User prompt
Dissconnect the bad droplets and droplets from their input on the main score board
User prompt
Create 2 new collector assets, one on the left titled bad collector and one on the right called collector
User prompt
Make sure it counts the number of waterdroplets and displays it
User prompt
Lower it below the star display
User prompt
Place it below the star score
User prompt
Now add a simmiler score counter for the droplets named “Drops”
User prompt
Make sure it counts the number of bad droplets and displays it
User prompt
Rename the text of score to “Drops”
User prompt
Rename it stars
User prompt
Position this new score on the left top in line with the other score
User prompt
Make another score indicating the number of badwaterdroplets collected
User prompt
Please fix the bug: 'Script error.' in or related to this line: 'badDropletsScoreTxt.y = scoreTxt.height + 20;' Line Number: 196
User prompt
Create an aditional scoreboard that reflects the number of badwaterdroplets collected
User prompt
I want to add something to the game, place an asset on the left and right side of the screen at the same level of the player
User prompt
Now 6
User prompt
Now please do 5
User prompt
Now implement 4
User prompt
Please fix the bug: 'Script error.' in or related to this line: 'LK.clearInterval(spawnInterval);' Line Number: 270
User prompt
Fix number 4 and 5
User prompt
Now lets fix 3
User prompt
Fix 1 and 2
User prompt
The left side of the screen is too large, please make sure the player cant leave the screen fully on the left and has more equil room to move almost entirely off screen on the right as well
User prompt
Try onece agiain to expand the players movement to the right but not compleatly leave the screen
User prompt
Make sure this happens on the right side as well
User prompt
Expand the area the player can move to the sides beyond the screen but not all the way out of view
/**** * Classes ****/ 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 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 = 2400; // Near bottom }); 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 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 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 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 BadWaterDroplet = Container.expand(function () { var self = Container.call(this); var badDropletGraphics = self.attachAsset('badWaterDroplet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 2.25; 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; 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 Player = Container.expand(function () { var self = Container.call(this); this.on('down', function () { this.isDragging = true; playerGraphics.scale.x *= -1; // Flip the player's image across the x-axis }); 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 = 3.45; 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; 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); }); 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)); } }); 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 droplet.destroy(); droplets.splice(index, 1); } else if (player.intersects(droplet)) { // Increase score by 1 for good water droplets if (!(droplet instanceof BadWaterDroplet)) { score += 1; drops += 1; // Increment drops count when a good water droplet is collected dropsScoreTxt.setText('Drops: ' + drops); // Update the drops score display } else { // Decrease score by 5 for bad watermelons if (droplet instanceof BadWaterDroplet) { stars += 1; // Increment stars count when a bad water droplet is collected starsScoreTxt.setText('Stars: ' + stars); // Update the stars score display } else if (watermelon instanceof BadWatermelon) { score -= 5; } } 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; 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.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); // Increase the speed of all descending assets by 10 percent every 15 points if (score % 15 === 0 && score !== 0) { WaterDroplet.prototype.speed *= 1.1; Watermelon.prototype.speed *= 1.1; BadWaterDroplet.prototype.speed *= 1.1; BadWatermelon.prototype.speed *= 1.1; } });
===================================================================
--- original.js
+++ change.js
@@ -362,9 +362,8 @@
dropsScoreTxt.setText('Drops: ' + drops); // Update the drops score display
} else {
// Decrease score by 5 for bad watermelons
if (droplet instanceof BadWaterDroplet) {
- score -= 2;
stars += 1; // Increment stars count when a bad water droplet is collected
starsScoreTxt.setText('Stars: ' + stars); // Update the stars score display
} else if (watermelon instanceof BadWatermelon) {
score -= 5;
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.