Code edit (1 edits merged)
Please save this source code
User prompt
When ball jumps make shadow smaller by peak of jump and back to normal when ball lands
User prompt
Fix Bug: 'ReferenceError: startTime is not defined' in or related to this line: 'var timeElapsed = currentTime - startTime;' Line Number: 98
User prompt
Fix Bug: 'ReferenceError: startTime is not defined' in or related to this line: 'var timeElapsed = currentTime - startTime;' Line Number: 98
User prompt
Fix Bug: 'ReferenceError: startTime is not defined' in or related to this line: 'var timeElapsed = currentTime - startTime;' Line Number: 97
User prompt
Fix Bug: 'ReferenceError: startTime is not defined' in or related to this line: 'var timeElapsed = currentTime - startTime;' Line Number: 98
User prompt
Fix Bug: 'ReferenceError: startTime is not defined' in or related to this line: 'var timeElapsed = currentTime - startTime;' Line Number: 97
User prompt
Adjust ball shadow as it bounces like Zberts
User prompt
Add under ball a shadow as per Zebet
Code edit (1 edits merged)
Please save this source code
User prompt
When level complete, reset Zbert to bottom tile, remove any balls from screen, set image to match new target colour
User prompt
When Zbert jumps make shadow smaller by peak of jump and back to normal when zebert lands
User prompt
move shadow down 50
User prompt
add elliptical shadow below Zbert. Attach shadow to Zbert so it moves when Zebert moves.
Code edit (2 edits merged)
Please save this source code
User prompt
adjust interaction between Ball and Zbert. set interaction point as middle of both the ball and zbert
Code edit (2 edits merged)
Please save this source code
User prompt
for zbert movement control change so while a key is pressed an held down zbert the direction move control is repeated Zbert will stop when key released
User prompt
for zbert movement control change so while a key is pressed an held down zbert keeps moving in that direction. Zbert will stop when key released
User prompt
change tile flip scoring so that score is only added when a tile is flipped to a new colour
Code edit (1 edits merged)
Please save this source code
Code edit (7 edits merged)
Please save this source code
User prompt
Fix Bug: 'Uncaught ReferenceError: x is not defined' in or related to this line: 'changeToText.x = x; // x coordinate as per requirement' Line Number: 394
User prompt
add a new text block to screen saying "Change To:" with x and y variables. do not touch score text
User prompt
Fix Bug: 'Uncaught ReferenceError: topRightImage is not defined' in or related to this line: 'var topRightImageGraphics = topRightImage.attachAsset('imageId', {' Line Number: 391
/**** * Classes ****/ var ControlButton = Container.expand(function (assetId, x, y, rotation, controlDirection) { var self = Container.call(this); LK.on('tick', function () { var controlButtons = game.children.filter(function (child) { return child instanceof ControlButton; }); controlButtons.forEach(function (button) { if (button.isPressed) { var zbert = game.grid.children.find(function (child) { return child instanceof Zbert; }); if (zbert && !zbert.isZbertJumping) { zbert.move(button.controlDirection); } } }); }); self.on('up', function (obj) { buttonGraphics.tint = 0xFFFFFF; // Remove tint }); var buttonGraphics = self.attachAsset(assetId, { anchorX: 0.5, anchorY: 0.5, x: x, y: y, rotation: rotation, alpha: 0.3 }); self.controlDirection = controlDirection; self.isPressed = false; self.on('down', function (obj) { buttonGraphics.tint = 0x36369b; // Tint button orange self.isPressed = true; }); self.on('up', function (obj) { buttonGraphics.tint = 0xFFFFFF; // Remove tint self.isPressed = false; }); }); var BBall = Container.expand(function (gridX, gridY, width, height) { var self = Container.call(this); self.isBBallJumping = false; self.move = function () { if (self.isBBallJumping || !self.parent) { return; } self.isBBallJumping = true; var tileWidth = 250; var tileHeight = 270; var arcHeight = 150; var direction = Math.random() < 0.5 ? 'downLeft' : 'downRight'; var targetX = self.x + (direction === 'downLeft' ? -tileWidth / 2 : tileWidth / 2); var targetY = self.y + tileHeight - 90; var startX = self.x; var startY = self.y; var distanceX = targetX - startX; var distanceY = targetY - startY; var startTime = Date.now(); var travelTime = 400; var bballTickHandler = function bballTickHandler() { var currentTime = Date.now(); var timeElapsed = currentTime - startTime; if (timeElapsed < travelTime) { var progress = timeElapsed / travelTime; var arcProgress = Math.sin(progress * Math.PI); self.x = startX + distanceX * progress; self.y = startY + distanceY * progress - arcHeight * arcProgress; } else { self.x = targetX; self.y = targetY; LK.off('tick', bballTickHandler); self.isBBallJumping = false; var tileBelow = game.grid.getTileAt(self.x, self.y + tileHeight / 2); if (!tileBelow) { self.parent.removeChild(self); // Spawn a new BBall at the top var newBBall = new BBall(game.grid.tileArray[0][0].x, game.grid.tileArray[0][0].y - 150, 180, 180); game.grid.addChild(newBBall); // Trigger the move of the new BBall newBBall.move(); } } }; LK.on('tick', bballTickHandler); LK.setTimeout(self.move, travelTime + 50); }; self.shadowGraphics = self.attachAsset('zbertShadow', { anchorX: 0.5, anchorY: 1.0, alpha: 0.4 }); var BBallShadowTickHandler = function BBallShadowTickHandler() { var currentTime = Date.now(); var timeElapsed = currentTime - startTime; if (timeElapsed < travelTime) { var progress = timeElapsed / travelTime; var arcProgress = Math.sin(progress * Math.PI); self.shadowGraphics.width = width * 0.8 * (1 - arcProgress * 0.3); self.shadowGraphics.height = height * 0.4 * (1 - arcProgress * 0.3); } else { self.shadowGraphics.width = width * 0.8; self.shadowGraphics.height = height * 0.4; LK.off('tick', BBallShadowTickHandler); } }; LK.on('tick', BBallShadowTickHandler); var BBallGraphics = self.attachAsset('bouncingBall', { anchorX: 0.5, anchorY: 0.5 }); BBallGraphics.width = width; BBallGraphics.height = height; self.x = gridX; self.y = gridY; }); var Zbert = Container.expand(function (gridX, gridY, width, height) { var self = Container.call(this); self.isZbertJumping = false; self.move = function (direction) { if (self.isZbertJumping) { return; } self.isZbertJumping = true; var moveX = 0; var moveY = 0; var tileWidth = 250; var tileHeight = 270; var arcHeight = 130; var targetX = self.x; var targetY = self.y; switch (direction) { case 'upLeft': targetX -= tileWidth / 2 + 2; targetY -= tileHeight - 90; break; case 'upRight': targetX += tileWidth / 2; targetY -= tileHeight - 90; break; case 'downLeft': targetX -= tileWidth / 2; targetY += tileHeight - 90; break; case 'downRight': targetX += tileWidth / 2; targetY += tileHeight - 90; break; } var startX = self.x; var startY = self.y; var distanceX = targetX - startX; var distanceY = targetY - startY; var startTime = Date.now(); var travelTime = 350; var zbertTickHandler = function zbertTickHandler() { var currentTime = Date.now(); var timeElapsed = currentTime - startTime; if (timeElapsed < travelTime) { var progress = timeElapsed / travelTime; var arcProgress = Math.sin(progress * Math.PI); self.x = startX + distanceX * progress; self.y = startY + distanceY * progress - arcHeight * arcProgress; // Adjust shadow size based on jump arc progress self.shadowGraphics.width = width * 0.8 * (1 - arcProgress * 0.3); self.shadowGraphics.height = height * 0.4 * (1 - arcProgress * 0.3); } else { self.x = targetX; self.y = targetY; // Reset shadow size when Zbert lands self.shadowGraphics.width = width * 0.8; self.shadowGraphics.height = height * 0.4; LK.off('tick', zbertTickHandler); self.isZbertJumping = false; var tileBelow = game.grid.getTileAt(self.x, self.y + tileHeight); if (tileBelow) { tileBelow.flipColor(); if (game.grid.checkWinCondition()) { game.showWin(); } } else { self.x = game.grid.x - self.width; self.y = 0; var fallToY = game.height - self.height / 2; var fallDuration = 4000; var fallStartTime = Date.now(); var zbertFallTickHandler = function zbertFallTickHandler() { var currentTime = Date.now(); var timeElapsed = currentTime - fallStartTime; if (timeElapsed < fallDuration) { var fallProgress = timeElapsed / fallDuration; self.y = fallProgress * fallToY; } else { self.y = fallToY; LK.off('tick', zbertFallTickHandler); self.isZbertJumping = false; } }; LK.on('tick', zbertFallTickHandler); } } }; LK.on('tick', zbertTickHandler); }; self.shadowGraphics = self.attachAsset('zbertShadow', { anchorX: 0.5, anchorY: 1.0, alpha: 0.4 }); self.shadowGraphics.width = width * 0.8; self.shadowGraphics.height = height * 0.4; self.shadowGraphics.y = height * 0.5 + 50; self.zbertGraphics = self.attachAsset('Zbert1', { anchorX: 0.5, anchorY: 0.5 }); self.zbertGraphics.width = width; self.zbertGraphics.height = height; self.x = gridX; self.y = gridY; }); // Grid class to manage the puzzle grid var Grid = Container.expand(function () { var self = Container.call(this); // Method to get the tile at a specific x and y position self.getTileAt = function (x, y) { for (var i = 0; i < this.tileArray.length; i++) { for (var j = 0; j < this.tileArray[i].length; j++) { var tile = this.tileArray[i][j]; if (x >= tile.x - tile.width / 2 && x <= tile.x + tile.width / 2 && y >= tile.y - tile.height / 2 && y <= tile.y + tile.height / 2) { return tile; } } } return null; }; this.gridSize = 13; // Gridsize control - 13 gives 7 wide middle this.tileArray = []; // Array to hold the tiles var tileColorCounter = { whiteCount: 0, greenCount: 0 }; // Object to keep track of tile colors // Initialize the grid with tiles self.initGrid = function () { var tileWidth = 250; var tileHeight = 270; for (var i = 0; i < this.gridSize; i++) { this.tileArray[i] = []; // Initialize the row in tileArray var numTilesInRow = i < 7 ? i + 1 : this.gridSize - i; var rowOffset = (this.gridSize - numTilesInRow) * (tileWidth / 2); for (var j = 0; j < numTilesInRow; j++) { var tile = new Tile(i, j, tileWidth, tileHeight, this.gridSize); tile.x = rowOffset + j * tileWidth; tile.y = i * (tileHeight - 90); this.tileArray[i][j] = tile; self.addChild(tile); if (i === this.gridSize - 1 && j === numTilesInRow - 1) { // Add Zbert after all tiles have been added var zbert = self.children.find(function (child) { return child instanceof Zbert; }); if (!zbert) { zbert = new Zbert(tile.x, tile.y - 150, 180, 180); } else { zbert.x = tile.x; zbert.y = tile.y - 150; zbert.isZbertJumping = false; // Ensure Zbert can move immediately } self.addChild(zbert); // Spawn a gem on random tiles except the bottom row var spawnGem = function spawnGem() { var randomRow = Math.floor(Math.random() * (self.gridSize - 2)); var randomCol = Math.floor(Math.random() * self.tileArray[randomRow].length); var randomTile = self.tileArray[randomRow][randomCol]; var gem = new Gem(randomTile.x, randomTile.y - 90, 150, 150); self.addChild(gem); // Set a timer to destroy the gem after 15 seconds LK.setTimeout(function () { if (gem.parent) { gem.destroy(); } }, 15000); }; // Spawn gems at random intervals var spawnInterval = Math.random() * (30000 - 15000) + 15000; // Random time between 15 to 30 seconds LK.setInterval(spawnGem, spawnInterval); } } } }; // Check if all tiles are the same color self.checkWinCondition = function () { var firstColor = this.tileArray[0][0].color; for (var i = 0; i < this.gridSize; i++) { for (var j = 0; j < this.tileArray[i].length; j++) { if (this.tileArray[i][j].color !== targetColours[targetColourIndex]) { return false; } } } return true; }; }); var Tile = Container.expand(function (gridX, gridY, width, height, gridSize) { var self = Container.call(this); self.gridSize = gridSize; self.color = gridX === self.gridSize - 1 && gridY === 0 ? targetColours[targetColourIndex] : 0xe2e0e0; // Set all cells to white apart from the cell Zbert is on in the bottom left corner, set this cell to green var tileGraphics = self.attachAsset('tile', { anchorX: 0.5, anchorY: 0.5 }); tileGraphics.width = width; tileGraphics.height = height; tileGraphics.tint = self.color; // Function to highlight the tile self.highlight = function (color) { tileGraphics.tint = color; LK.setTimeout(function () { tileGraphics.tint = self.color; }, 500); // Reset tint after 500ms }; // Function to flip the color of the tile self.flipColor = function () { if (self.color !== targetColours[targetColourIndex]) { self.color = targetColours[targetColourIndex]; tileGraphics.tint = self.color; LK.setScore(LK.getScore() + 25); scoreDisplay.updateScore(LK.getScore()); } }; }); var LevelManager = Container.expand(function () { var self = Container.call(this); self.showWin = function () { LK.effects.flashScreen(0xFF0000, 1000); // Flash the screen green for 1 second setBackgroundByNumber(Math.floor(Math.random() * 6) + 1); if (game.grid.checkWinCondition()) { // Move to the next target colour if (++targetColourIndex >= targetColours.length) { targetColourIndex = 0; } // Reset the grid for a new level with the next target colour setBackgroundByNumber(Math.floor(Math.random() * 6) + 1); game.grid.initGrid(); game.grid.x = (2048 - tileWidth * game.grid.gridSize) / 2 + tileWidth / 2; game.grid.y = (2732 - tileHeight * game.grid.gridSize) / 2 + tileHeight / 2 + 600; // Reset Zbert to the bottom tile var bottomTile = game.grid.tileArray[game.grid.gridSize - 1][0]; var zbert = game.grid.children.find(function (child) { return child instanceof Zbert; }); zbert.x = bottomTile.x; zbert.y = bottomTile.y - 150; zbert.isZbertJumping = false; // Remove any BBalls from the screen game.grid.children.slice().forEach(function (child) { if (child instanceof BBall) { child.destroy(); } }); // Set image to match new target colour topRightImageGraphics.tint = targetColours[targetColourIndex]; } }; }); var Gem = Container.expand(function (gridX, gridY, width, height) { var self = Container.call(this); var gemGraphics = self.attachAsset('gem', { anchorX: 0.5, anchorY: 0.5 }); gemGraphics.width = width; gemGraphics.height = height; self.x = gridX; self.y = gridY; // Function to collect the gem self.collect = function () { // Increase score by 100 when Zbert collects a gem LK.setScore(LK.getScore() + 175); self.destroy(); }; }); var ScoreText = Container.expand(function () { var self = Container.call(this); var scoreTxt = new Text2('0', { size: 120, fill: "#ffffff", weight: 800, dropShadow: true, dropShadowColor: '#000000', dropShadowAngle: Math.PI / 6, dropShadowDistance: 5 }); scoreTxt.anchor.set(0.5, 0); self.addChild(scoreTxt); self.updateScore = function (newScore) { scoreTxt.setText(newScore.toString()); }; }); /**** * Initialize Game ****/ // Instantiate LevelManager and replace the old showWin function var game = new LK.Game({ backgroundColor: 0x000000 // Init game with black background }); /**** * Game Code ****/ var scoreDisplay = new ScoreText(); LK.gui.top.addChild(scoreDisplay); // Grid class to manage the puzzle grid // Function to select and set background by variable number function controlBBallMovement(direction) { var bball = game.grid.children.find(function (child) { return child instanceof BBall; }); if (bball) { bball.move(direction); } } var tileArray = []; var targetColours = [0x00FF00, 0x0000FF, 0xFFFF00, 0xFF00FF, 0x00FFFF, 0x800000, 0x808000, 0x008000, 0x800080, 0x008080, 0x000080]; var targetColourIndex = 0; var setBackgroundByNumber = function setBackgroundByNumber() { var backgroundNumber = Math.floor(Math.random() * 6) + 1; // Remove the current background if it exists if (game.background) { game.removeChild(game.background); } // Create a new background asset based on the provided number game.background = game.createAsset('backgroundImage' + backgroundNumber, {}); game.background.width = 3000; game.background.height = 3000; game.background.x = 2048 / 2 - game.background.width / 2; game.background.y = 2732 / 2 - game.background.height / 2; // Add the new background to the game game.addChildAt(game.background, 0); }; // Set an initial background setBackgroundByNumber(2); // Add image to top right corner of screen var topRightImage = game.addChild(new Container()); topRightImage.x = 2048 - 200 - LK.getAsset('imageId', {}).width; topRightImage.y = 300; // Add new Text2 object for 'Change To:' label var changeToText = new Text2('CHANGE TO:', { size: 60, fill: "#ffffff", weight: 800, dropShadow: true, dropShadowColor: '#000000', dropShadowAngle: Math.PI / 6, dropShadowDistance: 5 }); changeToText.anchor.set(0.5, 0.0); changeToText.x = 2048 / 2 + 140; // Center x coordinate changeToText.y = 40; // y coordinate 150 pixels from top LK.gui.addChild(changeToText); var topRightImageGraphics = topRightImage.attachAsset('imageId', { anchorX: 0.5, anchorY: 0.5 }); topRightImageGraphics.tint = targetColours[targetColourIndex]; // Add Corner asset to the screen var CCupL = game.addChild(new ControlButton('CCupL', -125, 2478, -45, 'upLeft')); var CCupR = game.addChild(new ControlButton('CCupR', 2170, 2507, 45, 'upRight')); var CCdownL = game.addChild(new ControlButton('CCdownR', 340, 2769, -45, 'downRight')); var CCdownR = game.addChild(new ControlButton('CCdownL', 1690, 2805, 45, 'downLeft')); // Add the grid to the game game.grid = game.addChild(new Grid()); game.grid.initGrid(); var tileWidth = 250; var tileHeight = 270; game.grid.x = (2048 - tileWidth * game.grid.gridSize) / 2 + tileWidth / 2; game.grid.y = (2732 - tileHeight * game.grid.gridSize) / 2 + tileHeight / 2 + 600; // Instantiate LevelManager var levelManager = new LevelManager(); game.showWin = levelManager.showWin; // Method to spawn new BBalls at random intervals between 4 to 10 seconds function spawnBBall() { var spawnInterval = Math.random() * (10000 - 4000) + 4000; // Random time between 4 to 10 seconds LK.setTimeout(function () { // Only spawn a new BBall if there are less than 3 BBalls on screen var bballCount = game.grid.children.reduce(function (count, child) { return count + (child instanceof BBall ? 1 : 0); }, 0); if (bballCount < 3) { //limit number of balls to 3 at any one time var bball = new BBall(game.grid.tileArray[0][0].x, game.grid.tileArray[0][0].y - 150, 180, 180); game.grid.addChild(bball); bball.move(); } spawnBBall(); // Recursively call to continue spawning }, spawnInterval); } // Start spawning BBalls spawnBBall(); LK.on('tick', function () { var zbert = game.grid.children.find(function (child) { return child instanceof Zbert; }); var bball = game.grid.children.find(function (child) { return child instanceof BBall; }); var gem = game.grid.children.find(function (child) { return child instanceof Gem; }); if (zbert && bball) { var zbertCenter = { x: zbert.x + zbert.width / 2, y: zbert.y + zbert.height / 2 }; var bballCenter = { x: bball.x + bball.width / 2, y: bball.y + bball.height / 2 }; var dx = zbertCenter.x - bballCenter.x; var dy = zbertCenter.y - bballCenter.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < (zbert.width + bball.width) / 4) { // Check if centers are closer than half the width of Zbert or BBall LK.effects.flashScreen(0x000000, 1000); LK.showGameOver(); } } if (zbert && gem && zbert.intersects(gem)) { gem.collect(); } // Rest of the tick code... });
===================================================================
--- original.js
+++ change.js
@@ -50,9 +50,8 @@
self.isBBallJumping = true;
var tileWidth = 250;
var tileHeight = 270;
var arcHeight = 150;
- var startTime = Date.now();
var direction = Math.random() < 0.5 ? 'downLeft' : 'downRight';
var targetX = self.x + (direction === 'downLeft' ? -tileWidth / 2 : tileWidth / 2);
var targetY = self.y + tileHeight - 90;
var startX = self.x;
beautiful landscape. starry sky, pastel colours, high definition, alien world. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
beautiful landscape. starry sky, pastel colours, high definition, alien world.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
beautiful expansive landscape. starry sky, pastel colours, high definition, alien world.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
beautiful expansive landscape. starry sky, pastel colours, high definition, alien world.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A little cube person. 2 legs. back to viewer. facing 45 degrees to the right. multicoloured skin, cartoon style. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
white circle. metallic. light bevel on edge. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Round furry, cute alien ball with big eyes. vivid colours, looking at 45 degrees to the right. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
bright 3d present with bow, vivd colours. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Change to be vivid multicoloured cube
A simple Triangle, flat shaded, bevelled edges. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Speech bubble with expletive word in it. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
parachute. multicoloured. cartoon style.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
white circle with a single thin black border. flat shade. simple graphic. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
small star shape, vivid metallic blue, varying length spikes on star. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.