Code edit (9 edits merged)
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Code edit (2 edits merged)
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User prompt
fade reward message out over the 3 seconds
User prompt
Fix Bug: 'TypeError: game.showRewardMessage is not a function' in or related to this line: 'game.showRewardMessage('EXTRA LIFE!');' Line Number: 550
User prompt
Fix Bug: 'TypeError: game.showRewardMessage is not a function' in or related to this line: 'game.showRewardMessage('SCORE BONUS: ' + scoreBonus);' Line Number: 544
User prompt
for each of teh gem rewards flash a message up in middle of screen detailing reward given
Code edit (1 edits merged)
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User prompt
When gem collected trigger partical effect at location of gem
User prompt
add in particle class to store particle effect. Effect will be expanding array of particles that slowly fade out as they expand from a centre point.
User prompt
in gem when socre is selected pick a random value between 300 and 1000 to increase score by
Code edit (1 edits merged)
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User prompt
in gem if slowDownBalls is selected then store current travelTime for balls. then set traveltime to 800 for 40 seconds and then return to stored value
Code edit (1 edits merged)
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User prompt
in gem if the extralife is selected then check to see how many lives a player has and if its less than 5 then add 1 life. If a player has 5 then increase score by 500.
User prompt
in gem create an array that will store the prize options for when a gem is collected by Zbert
/****
* Classes
****/
var ControlButton = Container.expand(function (assetId, x, y, rotation, controlDirection) {
var self = Container.call(this);
function reduceLife() {
livesCount--;
if (livesCount < 0) {
LK.showGameOver();
} else {
// Update lives display
livesDisplay[livesCount].visible = false;
}
}
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.isHitByBall) {
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: 0.2
});
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 = Math.max(175, 600 - 25 * levelManager.completedLevels) + bballTravelTimeAddition;
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 Alien = Container.expand(function (gridX, gridY, width, height) {
var self = Container.call(this);
self.isAlienJumping = false;
self.moveRight = true; // Initialize moveRight to true so the alien starts moving to the right
self.move = function () {
if (self.isAlienJumping || !self.parent) {
return;
}
self.isAlienJumping = true;
var tileWidth = 250;
var tileHeight = 270;
var arcHeight = 150;
var directions = ['upRight', 'upLeft', 'downRight', 'downLeft'];
var randomDirectionIndex = Math.floor(Math.random() * directions.length);
var direction = directions[randomDirectionIndex];
var targetX = self.x + (direction === 'upLeft' || direction === 'downLeft' ? -tileWidth / 2 : tileWidth / 2);
var targetY = self.y + (direction === 'upRight' || direction === 'upLeft' ? -tileHeight + 90 : tileHeight - 90);
var startX = self.x;
var startY = self.y;
var distanceX = targetX - startX;
var distanceY = targetY - startY;
var startTime = Date.now();
var travelTime = Math.max(175, 600 - 25 * levelManager.completedLevels) + bballTravelTimeAddition;
var alienTickHandler = function alienTickHandler() {
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', alienTickHandler);
self.isAlienJumping = false;
self.moveRight = !self.moveRight; // Toggle moveRight to change the direction for the next move
// Reset shadow size when Alien 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 Alien in middle of grid
var middleRow = Math.floor(game.grid.gridSize / 2);
var middleTile = game.grid.tileArray[middleRow][Math.floor(game.grid.tileArray[middleRow].length / 2)];
var newAlien = new Alien(middleTile.x, middleTile.y - 150, 180, 180);
game.grid.addChildAt(newAlien, game.grid.children.length);
// Trigger the move of the new Alien
newAlien.move();
}
}
};
LK.on('tick', alienTickHandler);
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 alienGraphics = self.attachAsset('Part24', {
// Use a different asset for the Alien
anchorX: 0.5,
anchorY: 0.5
});
alienGraphics.width = width;
alienGraphics.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.isHitByBall = false;
self.move = function (direction) {
if (self.isZbertJumping || self.isFalling || self.isHitByBall) {
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 ZtravelTime = 350;
var zbertTickHandler = function zbertTickHandler() {
var currentTime = Date.now();
var timeElapsed = currentTime - startTime;
if (timeElapsed < ZtravelTime) {
var progress = timeElapsed / ZtravelTime;
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 / 2);
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 + 190 + (fallToY - startY) * fallProgress;
self.shadowGraphics.visible = false; // Hide shadow during fall
// Attach ZbertParachute to Zbert only if it's not already attached
if (!self.parachuteGraphics) {
self.parachuteGraphics = self.attachAsset('ZbertParachute', {
anchorX: 0.5,
anchorY: 0.5,
y: -self.height / 2 - 50
});
}
self.isFalling = true;
} else {
self.y = fallToY;
LK.off('tick', zbertFallTickHandler);
self.isZbertJumping = false;
self.isFalling = false;
self.shadowGraphics.visible = true; // Show shadow again (for the new Zbert)
// Remove ZbertParachute when Zbert has finished falling and reset isFalling status
if (self.parachuteGraphics) {
self.removeChild(self.parachuteGraphics);
self.parachuteGraphics = null;
self.isFalling = false;
}
reduceLife();
if (livesCount > 0) {
self.destroy();
var bottomTile = game.grid.tileArray[game.grid.gridSize - 1][0];
// Check if Zbert is already at the spawn point
var existingZbert = game.grid.children.find(function (child) {
return child instanceof Zbert && child.x === bottomTile.x && child.y === bottomTile.y - 150;
});
// Only create and add a new Zbert if there isn't one already at the spawn point
if (!existingZbert) {
var newZbert = new Zbert(bottomTile.x, bottomTile.y - 150, 180, 180);
game.grid.addChild(newZbert);
}
} else {
LK.showGameOver();
}
}
};
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
}
}
if (gem.tileBelow && gem.tileBelow.color === targetColours[targetColourIndex]) {
gem.tileBelow.color = 0xe2e0e0; // Reset to start color if tile was flipped
gem.tileBelow.highlight(gem.tileBelow.color);
}
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.completedLevels = 0;
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;
self.completedLevels++;
maxBBalls = Math.min(6, maxBBalls + 1);
bballTravelTimeAddition = Math.min(600, bballTravelTimeAddition + 100);
// Reset the grid for a new level with the first target colour
game.grid.initGrid();
}
// 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 and Gems from the screen
game.grid.children.slice().forEach(function (child) {
if (child instanceof BBall || child instanceof Gem) {
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.prizeOptions = ['score', 'extraLife', 'slowDownBalls'];
self.collect = function () {
// Increase score by 100 when Zbert collects a gem
LK.setScore(LK.getScore() + 175);
// Randomly select a prize from the prize options
var selectedPrize = self.prizeOptions[Math.floor(Math.random() * self.prizeOptions.length)];
switch (selectedPrize) {
case 'score':
// Already handled by the score increase above
break;
case 'extraLife':
// Add logic to increase lives
break;
case 'slowDownBalls':
// Add logic to slow down balls
break;
}
if (self.tileBelow.color !== targetColours[targetColourIndex]) {
self.tileBelow.flipColor(); // Flip to target color if not already flipped
} else {
self.tileBelow.color = 0xe2e0e0; // Reset to start color if tile was already flipped
self.tileBelow.highlight(self.tileBelow.color);
}
self.destroy();
};
});
var ZbertExpletive = Container.expand(function (x, y) {
var self = Container.call(this);
var expletiveGraphics = self.attachAsset('ZbertExpletive', {
anchorX: 0.5,
anchorY: 0.5
});
self.x = x;
self.y = y;
});
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());
};
});
var Life = Container.expand(function (x, y, width, height) {
var self = Container.call(this);
self.attachAsset('Zbert2', {
anchorX: 0.5,
anchorY: 0.5,
x: x,
y: y
}).scale.set(0.5);
});
var StarDisplay = Container.expand(function (assetId, x, y, scale, rotation) {
var self = Container.call(this);
if (assetId === 'ZB1' || assetId === 'ZB2') {
var circleGraphics = self.attachAsset('whiteCircle', {
anchorX: 0.5,
anchorY: 0.5,
x: x,
y: y
});
// Ensure the circle is behind ZB1 and ZB2 by adding it before their graphics
self.addChildAt(circleGraphics, 0);
}
var starGraphics = self.attachAsset(assetId, {
anchorX: 0.5,
anchorY: 0.5,
x: x,
y: y
});
starGraphics.scale.set(scale);
starGraphics.rotation = rotation;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000 // Init game with black background
});
/****
* Game Code
****/
// Instantiate and display stars on the screen
var starDisplay1 = game.addChild(new StarDisplay('star1', 180, 2300, 1, -0.6));
var starDisplay2 = game.addChild(new StarDisplay('star2', 340, 2550, 1, 2.6));
var starDisplay3 = game.addChild(new StarDisplay('star3', 1850, 2340, 1, 0.6));
var starDisplay4 = game.addChild(new StarDisplay('star4', 1700, 2580, 1, -2.6));
var starDisplay4 = game.addChild(new StarDisplay('ZB1', 1770, 2450, 1, 0));
var starDisplay4 = game.addChild(new StarDisplay('ZB2', 260, 2430, 1, 0));
// Function to reduce lives and handle game over
function reduceLife() {
livesCount--;
if (livesCount < 0) {
LK.showGameOver();
} else {
// Update lives display
livesDisplay[livesCount].visible = false;
}
}
var livesCount = 5;
var livesDisplay = [];
for (var i = 0; i < livesCount; i++) {
var life = new Life(2048 - 200 - i * 100, 500, 90, 70);
livesDisplay.push(life);
game.addChild(life);
}
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 maxBBalls = 2;
var levelManager = new LevelManager();
var maxAliens = levelManager.completedLevels >= 3 ? 2 : 1;
var bballTravelTimeAddition = 0;
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 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 spawnEntities() {
var spawnInterval = Math.random() * (10000 - 4000) + 4000; // Random time between 4 to 10 seconds
LK.setTimeout(function () {
var bballCount = game.grid.children.reduce(function (count, child) {
return count + (child instanceof BBall ? 1 : 0);
}, 0);
var alienCount = game.grid.children.reduce(function (count, child) {
return count + (child instanceof Alien ? 1 : 0);
}, 0);
if (bballCount < maxBBalls) {
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();
}
if (alienCount < maxAliens) {
var middleRow = Math.floor(game.grid.gridSize / 2);
var middleTile = game.grid.tileArray[middleRow][Math.floor(game.grid.tileArray[middleRow].length / 2)];
var alien = new Alien(middleTile.x, middleTile.y - 150, 180, 180);
game.grid.addChild(alien);
alien.move();
}
spawnEntities(); // Recursively call to continue spawning
}, spawnInterval);
}
// Start spawning entities
spawnEntities();
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;
});
var alien = game.grid.children.find(function (child) {
return child instanceof Alien;
});
if (zbert && (bball || alien)) {
var zbertCenter = {
x: zbert.x + zbert.width / 2,
y: zbert.y + zbert.height / 2 - 150
};
var bballCenter = bball ? {
x: bball.x + bball.width / 2,
y: bball.y + bball.height / 2
} : null;
var alienCenter = alien ? {
x: alien.x + alien.width / 2,
y: alien.y + alien.height / 2
} : null;
var zbertBballCollision = bball && zbert.intersects(bball);
var zbertAlienCollision = alien && zbert.intersects(alien);
if ((zbertBballCollision || zbertAlienCollision) && !zbert.isFalling && !zbert.isHitByBall) {
// Stop Zbert and BBall movement
zbert.isHitByBall = true;
// Clear all BBalls and Aliens from the screen
var bballs = game.grid.children.filter(function (child) {
return child instanceof BBall;
});
var aliens = game.grid.children.filter(function (child) {
return child instanceof Alien;
});
bballs.forEach(function (b) {
b.destroy();
});
aliens.forEach(function (a) {
a.destroy();
});
// Display ZbertExpletive above Zbert
var expletive = zbert.addChild(new ZbertExpletive(55, -zbert.height + 40));
// Pause for 2 seconds
LK.setTimeout(function () {
// After pause, reset Zbert to start and remove a life
reduceLife();
if (livesCount <= 0) {
LK.showGameOver();
} else {
var bottomTile = game.grid.tileArray[game.grid.gridSize - 1][0];
zbert.x = bottomTile.x;
zbert.y = bottomTile.y - 150;
zbert.isZbertJumping = false; // Allow Zbert to move
// Delay resetting isHitByBall flag
LK.setTimeout(function () {
zbert.isHitByBall = false; // Reset hit by ball status after 2 seconds
bballs.forEach(function (b) {
b.isBBallJumping = false;
});
aliens.forEach(function (a) {
a.isAlienJumping = false;
});
}, 1000);
expletive.destroy(); // Remove expletive
// Restart spawning entities
spawnEntities();
}
}, 2000);
}
}
if (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.