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Make demons spawn every now-and-thwn
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Make a shopping demon that tries to attack the cashier, but you can touch him to defeat him before he reaches the cashier
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Add a lot more new features
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Add a bunch of new stuff
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More
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Instead of automatically completing the level when everything is collected, how about you go to the cashier when everything is collected
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Make people kill you on contact
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Make the people walk around more freely ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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The list is offscreen can you fix that
Code edit (1 edits merged)
Please save this source code
User prompt
Walmart Dash: Cart Crash
Initial prompt
Walmart Shopping
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1"); /**** * Classes ****/ var Cashier = Container.expand(function () { var self = Container.call(this); // Create cashier visuals - using shopper asset with different tint var cashierGraphics = self.attachAsset('shopper', { anchorX: 0.5, anchorY: 0.5 }); // Make cashier visually distinct cashierGraphics.tint = 0x00AAFF; // Add cashier label var cashierLabel = new Text2("CASHIER", { size: 30, fill: 0x000000 }); cashierLabel.anchor.set(0.5, 0); cashierLabel.y = -120; self.addChild(cashierLabel); // Add visual indicator when all items collected self.showCheckoutReady = function () { var readyText = new Text2("CHECKOUT\nREADY!", { size: 35, fill: 0x00FF00 }); readyText.anchor.set(0.5, 0); readyText.y = -90; self.addChild(readyText); }; return self; }); var Item = Container.expand(function () { var self = Container.call(this); var itemGraphics = self.attachAsset('item', { anchorX: 0.5, anchorY: 0.5 }); self.name = ''; self.price = 0; self.onList = false; self.isSpecial = false; self.collected = false; self.setValue = function (name, price, onList) { self.name = name; self.price = price; self.onList = onList; var nameText = new Text2(name, { size: 22, fill: 0x000000 }); nameText.anchor.set(0.5, 0.5); nameText.y = -40; self.addChild(nameText); var priceText = new Text2('$' + price.toFixed(2), { size: 20, fill: 0x008000 }); priceText.anchor.set(0.5, 0.5); priceText.y = 40; self.addChild(priceText); if (onList) { itemGraphics.tint = 0xFFFF00; // Highlight items on the list } }; self.makeSpecialDeal = function () { if (self.isSpecial) { return; } self.isSpecial = true; // Replace with special deal graphics if (self.children.indexOf(itemGraphics) !== -1) { self.removeChild(itemGraphics); } var dealGraphics = self.attachAsset('specialDeal', { anchorX: 0.5, anchorY: 0.5 }); // Apply discount self.price = Math.round(self.price * 0.5 * 100) / 100; // Update price text for (var i = 0; i < self.children.length; i++) { if (self.children[i] instanceof Text2 && self.children[i].y === 40) { self.children[i].setText('$' + self.price.toFixed(2) + ' 50% OFF!'); self.children[i].tint = 0xFF0000; break; } } }; self.collect = function () { self.collected = true; self.visible = false; }; return self; }); var MiniMap = Container.expand(function () { var self = Container.call(this); // Create minimap background var mapBg = LK.getAsset('obstacle', { anchorX: 0, anchorY: 0 }); mapBg.width = 300; mapBg.height = 225; mapBg.tint = 0xDDDDDD; mapBg.alpha = 0.7; self.addChild(mapBg); // Container for map items self.mapItems = new Container(); self.addChild(self.mapItems); // Factor to scale actual positions to minimap size self.scaleX = 300 / 2048; self.scaleY = 225 / 2732; // Update minimap with current game state self.update = function (cart, shoppers, items, obstacles, aisles) { // Clear previous map items while (self.mapItems.children.length > 0) { self.mapItems.removeChild(self.mapItems.children[0]); } // Draw aisles for (var i = 0; i < aisles.length; i++) { var aisleIcon = LK.getAsset('aisle', { anchorX: 0.5, anchorY: 0.5 }); aisleIcon.x = aisles[i].x * self.scaleX; aisleIcon.y = aisles[i].y * self.scaleY; aisleIcon.width = 12; aisleIcon.height = 225; aisleIcon.alpha = 0.6; self.mapItems.addChild(aisleIcon); } // Draw items on list that haven't been collected for (var j = 0; j < items.length; j++) { if (items[j].onList && !items[j].collected) { var itemIcon = LK.getAsset('item', { anchorX: 0.5, anchorY: 0.5 }); itemIcon.x = items[j].x * self.scaleX; itemIcon.y = items[j].y * self.scaleY; itemIcon.width = 8; itemIcon.height = 8; itemIcon.tint = 0xFFFF00; self.mapItems.addChild(itemIcon); } } // Draw obstacles for (var k = 0; k < obstacles.length; k++) { var obstacleIcon = LK.getAsset('obstacle', { anchorX: 0.5, anchorY: 0.5 }); obstacleIcon.x = obstacles[k].x * self.scaleX; obstacleIcon.y = obstacles[k].y * self.scaleY; obstacleIcon.width = 10; obstacleIcon.height = 10; obstacleIcon.tint = 0xFF0000; self.mapItems.addChild(obstacleIcon); } // Draw shoppers for (var m = 0; m < shoppers.length; m++) { var shopperIcon = LK.getAsset('shopper', { anchorX: 0.5, anchorY: 0.5 }); shopperIcon.x = shoppers[m].x * self.scaleX; shopperIcon.y = shoppers[m].y * self.scaleY; shopperIcon.width = 6; shopperIcon.height = 12; shopperIcon.tint = 0xFF0000; self.mapItems.addChild(shopperIcon); } // Draw cart (player) last so it's on top if (cart) { var cartIcon = LK.getAsset('cart', { anchorX: 0.5, anchorY: 0.5 }); cartIcon.x = cart.x * self.scaleX; cartIcon.y = cart.y * self.scaleY; cartIcon.width = 15; cartIcon.height = 15; cartIcon.tint = 0x0000FF; self.mapItems.addChild(cartIcon); } }; return self; }); var Obstacle = Container.expand(function () { var self = Container.call(this); var obstacleGraphics = self.attachAsset('obstacle', { anchorX: 0.5, anchorY: 0.5 }); var warningText = new Text2('⚠️', { size: 32, fill: 0x000000 }); warningText.anchor.set(0.5, 0.5); self.addChild(warningText); self.duration = 5000; // 5 seconds self.createTime = Date.now(); self.update = function () { // Check if obstacle should be removed if (Date.now() - self.createTime > self.duration) { self.readyToRemove = true; } }; return self; }); var PowerUp = Container.expand(function () { var self = Container.call(this); // Create power-up visual var powerUpGraphics = self.attachAsset('item', { anchorX: 0.5, anchorY: 0.5 }); // Make it visually distinct powerUpGraphics.tint = 0x00FFFF; self.type = 'speed'; // Default type self.duration = 5000; // Default duration: 5 seconds self.active = false; self.collected = false; // Set power-up type and properties self.setType = function (type) { self.type = type; var typeText = new Text2(type.toUpperCase(), { size: 20, fill: 0xFFFFFF }); typeText.anchor.set(0.5, 0.5); self.addChild(typeText); // Set appearance based on type switch (type) { case 'speed': powerUpGraphics.tint = 0x00FFFF; // Cyan self.duration = 5000; break; case 'magnet': powerUpGraphics.tint = 0xFF00FF; // Magenta self.duration = 7000; break; case 'shield': powerUpGraphics.tint = 0x0000FF; // Blue self.duration = 10000; break; } }; self.collect = function () { self.collected = true; self.visible = false; }; return self; }); var Shopper = Container.expand(function () { var self = Container.call(this); var shopperGraphics = self.attachAsset('shopper', { anchorX: 0.5, anchorY: 0.5 }); self.isMoving = false; self.startX = 0; self.startY = 0; self.targetX = 0; self.targetY = 0; self.lastX = 0; self.lastY = 0; // Initialize shopper movement self.startMoving = function () { // Stop any existing movement tween.stop(self); // Remember starting position self.startX = self.x; self.startY = self.y; self.lastX = self.x; self.lastY = self.y; // Choose a random destination within the aisle area var randomDistance = 100 + Math.random() * 300; var randomAngle = Math.random() * Math.PI * 2; self.targetX = self.x + Math.cos(randomAngle) * randomDistance; self.targetY = self.y + Math.sin(randomAngle) * randomDistance; // Constrain to game boundaries self.targetX = Math.max(100, Math.min(2048 - 100, self.targetX)); self.targetY = Math.max(100, Math.min(2732 - 100, self.targetY)); // Randomize movement duration (2-5 seconds) var duration = 2000 + Math.random() * 3000; // Use tween to smoothly move to the destination tween(self, { x: self.targetX, y: self.targetY }, { duration: duration, easing: tween.easeInOut, onFinish: function onFinish() { // Wait for a moment before moving again LK.setTimeout(function () { self.startMoving(); }, 500 + Math.random() * 1000); } }); self.isMoving = true; }; self.update = function () { // Keep track of last position for intersection detection self.lastX = self.x; self.lastY = self.y; // Start moving if not already moving if (!self.isMoving) { self.startMoving(); } }; return self; }); var ShoppingCart = Container.expand(function () { var self = Container.call(this); var cartGraphics = self.attachAsset('cart', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 5; self.budget = 100; self.collectedItems = []; self.isColliding = false; self.powerUps = {}; self.magnetRange = 0; // Visually indicate active power-ups self.powerUpIndicator = new Container(); self.addChild(self.powerUpIndicator); self.powerUpIndicator.y = -100; self.setBudget = function (amount) { self.budget = amount; }; self.addItem = function (item) { if (self.budget >= item.price) { self.budget -= item.price; self.collectedItems.push(item.name); return true; } return false; }; // Apply a power-up effect self.applyPowerUp = function (type, duration) { // Clear previous power-up of this type if active if (self.powerUps[type] && self.powerUps[type].timer) { LK.clearTimeout(self.powerUps[type].timer); } // Set up power-up self.powerUps[type] = { active: true, startTime: Date.now(), duration: duration }; // Apply immediate effects switch (type) { case 'speed': self.originalSpeed = self.speed; self.speed = 10; // Double speed break; case 'magnet': self.magnetRange = 200; // Set item attraction range break; case 'shield': // Visual indicator if (!self.shieldGraphics) { self.shieldGraphics = LK.getAsset('item', { anchorX: 0.5, anchorY: 0.5, width: 200, height: 200 }); self.shieldGraphics.tint = 0x0000FF; self.shieldGraphics.alpha = 0.3; self.addChildAt(self.shieldGraphics, 0); } else { self.shieldGraphics.visible = true; } break; } // Update indicator self.updatePowerUpIndicator(); // Set timer to remove power-up self.powerUps[type].timer = LK.setTimeout(function () { self.removePowerUp(type); }, duration); }; // Remove power-up effect self.removePowerUp = function (type) { if (!self.powerUps[type] || !self.powerUps[type].active) { return; } // Remove effects switch (type) { case 'speed': self.speed = self.originalSpeed; break; case 'magnet': self.magnetRange = 0; break; case 'shield': if (self.shieldGraphics) { self.shieldGraphics.visible = false; } break; } // Update status self.powerUps[type].active = false; self.updatePowerUpIndicator(); }; // Update the visual indicator of active power-ups self.updatePowerUpIndicator = function () { // Clear current indicators while (self.powerUpIndicator.children.length > 0) { self.powerUpIndicator.removeChild(self.powerUpIndicator.children[0]); } // Add indicators for active power-ups var xPos = 0; var types = Object.keys(self.powerUps); for (var i = 0; i < types.length; i++) { if (self.powerUps[types[i]] && self.powerUps[types[i]].active) { // Calculate remaining time var elapsed = Date.now() - self.powerUps[types[i]].startTime; var remaining = Math.max(0, self.powerUps[types[i]].duration - elapsed); var seconds = Math.ceil(remaining / 1000); var indicator = new Text2(types[i] + ": " + seconds + "s", { size: 20, fill: 0xFFFFFF }); indicator.anchor.set(0.5, 0); indicator.x = xPos; self.powerUpIndicator.addChild(indicator); xPos += 100; } } }; return self; }); var ShoppingDemon = Container.expand(function () { var self = Container.call(this); // Create demon visuals - using shopper asset with demonic tint var demonGraphics = self.attachAsset('shopper', { anchorX: 0.5, anchorY: 0.5 }); // Make demon visually distinct with red tint demonGraphics.tint = 0xFF0000; // Scale up the demon slightly to make it more threatening demonGraphics.scaleX = 1.2; demonGraphics.scaleY = 1.2; // Add demon label var demonLabel = new Text2("DEMON", { size: 30, fill: 0xFF0000 }); demonLabel.anchor.set(0.5, 0); demonLabel.y = -120; self.addChild(demonLabel); // Movement properties self.speed = 2; self.target = null; self.cashier = null; self.lastX = 0; self.lastY = 0; self.active = true; // Set cashier target self.setTarget = function (cashier) { self.cashier = cashier; }; // Update demon movement self.update = function () { // Keep track of last position self.lastX = self.x; self.lastY = self.y; // If we have a cashier target, move toward it if (self.cashier && self.active) { // Calculate direction to cashier var dx = self.cashier.x - self.x; var dy = self.cashier.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); // Move toward cashier if not already there if (distance > 10) { self.x += dx / distance * self.speed; self.y += dy / distance * self.speed; // Rotate demon to face direction of movement demonGraphics.rotation = Math.atan2(dy, dx) + Math.PI / 2; } } }; // Flash demon when hit self.hit = function () { LK.effects.flashObject(self, 0xFFFFFF, 300); }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0xFFFFFF // White background }); /**** * Game Code ****/ // Game state variables var gameStarted = false; var timeRemaining = 60; // seconds var level = 1; var shoppingList = []; var aisles = []; var shoppers = []; var items = []; var powerUps = []; var obstacles = []; var specialDealTimer = null; var cleanupTimer = null; var powerUpUpdateTimer = null; var demonTimer = null; var demons = []; var cart; var gameArea; var demon; // UI elements var budgetText, timerText, shoppingListText, levelText, messageText, miniMap; // Create game area (container for all game elements) gameArea = new Container(); game.addChild(gameArea); // Initialize level function initLevel() { // Clear previous level elements clearLevel(); // Set level properties timeRemaining = 60 + level * 10; // Create aisles (4 aisles) for (var i = 0; i < 5; i++) { var aisle = LK.getAsset('aisle', { anchorX: 0.5, anchorY: 0.5 }); aisle.x = 100 + i * 450; aisle.y = 2732 / 2; gameArea.addChild(aisle); aisles.push(aisle); } // Generate shopping list (3-7 items depending on level) var numItems = 3 + Math.min(level, 4); generateShoppingList(numItems); // Create items in store createStoreItems(); // Create shoppers (obstacles) var numShoppers = 3 + level; createShoppers(numShoppers); // Create player's cart cart = new ShoppingCart(); cart.x = 2048 / 2; cart.y = 2732 - 200; cart.setBudget(100 + level * 20); gameArea.addChild(cart); // Create power-ups createPowerUps(); // Set up timers for special events setupEventTimers(); // Update UI updateUI(); // Create cashier at the bottom of store var cashier = new Cashier(); cashier.x = 2048 / 2; cashier.y = 2732 - 100; gameArea.addChild(cashier); // Create shopping demon var demon = new ShoppingDemon(); demon.x = 100; demon.y = 200; demon.setTarget(cashier); gameArea.addChild(demon); // Store reference to shopping demon game.demon = demon; // Start the game gameStarted = true; LK.playMusic('bgmusic'); } function clearLevel() { // Clear all arrays aisles = []; shoppers = []; items = []; obstacles = []; shoppingList = []; demons = []; demon = null; game.demon = null; // Clear all timers if (specialDealTimer) { LK.clearInterval(specialDealTimer); specialDealTimer = null; } if (cleanupTimer) { LK.clearInterval(cleanupTimer); cleanupTimer = null; } if (demonTimer) { LK.clearInterval(demonTimer); demonTimer = null; } // Remove all children from game area while (gameArea.children.length > 0) { gameArea.removeChild(gameArea.children[0]); } } function generateShoppingList(numItems) { var possibleItems = [{ name: "Milk", price: 3.49 }, { name: "Bread", price: 2.99 }, { name: "Eggs", price: 4.29 }, { name: "Cereal", price: 4.99 }, { name: "Bananas", price: 1.99 }, { name: "Chips", price: 3.79 }, { name: "Soda", price: 5.49 }, { name: "Pizza", price: 7.99 }, { name: "Ice Cream", price: 6.49 }, { name: "Chicken", price: 8.99 }]; // Shuffle array for (var i = possibleItems.length - 1; i > 0; i--) { var j = Math.floor(Math.random() * (i + 1)); var temp = possibleItems[i]; possibleItems[i] = possibleItems[j]; possibleItems[j] = temp; } // Take first numItems shoppingList = possibleItems.slice(0, numItems); // Update shopping list display updateShoppingListText(); } function createStoreItems() { // Create items from shopping list for (var i = 0; i < shoppingList.length; i++) { var item = new Item(); var aisleIndex = Math.floor(Math.random() * aisles.length); var aisle = aisles[aisleIndex]; item.x = aisle.x + (Math.random() * 200 - 100); item.y = 200 + Math.random() * (2732 - 400); item.setValue(shoppingList[i].name, shoppingList[i].price, true); gameArea.addChild(item); items.push(item); } // Create additional random items not on list var numExtraItems = 10 + level * 2; var possibleItems = [{ name: "Apples", price: 3.99 }, { name: "Soup", price: 2.49 }, { name: "Yogurt", price: 4.79 }, { name: "Coffee", price: 7.99 }, { name: "Pasta", price: 1.99 }, { name: "Candy", price: 3.29 }, { name: "Juice", price: 4.49 }, { name: "Paper", price: 5.99 }, { name: "Soap", price: 3.59 }, { name: "Cookies", price: 4.29 }, { name: "Cheese", price: 5.49 }, { name: "Water", price: 3.99 }, { name: "Tissues", price: 2.79 }, { name: "Detergent", price: 8.99 }, { name: "Toothpaste", price: 3.99 }]; for (var j = 0; j < numExtraItems; j++) { var extraItem = new Item(); var extraAisleIndex = Math.floor(Math.random() * aisles.length); var extraAisle = aisles[extraAisleIndex]; var itemData = possibleItems[Math.floor(Math.random() * possibleItems.length)]; extraItem.x = extraAisle.x + (Math.random() * 200 - 100); extraItem.y = 200 + Math.random() * (2732 - 400); extraItem.setValue(itemData.name, itemData.price, false); gameArea.addChild(extraItem); items.push(extraItem); } } function createShoppers(numShoppers) { for (var i = 0; i < numShoppers; i++) { var shopper = new Shopper(); var aisleIndex = Math.floor(Math.random() * aisles.length); var aisle = aisles[aisleIndex]; shopper.x = aisle.x + (Math.random() * 200 - 100); shopper.y = 200 + Math.random() * (2732 - 400); shopperGraphics = shopper.children[0]; // Randomly rotate the shopper shopperGraphics.rotation = Math.random() * Math.PI * 2; gameArea.addChild(shopper); shoppers.push(shopper); // Stagger the movement starts LK.setTimeout(function (s) { return function () { s.startMoving(); }; }(shopper), i * 300); } } function setupEventTimers() { // Special deals event (every 10-15 seconds) specialDealTimer = LK.setInterval(function () { createSpecialDeal(); }, 10000 + Math.random() * 5000); // Cleanup event (every 15-20 seconds) cleanupTimer = LK.setInterval(function () { createCleanupObstacle(); }, 15000 + Math.random() * 5000); // Demon spawner event (every 20-30 seconds) demonTimer = LK.setInterval(function () { spawnDemon(); }, 20000 + Math.random() * 10000); } function createSpecialDeal() { // Pick a random item to make a special deal if (items.length > 0) { var randomIndex = Math.floor(Math.random() * items.length); var item = items[randomIndex]; if (!item.isSpecial && !item.collected) { item.makeSpecialDeal(); // Show flash sale message showMessage("FLASH SALE!", 2000); } } } function createCleanupObstacle() { // Create cleanup on a random aisle var randomAisleIndex = Math.floor(Math.random() * aisles.length); var aisle = aisles[randomAisleIndex]; var obstacle = new Obstacle(); obstacle.x = aisle.x; obstacle.y = 500 + Math.random() * 1500; gameArea.addChild(obstacle); obstacles.push(obstacle); // Show cleanup message showMessage("CLEANUP ON AISLE " + (randomAisleIndex + 1), 2000); } function updateShoppingListText() { var listText = "Shopping List:\n"; var remainingItems = 0; for (var i = 0; i < shoppingList.length; i++) { var collected = false; // Check if item has been collected if (cart && cart.collectedItems) { collected = cart.collectedItems.indexOf(shoppingList[i].name) !== -1; } if (!collected) { remainingItems++; listText += "• " + shoppingList[i].name + " - $" + shoppingList[i].price.toFixed(2) + "\n"; } else { listText += "✓ " + shoppingList[i].name + " - $" + shoppingList[i].price.toFixed(2) + "\n"; } } if (shoppingListText) { shoppingListText.setText(listText); } return remainingItems; } function showMessage(text, duration) { if (messageText) { messageText.setText(text); messageText.visible = true; LK.setTimeout(function () { messageText.visible = false; }, duration); } } function createUI() { // Create budget display budgetText = new Text2("Budget: $0.00", { size: 40, fill: 0x008000 }); budgetText.anchor.set(0, 0); LK.gui.topRight.addChild(budgetText); // Create timer display timerText = new Text2("Time: 0:00", { size: 40, fill: 0xDE2027 }); timerText.anchor.set(0.5, 0); LK.gui.top.addChild(timerText); // Create level display levelText = new Text2("Level: 1", { size: 40, fill: 0x0071CE }); levelText.anchor.set(1, 0); LK.gui.topLeft.addChild(levelText); // Move it a bit to the right to avoid the platform menu levelText.x += 120; // Create shopping list display shoppingListText = new Text2("Shopping List:", { size: 30, fill: 0x000000 }); shoppingListText.anchor.set(1, 0); shoppingListText.x = -20; // Move it a bit to the left to ensure visibility LK.gui.right.addChild(shoppingListText); // Create message text for events messageText = new Text2("", { size: 60, fill: 0xFF0000 }); messageText.anchor.set(0.5, 0.5); messageText.visible = false; LK.gui.center.addChild(messageText); // Create minimap in bottom left corner miniMap = new MiniMap(); miniMap.x = 20; miniMap.y = -250; // Position from bottom LK.gui.bottomLeft.addChild(miniMap); } function updateUI() { if (!cart) { return; } // Update budget display budgetText.setText("Budget: $" + cart.budget.toFixed(2)); // Update timer display var minutes = Math.floor(timeRemaining / 60); var seconds = timeRemaining % 60; timerText.setText("Time: " + minutes + ":" + (seconds < 10 ? "0" : "") + seconds); // Update level display levelText.setText("Level: " + level); // Update shopping list var remainingItems = updateShoppingListText(); // If no items remaining, highlight cashier to indicate checkout if (remainingItems === 0) { // Find cashier and set indicator for (var c = 0; c < gameArea.children.length; c++) { if (gameArea.children[c] instanceof Cashier) { gameArea.children[c].showCheckoutReady(); break; } } // No longer win automatically - need to go to cashier } } // Handle touch/drag controls var dragging = false; function handleMove(x, y, obj) { if (dragging && cart) { // Move the cart to the touch position cart.x = x; cart.y = y; // Keep within game boundaries cart.x = Math.max(cart.width / 2, Math.min(2048 - cart.width / 2, cart.x)); cart.y = Math.max(cart.height / 2, Math.min(2732 - cart.height / 2, cart.y)); } } game.move = handleMove; game.down = function (x, y, obj) { if (!gameStarted) { initLevel(); return; } if (cart && Math.abs(x - cart.x) < cart.width / 2 && Math.abs(y - cart.y) < cart.height / 2) { dragging = true; } handleMove(x, y, obj); }; game.up = function (x, y, obj) { dragging = false; }; // Main game loop var lastSecondTick = 0; game.update = function () { if (!gameStarted) { return; } // Update timer once per second if (LK.ticks % 60 === 0) { timeRemaining--; updateUI(); // Check if time is up if (timeRemaining <= 0) { gameStarted = false; showMessage("TIME'S UP!", 2000); LK.setTimeout(function () { LK.showGameOver(); }, 2000); } } // Update power-up indicators every 16 frames (roughly 4 times per second) if (cart && LK.ticks % 15 === 0) { cart.updatePowerUpIndicator(); // Update minimap if (miniMap) { miniMap.update(cart, shoppers, items, obstacles, aisles); } } // Apply magnet effect if active if (cart && cart.powerUps.magnet && cart.powerUps.magnet.active && cart.magnetRange > 0) { for (var i = 0; i < items.length; i++) { var item = items[i]; if (!item.collected && !(item instanceof PowerUp)) { var dx = cart.x - item.x; var dy = cart.y - item.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < cart.magnetRange) { // Move item toward cart var speed = 5 + (1 - distance / cart.magnetRange) * 10; item.x += dx / distance * speed; item.y += dy / distance * speed; } } } } // Update all shoppers for (var i = 0; i < shoppers.length; i++) { shoppers[i].update(); } // Update all obstacles for (var j = obstacles.length - 1; j >= 0; j--) { obstacles[j].update(); if (obstacles[j].readyToRemove) { gameArea.removeChild(obstacles[j]); obstacles.splice(j, 1); } } // Check for collisions with cart if (cart) { // Check for collisions with items for (var k = 0; k < items.length; k++) { var item = items[k]; if (!item.collected && cart.intersects(item)) { // Check if item is a power-up if (item instanceof PowerUp) { // Collect power-up item.collect(); LK.getSound('pickup').play(); LK.setScore(LK.getScore() + 15); // Apply the power-up effect cart.applyPowerUp(item.type, item.duration); showMessage(item.type.toUpperCase() + " POWER-UP!", 1000); continue; } if (item.onList) { // Collect item on shopping list if (cart.addItem(item)) { item.collect(); LK.getSound('pickup').play(); LK.setScore(LK.getScore() + 10); updateUI(); } else { // Not enough budget if (!cart.isColliding) { showMessage("Not enough budget!", 1000); cart.isColliding = true; LK.setTimeout(function () { cart.isColliding = false; }, 1000); } } } else if (item.isSpecial) { // Collect special item if (cart.addItem(item)) { item.collect(); LK.getSound('deal').play(); LK.setScore(LK.getScore() + 5); updateUI(); } else { // Not enough budget if (!cart.isColliding) { showMessage("Not enough budget!", 1000); cart.isColliding = true; LK.setTimeout(function () { cart.isColliding = false; }, 1000); } } } } } // Check for collisions with shoppers for (var m = 0; m < shoppers.length; m++) { if (cart.intersects(shoppers[m]) && !cart.isColliding) { // Check if shield power-up is active if (cart.powerUps.shield && cart.powerUps.shield.active) { // Shield protects from collision LK.getSound('collision').play(); LK.effects.flashObject(cart, 0x0000FF, 500); // Blue flash for shield cart.isColliding = true; showMessage("SHIELD PROTECTED YOU!", 1000); // Move shopper away var dx = shoppers[m].x - cart.x; var dy = shoppers[m].y - cart.y; var distance = Math.sqrt(dx * dx + dy * dy); shoppers[m].x += dx / distance * 150; shoppers[m].y += dy / distance * 150; LK.setTimeout(function () { cart.isColliding = false; }, 1000); } else { // Collision with shopper - Game Over! LK.getSound('collision').play(); LK.effects.flashObject(cart, 0xFF0000, 500); cart.isColliding = true; // Show death message and end game showMessage("GAME OVER! Other shopper crashed into you!", 2000); gameStarted = false; updateUI(); LK.setTimeout(function () { LK.showGameOver(); }, 2000); } } } // Check for collisions with obstacles for (var n = 0; n < obstacles.length; n++) { if (cart.intersects(obstacles[n]) && !cart.isColliding) { // Collision with obstacle LK.getSound('collision').play(); LK.effects.flashObject(cart, 0xFF0000, 500); cart.isColliding = true; // Penalty timeRemaining = Math.max(0, timeRemaining - 3); updateUI(); LK.setTimeout(function () { cart.isColliding = false; }, 1000); } } // Update and check collision with demon from initial level if (game.demon && game.demon.active) { // Update demon game.demon.update(); // Check if demon collided with cashier for (var c = 0; c < gameArea.children.length; c++) { if (gameArea.children[c] instanceof Cashier && game.demon.intersects(gameArea.children[c]) && game.demon.active) { // Demon reached cashier - Game Over! LK.getSound('collision').play(); LK.effects.flashScreen(0xFF0000, 1000); showMessage("GAME OVER! Demon reached the cashier!", 2000); gameStarted = false; LK.setTimeout(function () { LK.showGameOver(); }, 2000); return; } } // Check if player touched the demon if (cart && cart.intersects(game.demon) && !cart.isColliding) { // Player touched demon - defeat it! game.demon.hit(); game.demon.active = false; LK.getSound('pickup').play(); LK.setScore(LK.getScore() + 50); showMessage("DEMON DEFEATED! +50 POINTS", 2000); // Make demon disappear slowly tween(game.demon, { alpha: 0, scaleX: 0.1, scaleY: 0.1 }, { duration: 1000, easing: tween.easeOut, onFinish: function onFinish() { gameArea.removeChild(game.demon); } }); } } // Update and check collision with spawned demons for (var d = demons.length - 1; d >= 0; d--) { var currentDemon = demons[d]; // Update demon if (currentDemon.active) { currentDemon.update(); // Check if demon collided with cashier for (var c = 0; c < gameArea.children.length; c++) { if (gameArea.children[c] instanceof Cashier && currentDemon.intersects(gameArea.children[c]) && currentDemon.active) { // Demon reached cashier - Game Over! LK.getSound('collision').play(); LK.effects.flashScreen(0xFF0000, 1000); showMessage("GAME OVER! Demon reached the cashier!", 2000); gameStarted = false; LK.setTimeout(function () { LK.showGameOver(); }, 2000); return; } } // Check if player touched the demon if (cart && cart.intersects(currentDemon) && !cart.isColliding) { // Player touched demon - defeat it! currentDemon.hit(); currentDemon.active = false; LK.getSound('pickup').play(); LK.setScore(LK.getScore() + 50); showMessage("DEMON DEFEATED! +50 POINTS", 2000); // Make demon disappear slowly tween(currentDemon, { alpha: 0, scaleX: 0.1, scaleY: 0.1 }, { duration: 1000, easing: tween.easeOut, onFinish: function (demonIndex) { return function () { if (demons[demonIndex]) { gameArea.removeChild(demons[demonIndex]); demons.splice(demonIndex, 1); } }; }(d) }); // Set cart as colliding briefly to prevent multiple demon hits cart.isColliding = true; LK.setTimeout(function () { cart.isColliding = false; }, 500); } } } // Check for collision with cashier for level completion for (var c = 0; c < gameArea.children.length; c++) { if (gameArea.children[c] instanceof Cashier && cart.intersects(gameArea.children[c])) { // Check if all items have been collected var remainingItems = updateShoppingListText(); if (remainingItems === 0 && !cart.isColliding) { // Level complete! level++; showMessage("CHECKOUT COMPLETE! LEVEL UP!", 3000); LK.setTimeout(initLevel, 3000); gameStarted = false; // Award bonus points for remaining time var timeBonus = timeRemaining * 2; LK.setScore(LK.getScore() + timeBonus); break; } else if (remainingItems > 0 && !cart.isColliding) { // Still have items to collect showMessage("Finish your shopping first!", 1000); cart.isColliding = true; LK.setTimeout(function () { cart.isColliding = false; }, 1000); } } } } }; // Initialize UI createUI(); // Show start instructions showMessage("TAP TO START SHOPPING!", 0); function createPowerUps() { // Create 3 power-ups of different types, randomly placed in aisles var powerUpTypes = ['speed', 'magnet', 'shield']; for (var i = 0; i < powerUpTypes.length; i++) { var powerUp = new PowerUp(); var aisleIndex = Math.floor(Math.random() * aisles.length); var aisle = aisles[aisleIndex]; powerUp.x = aisle.x + (Math.random() * 200 - 100); powerUp.y = 200 + Math.random() * (2732 - 400); powerUp.setType(powerUpTypes[i]); gameArea.addChild(powerUp); items.push(powerUp); // Add to items array for collision detection } } function spawnDemon() { if (!gameStarted) { return; } // Create a new demon var newDemon = new ShoppingDemon(); // Place demon at a random edge of the screen var side = Math.floor(Math.random() * 4); switch (side) { case 0: // Top newDemon.x = Math.random() * 2048; newDemon.y = 50; break; case 1: // Right newDemon.x = 2048 - 50; newDemon.y = Math.random() * 2732; break; case 2: // Bottom newDemon.x = Math.random() * 2048; newDemon.y = 2732 - 50; break; case 3: // Left newDemon.x = 50; newDemon.y = Math.random() * 2732; break; } // Find the cashier to target for (var c = 0; c < gameArea.children.length; c++) { if (gameArea.children[c] instanceof Cashier) { newDemon.setTarget(gameArea.children[c]); break; } } // Initialize tracking properties newDemon.lastX = newDemon.x; newDemon.lastY = newDemon.y; // Add to game gameArea.addChild(newDemon); demons.push(newDemon); // Show warning message showMessage("SHOPPING DEMON APPROACHING!", 2000); }
===================================================================
--- original.js
+++ change.js
@@ -521,8 +521,10 @@
var obstacles = [];
var specialDealTimer = null;
var cleanupTimer = null;
var powerUpUpdateTimer = null;
+var demonTimer = null;
+var demons = [];
var cart;
var gameArea;
var demon;
// UI elements
@@ -590,8 +592,9 @@
shoppers = [];
items = [];
obstacles = [];
shoppingList = [];
+ demons = [];
demon = null;
game.demon = null;
// Clear all timers
if (specialDealTimer) {
@@ -601,8 +604,12 @@
if (cleanupTimer) {
LK.clearInterval(cleanupTimer);
cleanupTimer = null;
}
+ if (demonTimer) {
+ LK.clearInterval(demonTimer);
+ demonTimer = null;
+ }
// Remove all children from game area
while (gameArea.children.length > 0) {
gameArea.removeChild(gameArea.children[0]);
}
@@ -751,8 +758,12 @@
// Cleanup event (every 15-20 seconds)
cleanupTimer = LK.setInterval(function () {
createCleanupObstacle();
}, 15000 + Math.random() * 5000);
+ // Demon spawner event (every 20-30 seconds)
+ demonTimer = LK.setInterval(function () {
+ spawnDemon();
+ }, 20000 + Math.random() * 10000);
}
function createSpecialDeal() {
// Pick a random item to make a special deal
if (items.length > 0) {
@@ -1063,9 +1074,9 @@
cart.isColliding = false;
}, 1000);
}
}
- // Update and check collision with demon
+ // Update and check collision with demon from initial level
if (game.demon && game.demon.active) {
// Update demon
game.demon.update();
// Check if demon collided with cashier
@@ -1103,8 +1114,61 @@
}
});
}
}
+ // Update and check collision with spawned demons
+ for (var d = demons.length - 1; d >= 0; d--) {
+ var currentDemon = demons[d];
+ // Update demon
+ if (currentDemon.active) {
+ currentDemon.update();
+ // Check if demon collided with cashier
+ for (var c = 0; c < gameArea.children.length; c++) {
+ if (gameArea.children[c] instanceof Cashier && currentDemon.intersects(gameArea.children[c]) && currentDemon.active) {
+ // Demon reached cashier - Game Over!
+ LK.getSound('collision').play();
+ LK.effects.flashScreen(0xFF0000, 1000);
+ showMessage("GAME OVER! Demon reached the cashier!", 2000);
+ gameStarted = false;
+ LK.setTimeout(function () {
+ LK.showGameOver();
+ }, 2000);
+ return;
+ }
+ }
+ // Check if player touched the demon
+ if (cart && cart.intersects(currentDemon) && !cart.isColliding) {
+ // Player touched demon - defeat it!
+ currentDemon.hit();
+ currentDemon.active = false;
+ LK.getSound('pickup').play();
+ LK.setScore(LK.getScore() + 50);
+ showMessage("DEMON DEFEATED! +50 POINTS", 2000);
+ // Make demon disappear slowly
+ tween(currentDemon, {
+ alpha: 0,
+ scaleX: 0.1,
+ scaleY: 0.1
+ }, {
+ duration: 1000,
+ easing: tween.easeOut,
+ onFinish: function (demonIndex) {
+ return function () {
+ if (demons[demonIndex]) {
+ gameArea.removeChild(demons[demonIndex]);
+ demons.splice(demonIndex, 1);
+ }
+ };
+ }(d)
+ });
+ // Set cart as colliding briefly to prevent multiple demon hits
+ cart.isColliding = true;
+ LK.setTimeout(function () {
+ cart.isColliding = false;
+ }, 500);
+ }
+ }
+ }
// Check for collision with cashier for level completion
for (var c = 0; c < gameArea.children.length; c++) {
if (gameArea.children[c] instanceof Cashier && cart.intersects(gameArea.children[c])) {
// Check if all items have been collected
@@ -1147,5 +1211,51 @@
powerUp.setType(powerUpTypes[i]);
gameArea.addChild(powerUp);
items.push(powerUp); // Add to items array for collision detection
}
+}
+function spawnDemon() {
+ if (!gameStarted) {
+ return;
+ }
+ // Create a new demon
+ var newDemon = new ShoppingDemon();
+ // Place demon at a random edge of the screen
+ var side = Math.floor(Math.random() * 4);
+ switch (side) {
+ case 0:
+ // Top
+ newDemon.x = Math.random() * 2048;
+ newDemon.y = 50;
+ break;
+ case 1:
+ // Right
+ newDemon.x = 2048 - 50;
+ newDemon.y = Math.random() * 2732;
+ break;
+ case 2:
+ // Bottom
+ newDemon.x = Math.random() * 2048;
+ newDemon.y = 2732 - 50;
+ break;
+ case 3:
+ // Left
+ newDemon.x = 50;
+ newDemon.y = Math.random() * 2732;
+ break;
+ }
+ // Find the cashier to target
+ for (var c = 0; c < gameArea.children.length; c++) {
+ if (gameArea.children[c] instanceof Cashier) {
+ newDemon.setTarget(gameArea.children[c]);
+ break;
+ }
+ }
+ // Initialize tracking properties
+ newDemon.lastX = newDemon.x;
+ newDemon.lastY = newDemon.y;
+ // Add to game
+ gameArea.addChild(newDemon);
+ demons.push(newDemon);
+ // Show warning message
+ showMessage("SHOPPING DEMON APPROACHING!", 2000);
}
\ No newline at end of file
Top-down image of a shopping cart. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Top-down image of a person. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Sale! Sign. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Water spill. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Box of food. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Shield. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Cart with letters saying WALMART DASH!. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows