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I cant see the scores, make the box in the background 50 percent transperent
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Please fix the bug: 'Script error.' in or related to this line: 'hudContainer.addChild(life);' Line Number: 248
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Put the scores and health hud all neatly in a single black rectangle in the top left of the screen, with the score indicaters being underneath the health indicators
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Please fix the bug: 'Script error.' in or related to this line: 'var dayScoreBg = new Shape('rect', {' Line Number: 321
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Please fix the bug: 'Script error.' in or related to this line: 'var dropsScoreBg = new Shape('rect', {' Line Number: 305
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Please fix the bug: 'Script error.' in or related to this line: 'var starsScoreBg = new Shape('rect', {' Line Number: 288
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Male all the score displays sit on top of a rectangle that's black
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Please fix the bug: 'ReferenceError: Can't find variable: moon' in or related to this line: 'moon.move();' Line Number: 509
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Please fix the bug: 'ReferenceError: Can't find variable: moon' in or related to this line: 'moon.move();' Line Number: 511
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Please fix the bug: 'ReferenceError: Can't find variable: moon' in or related to this line: 'if (moon.x < 0 || moon.x > 2048) {' Line Number: 170
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Please fix the bug: 'ReferenceError: Can't find variable: moon' in or related to this line: 'if (moon.x < 0 || moon.x > 2048) {' Line Number: 170
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Remove the moon duplicate
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Please fix the bug: 'ReferenceError: Can't find variable: moonDuplicated' in or related to this line: 'if (stars >= 10 && !moonDuplicated) {' Line Number: 603
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When 10 stars are collected duplicate and mirror the moon and add it to the game
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revisit the implementation details, particularly how the `isPlayerBlinking` flag is managed and checked within the game's logic. Ensure that the flag's state is correctly updated at the start and end of the invincibility period and that this state is consistently checked before processing any interactions between the player and descending objects. Additionally, verify that the visual blinking effect is not interfering with the logical checks for invincibility.
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Please implement 1-4 from your previous response in order
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implementing these steps to ensure that the player's invincibility period is handled consistently, with descending objects continuing their paths without disappearing upon interaction.
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Implement 1-4 to ensure that descending objects will continue their path without disappearing when they interact with the player during the invincibility period, providing a consistent and fair gameplay experience.
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Double check that the assets that decend do not disaper when player is invincable to them
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Esure that during the time of invincibility even when the decending objects interact with the player asset they continue and do not disappear
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Assure that the items do not dissapear when interacting with the player during the 3 seconds of invincibility
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Please fix the bug: 'ReferenceError: Can't find variable: isPlayerBlinking' in or related to this line: 'if (droplet.y > 2732) {' Line Number: 517
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Assure that the objects are not collected while the effect lasts
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While player is affected and blinking make other decending objects unable to be collected and continue
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Please fix the bug: 'TypeError: LK.effects.blinkObject is not a function. (In 'LK.effects.blinkObject(player, 3000)', 'LK.effects.blinkObject' is undefined)' in or related to this line: 'LK.effects.blinkObject(player, 3000);' Line Number: 555
/**** * 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; // Flag to indicate if the player is currently invincible var isPlayerInvincible = false; var isPlayerBlinking = false; var drops = 0; var stars = 0; var starsScoreBg = LK.getAsset('shape', { width: 300, height: 50, color: 0x000000, shape: 'rect', x: 2048 - 310, y: 5 }); LK.gui.top.addChild(starsScoreBg); var starsScoreTxt = new Text2('Stars: 0', { size: 30, fill: "#ffffff", font: "'GillSans-Bold',Impact,'Arial Black',Tahoma", x: 2048 - 10, y: 10 }); var dropsScoreBg = LK.getAsset('shape', { width: 300, height: 50, color: 0x000000, shape: 'rect', x: 2048 - 310, y: 45 }); LK.gui.top.addChild(dropsScoreBg); var dropsScoreTxt = new Text2('Drops: 0', { size: 30, fill: "#ffffff", font: "'GillSans-Bold',Impact,'Arial Black',Tahoma", x: 2048 - 10, y: 50 }); var dayScoreBg = new Shape('rect', { width: 300, height: 50, color: 0x000000, x: 2048 - 310, y: 85 }); LK.gui.top.addChild(dayScoreBg); var dayScoreTxt = new Text2('Day: 1', { size: 30, fill: "#ffffff", font: "'GillSans-Bold',Impact,'Arial Black',Tahoma", x: 2048 - 10, y: 90 }); var scoreBg = new Shape('rect', { width: 300, height: 50, color: 0x000000, x: 2048 - 310, y: 125 }); LK.gui.top.addChild(scoreBg); 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 })); // 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'); backgroundColorTransition = new BackgroundColorTransition(); 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)) { if (!isPlayerBlinking) { // 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) { playerLives--; LK.gui.topLeft.removeChild(LK.gui.topLeft.children[playerLives]); if (playerLives <= 0) { gameStateManager.setState('GameOver'); } else { var blinkPlayer = function blinkPlayer() { isPlayerBlinking = true; // Set player as invincible if (LK.ticks < endTime) { player.visible = !player.visible; // Toggle visibility LK.setTimeout(blinkPlayer, blinkInterval); // Schedule the next blink } else { player.visible = true; // Ensure player is visible after blinking ends isPlayerBlinking = false; // Reset player's invincibility } }; // Custom blink effect for player when a bad watermelon is caught var blinkDuration = 3000; // Duration of the blink effect in milliseconds var blinkInterval = 500; // Interval between each blink var endTime = LK.ticks + blinkDuration / (1000 / 60); // Calculate end time based on game ticks blinkPlayer(); } } else { score += 5; } 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
@@ -200,11 +200,11 @@
/****
* 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
// 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++) {
@@ -271,12 +271,13 @@
font: "'GillSans-Bold',Impact,'Arial Black',Tahoma",
x: 2048 - 10,
y: 10
});
-var dropsScoreBg = new Shape('rect', {
+var dropsScoreBg = LK.getAsset('shape', {
width: 300,
height: 50,
color: 0x000000,
+ shape: 'rect',
x: 2048 - 310,
y: 45
});
LK.gui.top.addChild(dropsScoreBg);
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.