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сделай пузырь прозрачным на 50%
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время от времени рыбы создают пузырь который плавно поднимается вверх а потом лопается
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задай направление вращение случайным образо 50 на 50 либо по часовой стрелки либо против
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задай скорость вращения случайной от 0.005 до 0.015
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задай скорость вращения случайной от 0.5 до 1.5
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когда скорость падения становится 1 то вращение тоже замедляется
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груанула должна вращаться вокруг своей оси медленно
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рыбы по позиции альфа должен быть на 1
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корм по позиции альфа должен быть на 1
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корм должен появляться в случайной позиции по x правее от левого края и левее от правого на 200 единиц
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после corm.y = 800 скорость корма должна быть 1
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и даже чуть выше
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Please fix the bug: 'TypeError: corms[k].update is not a function' in or related to this line: 'corms[k].update();' Line Number: 253
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корм должен останавливаться внизу и лежать. А именно там докуда могут плавать рыбы
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еще ниже
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корм должен появляться ниже
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при срабатывании иконки корма сверху появляется и падат вниз корм (corm)
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/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Aquarium class representing the aquarium var Aquarium = Container.expand(function () { var self = Container.call(this); var aquariumGraphics = self.attachAsset('Aquarium', { anchorX: 0.5, anchorY: 0.5 }); self.x = 2048 / 2; self.y = 2732 / 2; var scale = Math.min(2048 / aquariumGraphics.width, 2732 / aquariumGraphics.height); self.scaleX = scale; self.scaleY = scale; }); // Bubble class representing a bubble created by fish var Bubble = Container.expand(function () { var self = Container.call(this); var bubbleGraphics = self.attachAsset('bubble', { anchorX: 0.5, anchorY: 0.5, alpha: 0.8 // Set transparency to 50% }); // Initialize bubble position and speed self.speed = Math.random() * 0.5 + 0.5; // Random speed for each bubble // Update function to move the bubble upwards self.update = function () { self.y -= self.speed; if (self.y < 0) { self.pop(); } }; // Function to pop the bubble self.pop = function () { // Add pop animation or effect here if needed self.destroy(); bubbles.splice(bubbles.indexOf(self), 1); }; }); // Coin class representing a coin dropped by a fish var Coin = Container.expand(function () { var self = Container.call(this); var coinGraphics = self.attachAsset('coin', { anchorX: 0.5, anchorY: 0.5 }); // Update function to move the coin downwards self.update = function () { self.y += 2; if (self.y > 2732) { self.destroy(); coins.splice(coins.indexOf(self), 1); } }; }); // Corm class representing a falling corm var Corm = Container.expand(function () { var self = Container.call(this); self.rotationDirection = Math.random() < 0.5 ? 1 : -1; // Randomly set rotation direction var cormGraphics = self.attachAsset('corm', { anchorX: 0.5, anchorY: 0.5, alpha: 2 }); // Update function to move the corm downwards self.update = function () { if (self.y > 700) { self.y += 1; // Adjust speed to 1 after reaching y-position of 800 cormGraphics.rotation += self.rotationDirection * 0.005; // Slow down rotation when speed is 1 } else { self.y += 2; // Initial speed of falling corm cormGraphics.rotation += 0.01; // Rotate the corm slowly around its axis } if (self.y > aquarium.y + aquarium.height / 2 - 50) { // Stop at the bottom of the aquarium self.y = aquarium.y + aquarium.height / 2 - 50; // Set position to the bottom self.update = null; // Stop updating position } }; }); // Fish class representing a fish in the aquarium var Fish = Container.expand(function () { var self = Container.call(this); var fishGraphics = self.attachAsset('fish', { anchorX: 0.5, anchorY: 0.5, alpha: 3 }); self.speed = Math.random() * 2 + 1; // Random speed for each fish self.direction = 1; // Fish always swim to the right when they appear // Update function to move the fish self.update = function () { if (!self.horizontalPaused) { self.x += self.speed * self.direction; if (self.x < aquarium.x - aquarium.width / 2 || self.x > aquarium.x + aquarium.width / 2) { self.direction *= -1; // Change direction if fish hits the aquarium edge if (self.direction < 0) { fishGraphics.scaleX = -1; // Flip the fish to the left } else { fishGraphics.scaleX = 1; // Flip the fish to the right } } } // Add vertical movement if (!self.tweening) { self.tweening = true; var newY = Math.random() * (aquarium.y + 700 - 200) + aquarium.y - 700 + 200; if (newY < aquarium.y - 900) { newY = aquarium.y - 900; } if (newY > aquarium.y + 900) { newY = aquarium.y + 900; } var duration = Math.abs(newY - self.y) * 10; // If horizontal movement is paused, reduce vertical speed by three times if (self.horizontalPaused) { duration *= 3; } tween(self, { y: newY }, { duration: duration, onFinish: function onFinish() { self.tweening = false; } }); } // Handle horizontal pause, resume and direction change if (!self.horizontalPauseTimer) { self.horizontalPauseTimer = LK.setTimeout(function () { self.horizontalPaused = true; LK.setTimeout(function () { self.horizontalPaused = false; self.direction *= -1; // Change direction when resuming if (self.direction < 0) { fishGraphics.scaleX = -1; // Flip the fish to the left } else { fishGraphics.scaleX = 1; // Flip the fish to the right } self.horizontalPauseTimer = null; }, Math.random() * 2000 + 2000); // Resume and change direction after 2-4 seconds }, Math.random() * 7000 + 3000); // Pause every 3-10 seconds } // Occasionally create a bubble if (Math.random() < 0.01) { // Adjust probability as needed var bubble = new Bubble(); bubble.x = self.x; bubble.y = self.y; game.addChild(bubble); bubbles.push(bubble); } }; // Function to grow the fish self.grow = function () { // fishGraphics.scaleX += 0.1; // fishGraphics.scaleY += 0.1; }; // Function to drop a coin self.dropCoin = function () { var coin = new Coin(); coin.x = self.x; coin.y = self.y; game.addChild(coin); coins.push(coin); }; }); // InterfacePanel class representing the interface panel var InterfacePanel = Container.expand(function () { var self = Container.call(this); self.width = 2048; self.height = 200; self.y = 0; self.x = 0; self.color = 0x000000; self.alpha = 0.5; // Function to add a fish to the aquarium self.addFish = function () { var fish = new Fish(); var angle = Math.random() * Math.PI * 2; var radius = Math.random() * 600; fish.x = aquarium.x + radius * Math.cos(angle); fish.y = aquarium.y + radius * Math.sin(angle); fishes.push(fish); game.addChild(fish); }; // Event listener for adding fish // Create a fish icon var fishIcon = self.attachAsset('iconFish', { anchorX: 0.5, anchorY: 0.5, x: 200, y: 500, alpha: 2 }); // Create a corm icon var cormIcon = self.attachAsset('iconcorm', { anchorX: 0.5, anchorY: 0.5, x: 450, y: 500, alpha: 2 }); // Event listener for corm icon cormIcon.down = function (x, y, obj) { tween(cormIcon, { scaleX: 0.8, scaleY: 0.8 }, { duration: 100, onFinish: function onFinish() { tween(cormIcon, { scaleX: 1, scaleY: 1 }, { duration: 100 }); } }); // Create and drop a new corm from the top var corm = new Corm(); corm.x = Math.random() * (2048 - 500) + 200; // Random x position within 200 units from both edges corm.y = 550; // Start from a slightly higher position game.addChild(corm); corms.push(corm); }; // Event listener for adding fish fishIcon.down = function (x, y, obj) { self.addFish(); tween(fishIcon, { scaleX: 0.8, scaleY: 0.8 }, { duration: 100, onFinish: function onFinish() { tween(fishIcon, { scaleX: 1, scaleY: 1 }, { duration: 100 }); } }); }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 //Init game with black background }); /**** * Game Code ****/ //<Assets used in the game will automatically appear here> // Initialize arrays and variables var fishes = []; var coins = []; var corms = []; var bubbles = []; var lastFeedTime = 0; // Create the aquarium var aquarium = new Aquarium(); game.addChild(aquarium); // Create the interface panel var interfacePanel = new InterfacePanel(); game.addChild(interfacePanel); // Game update function game.update = function () { // Update all coins for (var j = 0; j < coins.length; j++) { coins[j].update(); // Update all bubbles for (var l = 0; l < bubbles.length; l++) { bubbles[l].update(); } } ; // Update all corms for (var k = 0; k < corms.length; k++) { if (typeof corms[k].update === 'function') { corms[k].update(); } } };
===================================================================
--- original.js
+++ change.js
@@ -24,9 +24,9 @@
var self = Container.call(this);
var bubbleGraphics = self.attachAsset('bubble', {
anchorX: 0.5,
anchorY: 0.5,
- alpha: 0.5 // Set transparency to 50%
+ alpha: 0.8 // Set transparency to 50%
});
// Initialize bubble position and speed
self.speed = Math.random() * 0.5 + 0.5; // Random speed for each bubble
// Update function to move the bubble upwards
прозрачный пузырь воздуха. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
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spawnpuzir
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