User prompt
Implement 1-6
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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
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Make the player asset blink and unable to catch other decending assets for 3 second when a bad watermellon is caught
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Make the player blink yellow and white and black really fast when they catch a bad watermellon
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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
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Make sure a circle indacator dissapears when a bad watermellon is collected and one life is deducted
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When bad water mellon is collected deduct a life and remove it from the display
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Make sure the transition starts when the game is started
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See why the transition isnt happening anymore
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The transition dosent seem to happen at all anymire
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Please fix the bug: 'TypeError: undefined is not an object (evaluating 'backgroundColorTransition.update')' in or related to this line: 'backgroundColorTransition.update();' Line Number: 509
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Please fix the bug: 'TypeError: undefined is not an object (evaluating 'backgroundColorTransition.update')' in or related to this line: 'backgroundColorTransition.update();' Line Number: 509
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Please fix the bug: 'TypeError: undefined is not an object (evaluating 'backgroundColorTransition.update')' in or related to this line: 'backgroundColorTransition.update();' Line Number: 509
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Make sure the background color transition dosent start autioatically and only when start is pressed
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Please fix the bug: 'ReferenceError: Can't find variable: backgroundColorTransition' in or related to this line: 'backgroundColorTransition.update();' Line Number: 511
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Only start the background color transition when start is taped
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Great implement 1-3 please
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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.
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Implement these steps
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Can you remove the bad collecter any any other useless code about them
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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
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Remove the large score counter and keep the small one and connect it to reflect the score
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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
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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); var dayDurationTicks = 1440; // 24 seconds * 60 FPS self.update = function () { var cycleProgress = LK.ticks % dayDurationTicks / dayDurationTicks; var colorPhase = Math.sin(cycleProgress * Math.PI * 2) * 0.5 + 0.5; var r = Math.floor(colorPhase * 135); var g = Math.floor(colorPhase * 206); var b = Math.floor(colorPhase * 235); var hex = (r << 16) + (g << 8) + b; game.setBackgroundColor(hex); }; }); 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 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 player lives // Global variables to track the current day and time since the last day change // Initialize stars score to track the number of bad water droplets collected var playerLives = 3; // Function to display player lives function displayLives() { for (var i = 0; i < playerLives; i++) { var life = LK.getAsset('circle', { width: 50, height: 50, color: 0xFF0000, // Red color shape: 'ellipse', x: 60 + i * 60, // Position lives horizontally with some spacing y: 60 // Position from the top }); LK.gui.topLeft.addChild(life); } } displayLives(); 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(); updateHUD(); }); 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(); // GameState Manager var ground = game.addChild(LK.getAsset('ground', { x: 0, y: 2532 })); // Initialize backgroundColorTransition inside the startScreen 'down' event to ensure it starts only when the game starts startScreen.on('down', function () { gameStateManager.setState('Playing'); LK.gui.center.removeChild(startScreen); backgroundColorTransition = new BackgroundColorTransition(); }); // 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'); // The large score counter initialization and addition to the GUI has been removed to keep only the small score counter. 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 () { if (gameStateManager.getState() === 'Playing' && backgroundColorTransition) { 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; } });
===================================================================
--- original.js
+++ change.js
@@ -302,9 +302,14 @@
var ground = game.addChild(LK.getAsset('ground', {
x: 0,
y: 2532
}));
-var backgroundColorTransition;
+// Initialize backgroundColorTransition inside the startScreen 'down' event to ensure it starts only when the game starts
+startScreen.on('down', function () {
+ gameStateManager.setState('Playing');
+ LK.gui.center.removeChild(startScreen);
+ backgroundColorTransition = new BackgroundColorTransition();
+});
// 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;
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.