User prompt
Now implement 2
User prompt
Make sure the collectors are in view and in line with the player
User prompt
I want to creat a way to turn star and drop points into the score board, like a way to offload capacity by droping off stars and drops on either side of the map into some new element
User prompt
Make sure all elements are restrained to the view and not processing extra outside the map
User prompt
End game when score reaches -1
User prompt
If score reaches zero end game
User prompt
If player misses catching any droplet or bad droplet decrease score by -1
User prompt
I need the game to be faster moving
User prompt
When the score increases by 10 increase all decending elements by 50 perecent in speed
User prompt
Make the overall speed a 25percent faster at start then it currently is
User prompt
Set an end game that if 5 bad watermellons are collected the game ends
User prompt
Make this a 75 percent increase
User prompt
Make the decending object move 25percent faster each time the score goes up by 10
User prompt
Sounds good implement please
User prompt
Make sure the mouse can also start the game
User prompt
Make the game compatable with a mouse as well
User prompt
Now make sure the stars and drop counter is working
User prompt
Make sure the score boards are working properly
User prompt
Move them in front of any assets that might be blocking their visibiliy
User prompt
Make sure my collectors are displayed on either side of the screen
User prompt
Implement Droplet Drop-off Mechanism
User prompt
Please fix the bug: 'TypeError: player.collectGoodDroplet is not a function. (In 'player.collectGoodDroplet()', 'player.collectGoodDroplet' is undefined)' in or related to this line: 'player.collectGoodDroplet(); // Assume this method handles collecting good droplets' Line Number: 407
User prompt
Define collectors and modify droplet collection
User prompt
Now do the same for the goodwaterdroplets
User prompt
Do the same for waterdroplets good
/**** * 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.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.isNearGoodCollector() && this.goodDroplets > 0) { this.dropOffGoodDroplets(); } }; }); 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 var stars = 0; var starsScoreTxt = new Text2('Stars: 0', { size: 150, fill: "#ffffff", font: "'GillSans-Bold',Impact,'Arial Black',Tahoma" }); // Initialize drops score to track the number of good water droplets collected var drops = 0; var dropsScoreTxt = new Text2('Drops: 0', { size: 150, fill: "#ffffff", font: "'GillSans-Bold',Impact,'Arial Black',Tahoma" }); // Add the stars score text to the GUI overlay, positioned on the left top in line with the other score LK.gui.topLeft.addChild(starsScoreTxt); // Add the drops score text to the GUI overlay, positioned below the stars score display LK.gui.topLeft.addChild(dropsScoreTxt); dropsScoreTxt.y = starsScoreTxt.height; 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(); // 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; } });
===================================================================
--- original.js
+++ change.js
@@ -29,9 +29,9 @@
anchorY: 0.5,
zIndex: 10
});
self.x = 100; // Ensure it's positioned on the left side of the screen
- self.y = 2400; // Near bottom
+ 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', {
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.