User prompt
add blue background with clouds
User prompt
Fix Bug: 'TypeError: knives[i].destroyKnife is not a function' in or related to this line: 'if (basket.intersects(knives[i])) {' Line Number: 152
User prompt
Fix Bug: 'TypeError: knives[i].destroyKnife is not a function' in or related to this line: 'knives[i].destroyKnife();' Line Number: 151
User prompt
add the asset bomb to the screen
User prompt
add bombs flying up
User prompt
make the basket faster moving
User prompt
make the basket faster
User prompt
add upgrading button
User prompt
set background to clouds
User prompt
make the background the sky
User prompt
make the basket go up, down and to the sides
User prompt
make the knife go up and down and to the sides
User prompt
Fix Bug: 'Uncaught ReferenceError: Shape is not defined' in or related to this line: 'var basketGraphics = new Shape({' Line Number: 31
Initial prompt
baloon catcher
/**** * Classes ****/ // Balloon class var Knife = Container.expand(function () { var self = Container.call(this); var knifeGraphics = self.attachAsset('balloon', { // Reusing balloon asset for knife anchorX: 0.5, anchorY: 0.5 }); self.verticalSpeed = 5; self.horizontalSpeed = 0; self.direction = 1; // 1 for up, -1 for down self.move = function () { self.y -= self.verticalSpeed * self.direction; // Reverse direction if it hits the top or bottom of the screen if (self.y < 0 || self.y > game.height) { self.direction *= -1; } }; self.shift = function (shiftX) { self.x += shiftX; // Keep within game bounds if (self.x < 0) { self.x = 0; } if (self.x > game.width) { self.x = game.width; } }; self.destroyKnife = function () { self.destroy(); }; }); // Basket class var Basket = Container.expand(function () { var self = Container.call(this); var basketGraphics = self.attachAsset('basket', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 10; self.move = function (direction) { switch (direction) { case 'left': self.x = Math.max(0, self.x - self.speed); break; case 'right': self.x = Math.min(game.width, self.x + self.speed); break; case 'up': self.y = Math.max(0, self.y - self.speed); break; case 'down': self.y = Math.min(game.height, self.y + self.speed); break; } }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x87CEEB // Sky blue background }); /**** * Game Code ****/ // Initialize the basket // Define the balloon asset var basket = game.addChild(new Basket()); basket.x = game.width / 2; basket.y = game.height - basket.height / 2; // Initialize the knives array var knives = []; // Handle touch move events to move the basket in all directions function handleMove(obj) { var event = obj.event; var pos = event.getLocalPosition(game); var deltaX = pos.x - basket.x; var deltaY = pos.y - basket.y; if (Math.abs(deltaX) > Math.abs(deltaY)) { // Horizontal movement if (deltaX < 0) { basket.move('left'); } else if (deltaX > 0) { basket.move('right'); } } else { // Vertical movement if (deltaY < 0) { basket.move('up'); } else if (deltaY > 0) { basket.move('down'); } } } // Attach the move event listener to the game game.on('move', handleMove); // Game tick event for updating game elements LK.on('tick', function () { // Move and check knives for (var i = knives.length - 1; i >= 0; i--) { knives[i].move(); // Shift knives to the sides if (LK.ticks % 60 == 0) { // Every second knives[i].shift((Math.random() * 2 - 1) * 20); // Random shift between -20 and 20 } // Check if knife is off-screen if (knives[i].y < 0 || knives[i].y > game.height) { knives[i].destroyKnife(); knives.splice(i, 1); } // Check for collision with basket if (basket.intersects(knives[i])) { knives[i].destroyKnife(); knives.splice(i, 1); // Increment score LK.setScore(LK.getScore() + 1); } } // Spawn knives at a regular interval if (LK.ticks % 120 == 0) { // Every 2 seconds var newKnife = new Knife(); newKnife.x = Math.random() * (game.width - newKnife.width) + newKnife.width / 2; newKnife.y = game.height; knives.push(newKnife); game.addChild(newKnife); } }); // Initialize the score text var scoreTxt = new Text2('0', { size: 150, fill: "#ffffff" }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // Update the score text every tick LK.on('tick', function () { scoreTxt.setText(LK.getScore()); });
===================================================================
--- original.js
+++ change.js
@@ -35,18 +35,28 @@
});
// Basket class
var Basket = Container.expand(function () {
var self = Container.call(this);
- self.width = 200;
- self.height = 100;
- self.color = 0x964B00; // Brown color for the basket
- // Create a simple rectangle shape for the basket
var basketGraphics = self.attachAsset('basket', {
anchorX: 0.5,
anchorY: 0.5
});
- self.update = function () {
- // Basket update code will be handled by the game's touch events
+ self.speed = 10;
+ self.move = function (direction) {
+ switch (direction) {
+ case 'left':
+ self.x = Math.max(0, self.x - self.speed);
+ break;
+ case 'right':
+ self.x = Math.min(game.width, self.x + self.speed);
+ break;
+ case 'up':
+ self.y = Math.max(0, self.y - self.speed);
+ break;
+ case 'down':
+ self.y = Math.min(game.height, self.y + self.speed);
+ break;
+ }
};
});
/****
@@ -65,13 +75,29 @@
basket.x = game.width / 2;
basket.y = game.height - basket.height / 2;
// Initialize the knives array
var knives = [];
-// Handle touch move events to move the basket
+// Handle touch move events to move the basket in all directions
function handleMove(obj) {
var event = obj.event;
var pos = event.getLocalPosition(game);
- basket.x = pos.x;
+ var deltaX = pos.x - basket.x;
+ var deltaY = pos.y - basket.y;
+ if (Math.abs(deltaX) > Math.abs(deltaY)) {
+ // Horizontal movement
+ if (deltaX < 0) {
+ basket.move('left');
+ } else if (deltaX > 0) {
+ basket.move('right');
+ }
+ } else {
+ // Vertical movement
+ if (deltaY < 0) {
+ basket.move('up');
+ } else if (deltaY > 0) {
+ basket.move('down');
+ }
+ }
}
// Attach the move event listener to the game
game.on('move', handleMove);
// Game tick event for updating game elements
knife to stab balloons. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
baloon. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
blue bomb. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
clouds on the sky. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.