps, staticProps) {
if (protoProps) {
_defineProperties(Constructor.prototype, protoProps);
}
if (staticProps) {
_defineProperties(Constructor, staticProps);
}
Object.defineProperty(Constructor, "prototype", {
writable: false
});
return Constructor;
}
function _toPropertyKey(t) {
var i = _toPrimitive(t, "string");
return "symbol" == _typeof(i) ? i : String(i);
}
function _toPrimitive(t, r) {
if ("object" != _typeof(t) || !t) {
return t;
}
var e = t[Symbol.toPrimitive];
if (void 0 !== e) {
var i = e.call(t, r || "default");
if ("object" != _typeof(i)) {
return i;
}
throw new TypeError("@@toPrimitive must return a primitive value.");
}
return ("string" === r ? String : Number)(t);
}
var GameStateManager = /*#__PURE__*/function () {
function GameStateManager() {
_classCallCheck(this, GameStateManager);
this.currentState = 'Start';
}
_createClass(GameStateManager, [{
key: "setState",
value: function setState(newState) {
this.currentState = newState;
switch (this.currentState) {
case 'Start':
// Initialize or reset game state
break;
case 'Playing':
// Game is in playing state
break;
case 'Paused':
// Game is paused
break;
case 'GameOver':
// Handle game over logic
LK.showGameOver();
break;
}
}
}, {
key: "getState",
value: function getState() {
return this.currentState;
}
}]);
return GameStateManager;
}();
var gameStateManager = new GameStateManager();
var scoreTxt = new Text2('Score: 0', {
size: 150,
fill: "#ffffff",
font: "'GillSans-Bold',Impact,'Arial Black',Tahoma"
});
// Initialize score display
LK.gui.top.addChild(scoreTxt);
game.on('up', function () {
player.isDragging = false;
});
game.on('move', function (obj) {
if (player.isDragging) {
var pos = obj.event.getLocalPosition(game);
player.x = pos.x;
}
});
var player = game.addChild(new Player());
player.x = 1024; // Center horizontally
player.y = 2400; // Near bottom
var droplets = [];
var watermelons = [];
var score = 0;
// This code block has been removed to implement drag to move functionality.
// The new functionality will be implemented in the following changes.
LK.on('tick', function () {
// Move droplets and watermelons
droplets.forEach(function (droplet, index) {
droplet.move();
if (droplet.y > 2732) {
// Off screen
droplet.destroy();
droplets.splice(index, 1);
} else if (player.intersects(droplet)) {
score += 1;
droplet.destroy();
droplets.splice(index, 1);
}
});
watermelons.forEach(function (watermelon, index) {
watermelon.move();
if (watermelon.y > 2732) {
// Off screen
watermelon.destroy();
watermelons.splice(index, 1);
} else if (player.intersects(watermelon)) {
score += 5; // Watermelons give a bigger boost
watermelon.destroy();
watermelons.splice(index, 1);
}
});
// Spawn droplets and watermelons
// Spawn water droplets function
function spawnWaterDroplet() {
var newDroplet = new WaterDroplet();
newDroplet.x = Math.random() * 2048;
newDroplet.y = 0;
droplets.push(newDroplet);
game.addChild(newDroplet);
}
// Call spawnWaterDroplet every second
if (LK.ticks % 60 == 0) {
spawnWaterDroplet();
}
if (LK.ticks % 120 == 0) {
var newBadDroplet = new BadWaterDroplet();
newBadDroplet.x = Math.random() * 2048;
newBadDroplet.y = 0;
droplets.push(newBadDroplet);
game.addChild(newBadDroplet);
}
// Spawn watermelons function
function spawnWatermelon() {
var newWatermelon = new Watermelon();
newWatermelon.x = Math.random() * 2048;
newWatermelon.y = 0;
watermelons.push(newWatermelon);
game.addChild(newWatermelon);
}
// Call spawnWatermelon every 5 seconds
if (LK.ticks % 300 == 0) {
spawnWatermelon();
}
if (LK.ticks % 600 == 0) {
var newBadWatermelon = new BadWatermelon();
newBadWatermelon.x = Math.random() * 2048;
newBadWatermelon.y = 0;
watermelons.push(newBadWatermelon);
game.addChild(newBadWatermelon);
}
// Update score display
scoreTxt.setText('Score: ' + score);
// Update health bar display
healthBar.update();
});
8 bit watermelon slice no shadows. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Punk rock
8 bit moon. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
8 bit sun solar flare. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
8 bit tree. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
8 bit forrest. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Add a lake
8 bit meteor. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Define the b order and keep the center transperent
Retro art rain cloud with lighting bolt coming out the bottom 2d pixel art button logo. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.