User prompt
Implement 1-6
User prompt
Make the player asset blink on and off slowly for 3 seconds when a bad watermelon is caught
User prompt
Please fix the bug: 'TypeError: LK.effects.blinkObject is not a function. (In 'LK.effects.blinkObject(this, 0xFFFFFF, 3000)', 'LK.effects.blinkObject' is undefined)' in or related to this line: 'LK.effects.blinkObject(this, 0xFFFFFF, 3000);' Line Number: 561
User prompt
Make the player asset blink and unable to catch other decending assets for 3 second when a bad watermellon is caught
User prompt
Make the player blink yellow and white and black really fast when they catch a bad watermellon
User prompt
Could you make sure that when you collect a bad watermellon it removes one of the circle and takes away one life, if you loose all three lives it ends the game
User prompt
Make sure a circle indacator dissapears when a bad watermellon is collected and one life is deducted
User prompt
When bad water mellon is collected deduct a life and remove it from the display
User prompt
Make sure the transition starts when the game is started
User prompt
See why the transition isnt happening anymore
User prompt
The transition dosent seem to happen at all anymire
User prompt
Please fix the bug: 'TypeError: undefined is not an object (evaluating 'backgroundColorTransition.update')' in or related to this line: 'backgroundColorTransition.update();' Line Number: 509
User prompt
Please fix the bug: 'TypeError: undefined is not an object (evaluating 'backgroundColorTransition.update')' in or related to this line: 'backgroundColorTransition.update();' Line Number: 509
User prompt
Please fix the bug: 'TypeError: undefined is not an object (evaluating 'backgroundColorTransition.update')' in or related to this line: 'backgroundColorTransition.update();' Line Number: 509
User prompt
Make sure the background color transition dosent start autioatically and only when start is pressed
User prompt
Please fix the bug: 'ReferenceError: Can't find variable: backgroundColorTransition' in or related to this line: 'backgroundColorTransition.update();' Line Number: 511
User prompt
Only start the background color transition when start is taped
User prompt
Great implement 1-3 please
User prompt
an create a dynamic background that simulates a day-night cycle, enhancing the game's atmosphere and potentially influencing gameplay based on the time of day.
User prompt
Implement these steps
User prompt
Can you remove the bad collecter any any other useless code about them
User prompt
Give the player three lives and display them as circles in the top left of the screen that disapear when a player colllects a bad watermellon , when the player loses all lives the player loses the game
User prompt
Remove the large score counter and keep the small one and connect it to reflect the score
User prompt
Please fix the bug: 'ReferenceError: Can't find variable: hudText' in or related to this line: 'hudText.setText('Stars: ' + stars + ' | Drops: ' + drops + ' | Day: ' + currentDay + ' | Score: ' + LK.getScore());' Line Number: 281
User prompt
Please fix the bug: 'ReferenceError: Can't find variable: dropsScoreTxt' in or related to this line: 'dropsScoreTxt.setText('Drops: ' + drops); // Update the drops score display' Line Number: 509
/****
* Classes
****/
var BackgroundColorTransition = Container.expand(function () {
var self = Container.call(this);
self.speed = 0.01;
self.update = function () {
var color = Math.sin(LK.ticks * self.speed) * 0.5 + 0.5;
var r = Math.floor(color * 135);
var g = Math.floor(color * 206);
var b = Math.floor(color * 235);
var hex = (r << 16) + (g << 8) + b;
game.setBackgroundColor(hex);
};
});
var BadCollector = Container.expand(function () {
var self = Container.call(this);
var badCollectorGraphics = self.attachAsset('badItem', {
anchorX: 0.5,
anchorY: 0.5
});
self.x = 100; // Position on the left side
self.y = 2100; // Adjusted to be in line with the player and within view
});
var BadDropletCollector = Container.expand(function () {
var self = Container.call(this);
var collectorGraphics = self.attachAsset('badCollector', {
anchorX: 0.5,
anchorY: 0.5,
zIndex: 10
});
self.x = 100; // Ensure it's positioned on the left side of the screen
self.y = 2100; // Adjusted to be in line with the player and within view
});
var BadWaterDroplet = Container.expand(function () {
var self = Container.call(this);
var badDropletGraphics = self.attachAsset('badWaterDroplet', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 2.25 * 1.5625; // Increase base speed by 56.25%
self.move = function () {
self.y += self.speed;
// Calculate the scale based on the current y position
var scale = Math.min(1, self.y / 2732);
self.scale.x = scale;
self.scale.y = scale;
};
});
var BadWatermelon = Container.expand(function () {
var self = Container.call(this);
var badWatermelonGraphics = self.attachAsset('badWatermelon', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 1 * 1.5625; // Increase base speed by 56.25%
self.rotationSpeed = 0.025;
self.move = function () {
self.y += self.speed;
// Calculate the scale based on the current y position
var scale = Math.min(1, self.y / 2732);
self.scale.x = scale;
self.scale.y = scale;
self.rotation += self.rotationSpeed;
};
});
var Collector = Container.expand(function () {
var self = Container.call(this);
var collectorGraphics = self.attachAsset('player', {
anchorX: 0.5,
anchorY: 0.5
});
self.x = 1948; // Position on the right side
self.y = 2400; // Near bottom
});
var DropCollector = Container.expand(function () {
var self = Container.call(this);
var collectorGraphics = self.attachAsset('collector', {
anchorX: 0.5,
anchorY: 0.5
});
self.x = 1948; // Position on the right side
self.y = 2400; // Near bottom
});
var GoodDropletCollector = Container.expand(function () {
var self = Container.call(this);
var collectorGraphics = self.attachAsset('collector', {
anchorX: 0.5,
anchorY: 0.5,
zIndex: 10
});
self.x = 2048 - 500; // Ensure it's positioned on the right side of the screen, accounting for its width
self.y = 2400; // Near bottom
});
var Moon = Container.expand(function () {
var self = Container.call(this);
var moonGraphics = self.attachAsset('moon', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 1;
self.move = function () {
if (sun.x < 0 || sun.x > 2048) {
self.x += self.speed;
self.scale.x -= 0.001;
self.scale.y -= 0.001;
if (self.x > 2048) {
self.x = -200;
self.scale.x = 1;
self.scale.y = 1;
}
}
self.rotation += 0.01;
};
});
var Player = Container.expand(function () {
var self = Container.call(this);
this.on('down', function () {
this.isDragging = true;
this.scale.x *= -1; // Flip the player asset direction
});
this.on('up', function () {
this.isDragging = false;
});
var playerGraphics = self.attachAsset('player', {
anchorX: 0.5,
anchorY: 0.5
});
self.update = function () {
// Player update logic here
if (this.isDragging) {
this.rotation += 0.1; // Rotate the player when dragging
}
if (this.isNearGoodCollector() && this.goodDroplets > 0) {
this.dropOffGoodDroplets();
}
// Check if player is near the star collector to offload stars
if (this.x < 300 && stars > 0) {
LK.setScore(LK.getScore() + stars * 10); // Convert stars to score
stars = 0; // Reset stars to 0 after offloading
starsScoreTxt.setText('Stars: ' + stars); // Update the stars score display
}
// Check if player is near the drop collector to offload drops
if (this.x > 1748 && drops > 0) {
LK.setScore(LK.getScore() + drops * 15); // Convert drops to score
drops = 0; // Reset drops to 0 after offloading
dropsScoreTxt.setText('Drops: ' + drops); // Update the drops score display
}
};
});
var StarCollector = Container.expand(function () {
var self = Container.call(this);
var collectorGraphics = self.attachAsset('badCollector', {
anchorX: 0.5,
anchorY: 0.5
});
self.x = 100; // Position on the left side
self.y = 2400; // Near bottom
});
var Sun = Container.expand(function () {
var self = Container.call(this);
var sunGraphics = self.attachAsset('sun', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 1;
self.move = function () {
if (moon.x < 0 || moon.x > 2048) {
self.x += self.speed;
self.scale.x -= 0.001;
self.scale.y -= 0.001;
if (self.x > 2048) {
self.x = -200;
self.scale.x = 1;
self.scale.y = 1;
}
}
self.rotation += 0.01;
};
});
var Tree = Container.expand(function () {
var self = Container.call(this);
var treeGraphics = self.attachAsset('tree' + Math.floor(Math.random() * 5 + 1), {
anchorX: 0.5,
anchorY: 1
});
});
var WaterDroplet = Container.expand(function () {
var self = Container.call(this);
var dropletGraphics = self.attachAsset('waterDroplet', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 3.45 * 1.5625; // Increase base speed by 56.25%
self.move = function () {
self.y += self.speed;
// Calculate the scale based on the current y position
var scale = Math.min(1, self.y / 2732);
self.scale.x = scale;
self.scale.y = scale;
};
});
var Watermelon = Container.expand(function () {
var self = Container.call(this);
var watermelonGraphics = self.attachAsset('watermelon', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 2.5 * 1.5625; // Increase base speed by 56.25%
self.rotationSpeed = 0.025; // Rotation speed quartered
self.move = function () {
self.y += self.speed;
// Calculate the scale based on the current y position
var scale = Math.min(1, self.y / 2732);
self.scale.x = scale;
self.scale.y = scale;
self.rotation += self.rotationSpeed; // Apply rotation
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x87CEEB // Light blue background to represent the sky
});
/****
* Game Code
****/
// Initialize stars score to track the number of bad water droplets collected
// Global variables to track the current day and time since the last day change
var currentDay = 1;
var timeSinceLastDay = 0;
var dayDurationTicks = 24 * 60; // 24 seconds, assuming 60FPS
// Function to update the day and adjust game difficulty
function updateDay() {
timeSinceLastDay += 1;
if (timeSinceLastDay >= dayDurationTicks) {
currentDay += 1;
timeSinceLastDay = 0;
// Increase the speed and frequency of assets for the new day
WaterDroplet.prototype.speed *= Math.pow(1.1, currentDay);
Watermelon.prototype.speed *= Math.pow(1.1, currentDay);
BadWaterDroplet.prototype.speed *= Math.pow(1.1, currentDay);
BadWatermelon.prototype.speed *= Math.pow(1.1, currentDay);
// Previously attempted to modify spawn frequency directly, which is not applicable as spawnWaterDroplet is not defined as an object with a frequency property.
}
}
// Call updateDay function every tick
LK.on('tick', function () {
updateDay();
hudText.setText('Stars: ' + stars + ' | Drops: ' + drops + ' | Day: ' + currentDay + ' | Score: ' + LK.getScore());
});
var hudCounters = {
stars: 0,
drops: 0,
day: 1,
score: 0
};
var stars = 0;
var drops = 0;
var stars = 0;
var starsScoreTxt = new Text2('Stars: 0', {
size: 30,
fill: "#ffffff",
font: "'GillSans-Bold',Impact,'Arial Black',Tahoma",
x: 2048 - 10,
y: 10
});
var dropsScoreTxt = new Text2('Drops: 0', {
size: 30,
fill: "#ffffff",
font: "'GillSans-Bold',Impact,'Arial Black',Tahoma",
x: 2048 - 10,
y: 50
});
var dayScoreTxt = new Text2('Day: 1', {
size: 30,
fill: "#ffffff",
font: "'GillSans-Bold',Impact,'Arial Black',Tahoma",
x: 2048 - 10,
y: 90
});
var scoreTxt = new Text2('Score: 0', {
size: 30,
fill: "#ffffff",
font: "'GillSans-Bold',Impact,'Arial Black',Tahoma",
x: 2048 - 10,
y: 130
});
LK.gui.top.addChild(starsScoreTxt);
LK.gui.top.addChild(dropsScoreTxt);
LK.gui.top.addChild(dayScoreTxt);
LK.gui.top.addChild(scoreTxt);
function updateHUD() {
starsScoreTxt.setText('Stars: ' + stars);
dropsScoreTxt.setText('Drops: ' + drops);
dayScoreTxt.setText('Day: ' + currentDay);
scoreTxt.setText('Score: ' + LK.getScore());
var maxY = Math.max(starsScoreTxt.height, dropsScoreTxt.height, dayScoreTxt.height, scoreTxt.height);
starsScoreTxt.y = 10;
dropsScoreTxt.y = starsScoreTxt.y + maxY + 5;
dayScoreTxt.y = dropsScoreTxt.y + maxY + 5;
scoreTxt.y = dayScoreTxt.y + maxY + 5;
}
// Ensure updateHUD is called whenever HUD needs to be updated.
updateHUD();
var backgroundColorTransition = game.addChild(new BackgroundColorTransition());
// GameState Manager
var ground = game.addChild(LK.getAsset('ground', {
x: 0,
y: 2532
}));
// 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);
}
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 currentLevel = 1;
var levelDurationTicks = 1800; // 30 seconds per level
var levelStartTick = 0; // The tick count when the current level started
function advanceLevel() {
currentLevel++;
levelStartTick = LK.ticks;
// Reset or increase difficulty here
// For example, increase the speed of falling objects
WaterDroplet.prototype.speed *= 1.1;
Watermelon.prototype.speed *= 1.1;
BadWaterDroplet.prototype.speed *= 1.1;
BadWatermelon.prototype.speed *= 1.1;
// Optionally, reset player position or state if needed
}
// Check for level advancement in the game's main tick function
LK.on('tick', function () {
if (LK.ticks - levelStartTick >= levelDurationTicks) {
advanceLevel();
}
// Existing tick code...
});
// Start Screen
var startScreen = new Container();
var startText = new Text2('Tap to Start', {
size: 100,
fill: "#ffffff",
font: "'GillSans-Bold',Impact,'Arial Black',Tahoma"
});
startScreen.addChild(startText);
LK.gui.center.addChild(startScreen);
startScreen.on('down', function () {
gameStateManager.setState('Playing');
LK.gui.center.removeChild(startScreen);
});
// This block has been removed as it's redundant with the existing startScreen 'down' event listener which handles both touch and mouse inputs.
gameStateManager.setState('Start');
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 = Math.max(0, Math.min(2048 - player.width / 2, pos.x));
}
});
game.on('mousedown', function (obj) {
player.isDragging = true;
}); // Make player draggable with mouse
game.on('mouseup', function () {
player.isDragging = false;
}); // Stop dragging player with mouse
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.
var sun = game.addChild(new Sun());
sun.x = -200;
sun.y = 100;
var moon = game.addChild(new Moon());
moon.x = -200;
moon.y = 300;
LK.on('tick', function () {
backgroundColorTransition.update();
sun.move();
moon.move();
// Move droplets and watermelons
droplets.forEach(function (droplet, index) {
droplet.move();
if (droplet.y > 2732) {
// Off screen
score -= 1; // Decrease score by -1 if droplet is missed
scoreTxt.setText('Score: ' + score); // Update the score display
droplet.destroy();
droplets.splice(index, 1);
} else if (player.intersects(droplet)) {
// Collect droplets without immediately affecting the score
if (droplet instanceof WaterDroplet) {
drops += 1; // Increment drops for each good droplet collected
dropsScoreTxt.setText('Drops: ' + drops); // Update the drops score display
} else if (droplet instanceof BadWaterDroplet) {
stars += 1; // Increment stars for each bad droplet collected
starsScoreTxt.setText('Stars: ' + stars); // Update the stars score display
}
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)) {
// Check if the watermelon is bad
var badWatermelonCount = 0;
// End the game if 5 bad watermelons are collected
if (badWatermelonCount >= 5) {
gameStateManager.setState('GameOver');
}
if (watermelon instanceof BadWatermelon) {
score -= 5; // Subtract 5 points for bad watermelon
badWatermelonCount++;
if (badWatermelonCount >= 5) {
gameStateManager.setState('GameOver');
}
} else {
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.width) + newDroplet.width / 2;
newDroplet.y = 0;
droplets.push(newDroplet);
game.addChild(newDroplet);
}
// Call spawnWaterDroplet every second
if (gameStateManager.getState() === 'Playing' && LK.ticks % 60 == 0) {
spawnWaterDroplet();
}
if (gameStateManager.getState() === 'Playing' && LK.ticks % 144 == 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 (gameStateManager.getState() === 'Playing' && LK.ticks % 300 == 0) {
spawnWatermelon();
}
if (gameStateManager.getState() === 'Playing' && LK.ticks % 800 == 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);
// End the game if score reaches zero
if (score <= -1) {
gameStateManager.setState('GameOver');
}
// Increase the speed of all descending assets by 50 percent each time the score goes up by 10
if (score % 10 === 0 && score !== 0) {
WaterDroplet.prototype.speed *= 1.5;
Watermelon.prototype.speed *= 1.5;
BadWaterDroplet.prototype.speed *= 1.5;
BadWatermelon.prototype.speed *= 1.5;
}
});
8 bit watermelon slice no shadows. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Punk rock
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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.