User prompt
make when explosion shown end the game
Code edit (1 edits merged)
Please save this source code
User prompt
make a explosion when the game ends
User prompt
chance the game over message to: game over, you clicked to fast
User prompt
make it say ´game ended you clicked to fast´ when game ends
User prompt
if clicked 20 times in a row make the game end
User prompt
make it so when you click the 'button' with the cursor, it spins
User prompt
make the spinButton when clicked with cursor spin the wheel
User prompt
make the wheel spin when clicking the spinButton
User prompt
make wheel spin when clicked
User prompt
make a arrow at the top of the wheel
User prompt
make a arrow at the top of the wheel
User prompt
make the roulettewheel stop when it slows down
User prompt
make a big wheel on the roulettewheel
User prompt
make the roulettewheel bigger
Initial prompt
roulutte
/**** * Classes ****/ // Explosion class var Explosion = Container.expand(function () { var self = Container.call(this); var explosionGraphics = self.createAsset('explosion', 'Explosion Graphics', 0.5, 0.5); self.animate = function () { explosionGraphics.alpha = 1; var scale = 0.1; var animationStep = function animationStep() { scale += 0.1; if (scale >= 2) { self.destroy(); return; } explosionGraphics.scale.set(scale, scale); explosionGraphics.alpha -= 0.05; LK.setTimeout(animationStep, 50); }; LK.setTimeout(animationStep, 50); }; }); // Roulette Wheel class var RouletteWheel = Container.expand(function () { var self = Container.call(this); var wheelGraphics = self.createAsset('rouletteWheel', 'Roulette Wheel', 0.5, 0.5); wheelGraphics.scale.set(2.5); // Increase the wheel size by 150% self.angle = 0; // Current angle of the wheel self.rotationSpeed = 0; // Current rotation speed of the wheel // Update the wheel's rotation self.update = function () { self.angle += self.rotationSpeed; self.angle %= 360; // Keep the angle within 0-359 degrees wheelGraphics.rotation = self.angle * (Math.PI / 180); // Convert to radians for PIXI rotation // Gradually slow down the wheel if (self.rotationSpeed > 0) { self.rotationSpeed -= 0.1; if (self.rotationSpeed < 0.1) { self.rotationSpeed = 0; } } }; // Start spinning the wheel self.spin = function () { self.rotationSpeed = 10 + Math.random() * 10; // Random rotation speed between 10 and 20 }; }); // Arrow class var Arrow = Container.expand(function () { var self = Container.call(this); var arrowGraphics = self.createAsset('arrow', 'Arrow at the top of the wheel', 0.5, 0.5); // Position the arrow above the wheel self.updatePosition = function (wheel) { self.x = wheel.x; self.y = wheel.y - wheel.height / 2 - arrowGraphics.height / 2; }; }); // Ball class var Ball = Container.expand(function () { var self = Container.call(this); var ballGraphics = self.createAsset('ball', 'Ball', 0.5, 0.5); self.positionOnWheel = 0; // Position on the wheel // Update the ball's position self.update = function (wheel) { // Ball's position is relative to the wheel's current angle self.positionOnWheel = (wheel.angle + 5) % 360; // Offset by 5 degrees for visual effect var radians = self.positionOnWheel * (Math.PI / 180); // Calculate the ball's position around the wheel self.x = wheel.x + Math.cos(radians) * wheel.width * 0.45; self.y = wheel.y + Math.sin(radians) * wheel.height * 0.45; }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 // Init game with black background }); /**** * Game Code ****/ // Initialize the roulette wheel var rouletteWheel = game.addChild(new RouletteWheel()); rouletteWheel.x = game.width / 2; rouletteWheel.y = game.height / 2; // Initialize the arrow var arrow = game.addChild(new Arrow()); // Initialize the ball var ball = game.addChild(new Ball()); // Update the arrow's position arrow.updatePosition(rouletteWheel); // Spin button var spinButton = game.addChild(LK.getAsset('spinButton', 'Spin Button', 0.5, 0.5)); spinButton.x = game.width / 2; spinButton.y = game.height - spinButton.height / 2; spinButton.interactive = true; spinButton.buttonMode = true; // Event listener for the spin button var spinClickCount = 0; // Counter for the number of spin button clicks spinButton.on('down', function () { rouletteWheel.spin(); spinClickCount++; if (spinClickCount >= 10) { var explosion = game.addChild(new Explosion()); explosion.x = game.width / 2; explosion.y = game.height / 2; explosion.animate(); LK.showGameOver('game over, you clicked too fast'); } }); // Main game update loop LK.on('tick', function () { rouletteWheel.update(); ball.update(rouletteWheel); // Check if the wheel has stopped spinning if (rouletteWheel.rotationSpeed <= 0) { // Determine the winning number based on the ball's position var winningNumber = Math.floor(ball.positionOnWheel / (360 / 37)); // Assuming a 37-slot wheel (0-36) // Display the winning number (this is a placeholder, actual display code would be needed) console.log("Winning Number: " + winningNumber); } });
===================================================================
--- original.js
+++ change.js
@@ -107,11 +107,9 @@
var explosion = game.addChild(new Explosion());
explosion.x = game.width / 2;
explosion.y = game.height / 2;
explosion.animate();
- LK.setTimeout(function () {
- LK.showGameOver('game over, you clicked too fast');
- }, 2000); // End the game after 20 clicks with a custom message and explosion effect
+ LK.showGameOver('game over, you clicked too fast');
}
});
// Main game update loop
LK.on('tick', function () {
spin button. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
roulette wheel with only numbers. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
arrow pointing down. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
realistic explosion. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.