User prompt
Can u do the same for the waterdroplet class
User prompt
Modify the waterdroplet2 class to start really small and only reach full size at the bottom of the screen.
User prompt
Modify the WaterDroplet2 class to start really small and only reach full size at the bottom of the screen.
User prompt
Douplicate waterdroplets and call it waterdroplets2
User prompt
Can you you do the same for watermellons
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Can u do the same for badwatermellon
User prompt
Do the same for waterdroplets and watermellon classes at half the ammount as you just did with the others
User prompt
Make the badwaterdroplets and badwatermellons start really small and only reach full size at the bottom of the screen
User prompt
Make the falling elements start out smalll and reach full size only 1/3 of the way down the screen
User prompt
Make all good and bad elements only reach full size 1/3 from the bottom of the screen
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Can you make the elements only reach their full size at the bottom of the scream before reachign the charactor
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Its still adding 5 points when a bad watermellon is collected
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Double check that the scoring system for bad watermellon of -5 was implementer properly
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Good ideas, please implement this scoring system for watermellons and droplets
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Can u do the same for badwatermellon
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Please implement your positive and negitive scoring system
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Ok implement this please
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Creat an background element that occasionally moves from left to right and dissapears
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Lets make an elephant background element that moves across the lake and tree elements from left to right occasionally
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Please fix the bug: 'Script error.' in or related to this line: 'var leftLake = new Lake();' Line Number: 171
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Make sure one of the lake elements is always on the far left and right side of the screen
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Make sure one tree element is always on either side of the maps view
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Please fix the bug: 'Script error.' in or related to this line: 'var shakingTree = new ShakingTree();' Line Number: 177
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Make the 5 new elements shake slightly back and forth
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Raise the lake assets higher
===================================================================
--- original.js
+++ change.js
@@ -122,20 +122,8 @@
self.y += self.speed;
self.rotation += self.rotationSpeed; // Apply rotation
};
});
-var ShakingTree = Container.expand(function () {
- var self = Container.call(this);
- var treeGraphics = self.attachAsset('tree' + Math.floor(Math.random() * 5 + 1), {
- anchorX: 0.5,
- anchorY: 1
- });
- self.shakeAmplitude = 5;
- self.shakeSpeed = 0.1;
- self.update = function () {
- self.x += Math.sin(LK.ticks * self.shakeSpeed) * self.shakeAmplitude;
- };
-});
/****
* Initialize Game
****/
@@ -151,20 +139,25 @@
var ground = game.addChild(LK.getAsset('ground', {
x: 0,
y: 2532
}));
-for (var i = 0; i < 10; i++) {
+// Ensure one tree is always on the left side of the map
+var leftTree = new Tree();
+leftTree.x = 0; // Position at the extreme left
+leftTree.y = ground.y - leftTree.height / 20;
+game.addChild(leftTree);
+// Ensure one tree is always on the right side of the map
+var rightTree = new Tree();
+rightTree.x = 2048 - rightTree.width; // Position at the extreme right
+rightTree.y = ground.y - rightTree.height / 20;
+game.addChild(rightTree);
+// Add remaining trees randomly
+for (var i = 0; i < 8; i++) {
var tree = new Tree();
tree.x = Math.random() * 2048;
tree.y = ground.y - tree.height / 20;
game.addChild(tree);
}
-for (var i = 0; i < 5; i++) {
- var shakingTree = new ShakingTree();
- shakingTree.x = Math.random() * 2048;
- shakingTree.y = ground.y - shakingTree.height / 20;
- game.addChild(shakingTree);
-}
var ground = game.addChild(LK.getAsset('ground', {
x: 0,
y: 2632
}));
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.