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;
}
};
});
// 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 = 40;
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;
}
};
});
// Upgrade button class
var UpgradeButton = Container.expand(function () {
var self = Container.call(this);
var buttonGraphics = self.attachAsset('button', {
anchorX: 0.5,
anchorY: 0.5
});
self.on('down', function () {
// Upgrade logic goes here
console.log('Upgrade button pressed');
});
});
// Bomb class
var Bomb = Container.expand(function () {
var self = Container.call(this);
var bombGraphics = self.attachAsset('bomb', {
anchorX: 0.5,
anchorY: 0.5
});
self.verticalSpeed = 7;
self.move = function () {
self.y -= self.verticalSpeed;
if (self.y < -self.height) {
self.destroy();
}
};
});
/****
* Initialize Game
****/
// Initialize the upgrade button
var game = new LK.Game({
backgroundImage: '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].destroy();
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);
}
// Spawn bombs at a regular interval
if (LK.ticks % 180 == 0) {
// Every 3 seconds
var newBomb = new Bomb();
newBomb.x = Math.random() * (game.width - newBomb.width) + newBomb.width / 2;
newBomb.y = 0; // Start from the top of the screen
knives.push(newBomb); // Add to the knives array to be managed
}
});
// Initialize the score text
var scoreTxt = new Text2('0', {
size: 150,
fill: "#ffffff"
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
// Initialize the upgrade button
var upgradeButton = new UpgradeButton();
upgradeButton.x = game.width / 2;
upgradeButton.y = game.height - 200; // Position the button at the bottom
LK.gui.bottom.addChild(upgradeButton);
// Update the score text every tick
LK.on('tick', function () {
scoreTxt.setText(LK.getScore());
}); ===================================================================
--- original.js
+++ change.js
@@ -28,11 +28,8 @@
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);
@@ -139,9 +136,9 @@
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[i].destroy();
knives.splice(i, 1);
}
// Check for collision with basket
if (basket.intersects(knives[i])) {
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.