Code edit (2 edits merged)
Please save this source code
User prompt
Correct ball spawning code to spawn up to 3 balls when restarting after zbert hit
Code edit (2 edits merged)
Please save this source code
User prompt
move expletive position above Zbert 50 pixels to the right
User prompt
When zebert hit by ball stop zebert from being moved by controlbuttons
Code edit (1 edits merged)
Please save this source code
User prompt
When Zebert gets hit by a ball stop zebert moving
Code edit (1 edits merged)
Please save this source code
User prompt
update When zBert is hit by a ball to remove balls from screen and restart spawning once zebert moves again
User prompt
when expletive displayed attach to Zebert
User prompt
Fix Bug: 'ReferenceError: ZbertExpletive is not defined' in or related to this line: 'var expletive = game.addChild(new ZbertExpletive(zbert.x, zbert.y - zbert.height));' Line Number: 597
User prompt
When ball hits Zbert stop Zebrt and ball movement. above zbert add ZbertExpletive asset and pause for 6 seconds. then reset zbert to start and remove a life. if all lives gone end game
User prompt
When zbert gets hit by a ball return zbert to start position and reduce life by 1
User prompt
amend code for when Zbert gets hit by ball to only run reducelife once when zbert hit. reset when zbert respawned to start point
User prompt
Correct code for when zbert gets hit by ball to reduce live by 1
Code edit (1 edits merged)
Please save this source code
User prompt
Correct code for when zbert gets hit by ball to reduce live by one until all lives gone then end game
User prompt
Fix Bug: 'ReferenceError: reduceLife is not defined' in or related to this line: 'reduceLife();' Line Number: 583
User prompt
Fix Bug: 'ReferenceError: reduceLife is not defined' in or related to this line: 'reduceLife();' Line Number: 574
User prompt
Add a life system for Zbert. Display lifes as miniZberts below imageID. Start lifes at 5 and reduce by one each time Zebert falls off or is hit by a ball
User prompt
When fall routine is triggered stop stop controlbutton effects on zbert
User prompt
Adjust zberts code for interaction between zbert and ball so area is plus or minus 25 pixels from the middle of zbert
Code edit (1 edits merged)
Please save this source code
User prompt
rotatedirection arrowgraphic 60 degrees
User prompt
Add directionarrow asset behind button at bottom left
/****
* 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;
// 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;
LK.off('tick', bballTickHandler);
self.isBBallJumping = false;
// Reset shadow size when BBall lands
self.shadowGraphics.width = width * 0.8;
self.shadowGraphics.height = height * 0.4;
var tileBelow = game.grid.getTileAt(self.x, self.y + tileHeight / 2);
if (!tileBelow) {
if (self.parent) {
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
});
self.shadowGraphics.width = width * 0.8;
self.shadowGraphics.height = height * 0.4;
self.shadowGraphics.y = height * 0.5 + 50;
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 {
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 = startY + (fallToY - startY) * fallProgress;
self.shadowGraphics.visible = false; // Hide shadow during fall
} else {
self.y = fallToY;
LK.off('tick', zbertFallTickHandler);
self.isZbertJumping = false;
self.shadowGraphics.visible = true; // Show shadow again (for the new Zbert)
self.destroy();
var bottomTile = game.grid.tileArray[game.grid.gridSize - 1][0];
var newZbert = new Zbert(bottomTile.x, bottomTile.y - 150, 180, 180);
game.grid.addChild(newZbert);
}
};
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
// 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) {
if (gem.tileBelow) {
gem.tileBelow.highlight(gem.tileBelow.color); // Tint the tile with the original colour
}
}
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;
// Removed the reset of tint to maintain the color while the gem is visible
};
// 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;
self.tileBelow = game.grid.getTileAt(self.x + 100, self.y + 125);
if (self.tileBelow) {
self.tileBelow.highlight(0xFFD700); // Tint the tile gold
}
// Function to collect the gem
self.collect = function () {
// Increase score by 100 when Zbert collects a gem
LK.setScore(LK.getScore() + 175);
self.tileBelow.flipColor(); // Tint the tile with the target colour
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 = [0x77dd77, 0x779ecb, 0xfff49c, 0xcb99c9, 0xaec6cf, 0xfdfd96, 0x836953, 0xb39eb5, 0xffb347, 0xb19cd9, 0xff6961];
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 directionArrows = game.addChild(new Container());
directionArrows.x = 170;
directionArrows.y = 2619;
var directionArrowsGraphics = directionArrows.attachAsset('DirectionArrows', {
anchorX: 0.5,
anchorY: 0.5
});
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 / 2 + bball.width / 2) {
// Check if centers are closer than the sum of half the widths of Zbert and BBall
LK.effects.flashScreen(0x000000, 1000);
LK.showGameOver();
}
}
if (zbert && gem && zbert.intersects(gem)) {
gem.collect();
}
// Rest of the tick code...
});
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.