User prompt
Make the badwatermellon give -5 points and the badwaterdroplet give -1 points when caught
User prompt
Make sure no falling elements never spawn over eachother
User prompt
Make the rate at which things are falling slowly increase over time
User prompt
Make the bad waterdroplet and bad watermellon have negitive points when touched
User prompt
Please fix the bug: 'Script error.' in or related to this line: 'game.setChildIndex(ground, game.children.length - 1);' Line Number: 91
User prompt
Bring the ground tp the front so the elements fall behind it and raise it to be below the player
User prompt
Make a ground element underneath the player that is brown
User prompt
Add another new falling item in the same way as waterdroplet and name it badwaterdroplet
User prompt
Add a new falling item in the same way as the watermellon and title it badwatermellon
User prompt
Its still not working correctly consider moving the logic for spawning these objects into separate functions or methods. This approach not only makes the code more readable but also encapsulates the spawning logic, making it easier to adjust spawn rates or object properties in one place.
User prompt
Make sure the bad item is like the other watermellon droplet assets because now its not working
User prompt
Add a new falling thing that takes away 10 points if you catch it
User prompt
Make the watermellons not move in larger circles as they fall to make them harder to catch
User prompt
Make the water sparkle
User prompt
Make the water droplets fall 2 times ass fast
User prompt
Please fix the bug: 'TypeError: setTimeout is not a function. (In 'setTimeout(function () { __$(101); watermelon.destroy(); __$(102); watermelons.splice(index, 1); }, 500)', 'setTimeout' is undefined)' in or related to this line: 'setTimeout(function () {' Line Number: 197
User prompt
Please fix the bug: 'TypeError: LK.effects.bounceObject is not a function. (In 'LK.effects.bounceObject(watermelon, 1.2, 500)', 'LK.effects.bounceObject' is undefined)' in or related to this line: 'LK.effects.bounceObject(watermelon, 1.2, 500);' Line Number: 197
User prompt
When the player successfully catches a watermelon, make the watermelon bounce a few times before disappearing or being absorbed. This adds a satisfying feedback loop to the action of catching the watermelon.
User prompt
Make the juice assets only appear for 1 second and then dissapear, also add randomization to their spawning
User prompt
Make the juice trail only appear for a second and then go away
User prompt
Ok now make the juice trail less frequent and dissapear after a few seconds
User prompt
Ok please do 1-4
User prompt
Ok do number 2 in the color green and pink
User prompt
Implement a gentle pulsing effect on the waterDroplets, making it slightly grow and shrink in a continuous loop. This can draw attention to the watermelon and suggest it's something valuable and worth grabbing.
User prompt
Add a moving shine or sparkle effect across the watermelon to suggest freshness and juiciness. This could be a simple white or light-colored gradient that moves from one side of the watermelon to the other.
/**** * Classes ****/ 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 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); } else if (player.intersects(newBadDroplet)) { score -= 1; // Bad water droplets decrease score newBadDroplet.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); } if (player.intersects(newBadWatermelon)) { score -= 5; // Bad watermelons decrease score newBadWatermelon.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); });
===================================================================
--- original.js
+++ change.js
@@ -201,8 +201,12 @@
} else if (player.intersects(droplet)) {
score += 1;
droplet.destroy();
droplets.splice(index, 1);
+ } else if (player.intersects(newBadDroplet)) {
+ score -= 1; // Bad water droplets decrease score
+ newBadDroplet.destroy();
+ droplets.splice(index, 1);
}
});
watermelons.forEach(function (watermelon, index) {
watermelon.move();
@@ -214,24 +218,22 @@
score += 5; // Watermelons give a bigger boost
watermelon.destroy();
watermelons.splice(index, 1);
}
+ if (player.intersects(newBadWatermelon)) {
+ score -= 5; // Bad watermelons decrease score
+ newBadWatermelon.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;
- // Check if the new droplet overlaps with any existing droplets or watermelons
- if (!droplets.some(function (droplet) {
- return droplet.intersects(newDroplet);
- }) && !watermelons.some(function (watermelon) {
- return watermelon.intersects(newDroplet);
- })) {
- droplets.push(newDroplet);
- game.addChild(newDroplet);
- }
+ droplets.push(newDroplet);
+ game.addChild(newDroplet);
}
// Call spawnWaterDroplet every second
if (LK.ticks % 60 == 0) {
spawnWaterDroplet();
@@ -239,38 +241,18 @@
if (LK.ticks % 120 == 0) {
var newBadDroplet = new BadWaterDroplet();
newBadDroplet.x = Math.random() * 2048;
newBadDroplet.y = 0;
- // Check if the new bad droplet overlaps with any existing droplets or watermelons
- if (!droplets.some(function (droplet) {
- return droplet.intersects(newBadDroplet);
- }) && !watermelons.some(function (watermelon) {
- return watermelon.intersects(newBadDroplet);
- })) {
- droplets.push(newBadDroplet);
- game.addChild(newBadDroplet);
- }
+ droplets.push(newBadDroplet);
+ game.addChild(newBadDroplet);
}
- // Deduct score when player catches BadWaterDroplet
- if (player.intersects(newBadDroplet)) {
- score -= 1;
- newBadDroplet.destroy();
- droplets.splice(droplets.indexOf(newBadDroplet), 1);
- }
// Spawn watermelons function
function spawnWatermelon() {
var newWatermelon = new Watermelon();
newWatermelon.x = Math.random() * 2048;
newWatermelon.y = 0;
- // Check if the new watermelon overlaps with any existing droplets or watermelons
- if (!droplets.some(function (droplet) {
- return droplet.intersects(newWatermelon);
- }) && !watermelons.some(function (watermelon) {
- return watermelon.intersects(newWatermelon);
- })) {
- watermelons.push(newWatermelon);
- game.addChild(newWatermelon);
- }
+ watermelons.push(newWatermelon);
+ game.addChild(newWatermelon);
}
// Call spawnWatermelon every 5 seconds
if (LK.ticks % 300 == 0) {
spawnWatermelon();
@@ -278,23 +260,10 @@
if (LK.ticks % 600 == 0) {
var newBadWatermelon = new BadWatermelon();
newBadWatermelon.x = Math.random() * 2048;
newBadWatermelon.y = 0;
- // Check if the new bad watermelon overlaps with any existing droplets or watermelons
- if (!droplets.some(function (droplet) {
- return droplet.intersects(newBadWatermelon);
- }) && !watermelons.some(function (watermelon) {
- return watermelon.intersects(newBadWatermelon);
- })) {
- watermelons.push(newBadWatermelon);
- game.addChild(newBadWatermelon);
- }
+ watermelons.push(newBadWatermelon);
+ game.addChild(newBadWatermelon);
}
- // Deduct score when player catches BadWatermelon
- if (player.intersects(newBadWatermelon)) {
- score -= 5;
- newBadWatermelon.destroy();
- watermelons.splice(watermelons.indexOf(newBadWatermelon), 1);
- }
// Update score display
scoreTxt.setText('Score: ' + score);
});
\ No newline at end of file
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.