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Improve in game performance that does not break anything
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That does not work
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Improve in game performance
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Improve performance
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Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'fontSize')' in this line: 'var originalSize = timerTxt.style.fontSize;' Line Number: 234
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Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'size')' in this line: 'var originalSize = timerTxt.style.size;' Line Number: 234
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Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'fontSize')' in this line: 'var originalSize = timerTxt.style.fontSize;' Line Number: 234
User prompt
Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'size')' in this line: 'var originalSize = timerTxt.style.size;' Line Number: 234
User prompt
Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'fontSize')' in this line: 'var originalSize = timerTxt.style.fontSize;' Line Number: 234
User prompt
Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'size')' in this line: 'var originalSize = timerTxt.style.size;' Line Number: 234
User prompt
Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'fontSize')' in this line: 'var originalSize = timerTxt.style.fontSize;' Line Number: 234
User prompt
Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'size')' in this line: 'var originalSize = timerTxt.style.size;' Line Number: 234
User prompt
Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'fontSize')' in this line: 'var originalSize = timerTxt.style.fontSize;' Line Number: 234
User prompt
Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'size')' in this line: 'var originalSize = timerTxt.style.size;' Line Number: 234
User prompt
Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'fontSize')' in this line: 'var originalSize = timerTxt.style.fontSize;' Line Number: 234
User prompt
Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'size')' in this line: 'var originalSize = timerTxt.style.size;' Line Number: 234
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Add an animation to the timer when a ball is collected
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Progress the development of the shadows in the game.
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Remove the new assets that were just created and reuse the old assets
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Progress the development of the games graphics.
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Make it so the animation can only be triggered once every 1/2 a second
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Make the cup animation 2 times faster
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Make it so the cup animation can only be triggered once per second
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Add an animation to the cup when a ball is collected
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improve in game performance
/**** * Classes ****/ // ShadowGraphics class for shadow visuals var ShadowGraphics = Container.expand(function () { var self = Container.call(this); var graphics = self.createAsset('shadow', 'Shadow effect', 0.5, 0.5); // Additional visual enhancements for shadow can be added here }); // Splash effect class var Splash = Container.expand(function () { var self = Container.call(this); // Replace basic splash graphics with enhanced SplashGraphics var splashGraphics = new SplashGraphics(); self.addChild(splashGraphics); self.lifeSpan = 30; // Frames until splash fades out self.update = function () { self.alpha -= 1 / self.lifeSpan; if (self.alpha <= 0) { self.destroy(); } // Destroy splash when faded out }; LK.on('tick', self.update); }); // SplashGraphics class for enhanced splash visuals var SplashGraphics = Container.expand(function () { var self = Container.call(this); var graphics = self.createAsset('splash', 'Splash effect', 0.5, 0.5); // Additional visual enhancements can be added here }); // Replace basic splash graphics with enhanced SplashGraphics // Function to create a splash effect var Particle = Container.expand(function () { var self = Container.call(this); // Replace basic particle graphics with enhanced ParticleGraphics var particleGraphics = new ParticleGraphics(); self.addChild(particleGraphics); self.lifeSpan = 60; // Frames until particle fades out self.update = function () { self.alpha -= 1 / self.lifeSpan; if (self.alpha <= 0) { self.destroy(); } // Destroy particle when faded out }; }); // ParticleGraphics class for enhanced particle visuals var ParticleGraphics = Container.expand(function () { var self = Container.call(this); var graphics = self.createAsset('particle', 'Ball trail particle', 0.5, 0.5); // Additional visual enhancements can be added here }); // Replace basic particle graphics with enhanced ParticleGraphics // Ball class var Ball = Container.expand(function () { var self = Container.call(this); self.createParticle = function () { var particle = new Particle(); particle.x = self.x; particle.y = self.y; if (!self.isDestroyed && game.children.includes(self)) { game.addChildAt(particle, game.getChildIndex(self)); } LK.on('tick', particle.update); }; // Replace basic ball graphics with enhanced BallGraphics and add shadow var ballGraphics = new BallGraphics(); var shadowGraphics = new ShadowGraphics(); shadowGraphics.y = ballGraphics.height * 0.1; shadowGraphics.alpha = 0.5; self.addChild(shadowGraphics); self.addChild(ballGraphics); self.speed = Math.random() * 3 + 2; // Balls will have speeds between 2 and 5 self.scoreValue = 1; // Default score value for each ball self.move = function () { self.y += self.speed; self.createParticle(); }; self.resetPosition = function () { self.x = Math.random() * (2048 - ballGraphics.width) + ballGraphics.width / 2; self.y = -ballGraphics.height; }; self.isDestroyed = false; self.resetPosition(); }); // BallGraphics class for enhanced ball visuals var BallGraphics = Container.expand(function () { var self = Container.call(this); var graphics = self.createAsset('ball', 'Falling ball', 0.5, 0.5); // Additional visual enhancements can be added here }); // Replace basic ball graphics with enhanced BallGraphics // Cup class var Cup = Container.expand(function () { var self = Container.call(this); // Replace basic cup graphics with enhanced CupGraphics var cupGraphics = new CupGraphics(); self.addChild(cupGraphics); self.x = 2048 / 2; self.y = 2732 - cupGraphics.height / 2; self.intersects = function (ball) { var bounds = self.getBounds(); var ballBounds = ball.getBounds(); if (bounds.x < ballBounds.x + ballBounds.width && bounds.x + bounds.width > ballBounds.x && bounds.y < ballBounds.y + ballBounds.height && bounds.y + bounds.height > ballBounds.y) { LK.setScore(LK.getScore() + ball.scoreValue); timerSeconds += 1; // Add 1 second to the timer updateScoreDisplay(); animateTimer(); // Animate the timer display when a ball is collected LK.effects.flashObject(ball, 0xffff00, 300); // Add a yellow glow effect to the ball for 300ms when caught self.animate(); // Trigger cup animation when a ball is collected return true; } return false; }; self.animate = function () { var originalScaleX = self.scale.x; var originalScaleY = self.scale.y; var scaleFactor = 1.1; var animationFrames = 7.5; var currentFrame = 0; var grow = true; function updateAnimation() { if (currentFrame < animationFrames) { if (grow) { self.scale.x = originalScaleX * (1 + (scaleFactor - 1) * (currentFrame / animationFrames)); self.scale.y = originalScaleY * (1 + (scaleFactor - 1) * (currentFrame / animationFrames)); } else { self.scale.x = originalScaleX * (1 + (scaleFactor - 1) * (1 - currentFrame / animationFrames)); self.scale.y = originalScaleY * (1 + (scaleFactor - 1) * (1 - currentFrame / animationFrames)); } currentFrame++; } else if (grow) { grow = false; currentFrame = 0; } else { self.scale.x = originalScaleX; self.scale.y = originalScaleY; LK.off('tick', updateAnimation); } } if (!self.animationCooldown) { self.animationCooldown = true; LK.setTimeout(function () { self.animationCooldown = false; }, 500); LK.on('tick', updateAnimation); } }; }); // CupGraphics class for enhanced cup visuals var CupGraphics = Container.expand(function () { var self = Container.call(this); var graphics = self.createAsset('cup', 'Cup to catch balls', 0.5, 1); // Additional visual enhancements can be added here }); /**** * Initialize Game ****/ // Replace basic cup graphics with enhanced CupGraphics var game = new LK.Game({ backgroundColor: 0x00000000 //Set game background to invisible }); /**** * Game Code ****/ // Create and set the new background // Function to create a splash effect function createSplash(x, y) { var splash = new Splash(); splash.x = x; splash.y = y; game.addChild(splash); } var background = game.createAsset('background', 'Game background', 0, 0); background.x = 0; // Set to top left on the x-axis background.y = 0; // Set to top left on the y-axis game.addChild(background); // Initialize game elements var balls = []; var cup = game.addChild(new Cup()); var score = 0; var requiredScore = 10; // The score needed to win var scoreTxt = new Text2(score.toString(), { size: 150, fill: "#ffffff" }); var timerTxt = new Text2('60', { size: 100, fill: "#ffffff" }); scoreTxt.anchor.set(0.5, 0); timerTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); LK.gui.top.addChild(timerTxt); timerTxt.y = scoreTxt.height + 20; // Create a function to update the score display function updateScoreDisplay() { scoreTxt.setText(score.toString()); } // Create a function to add a new ball function addBall() { var ball = new Ball(); balls.push(ball); game.addChild(ball); } // Create a function to end the game function endGame() { // Game over logic will be handled in the tick function when timer hits 0 } // Create a function to handle ball and cup collisions function handleCollisions() { for (var i = balls.length - 1; i >= 0; i--) { if (cup.intersects(balls[i])) { score += balls[i].scoreValue; updateScoreDisplay(); createSplash(balls[i].x, balls[i].y); balls[i].destroy(); balls.splice(i, 1); } else if (balls[i].y > 2732) { balls[i].destroy(); balls.splice(i, 1); } } } function animateTimer() { var originalSize = timerTxt.style.size; var newSize = originalSize * 1.2; var animationFrames = 15; var currentFrame = 0; function updateAnimation() { var sizeDiff = newSize - originalSize; var step = sizeDiff * (currentFrame / animationFrames); timerTxt.style.size = originalSize + step; currentFrame++; if (currentFrame > animationFrames) { timerTxt.style.size = originalSize; LK.off('tick', updateAnimation); } } LK.on('tick', updateAnimation); } // Create a function to handle dragging the cup function handleDrag(obj) { var event = obj.event; var pos = event.getLocalPosition(game); cup.x = pos.x; } // Add event listeners for dragging the cup game.on('down', function (obj) { handleDrag(obj); }); game.on('move', function (obj) { handleDrag(obj); }); // Main game loop // Removed the gameTimer as the game over logic will be handled in the tick function var timerSeconds = 60; LK.on('tick', function () { // Update ball positions balls.forEach(function (ball) { ball.move(); }); // Update timer display and check for game over if (LK.ticks % 60 == 0) { if (timerSeconds > 0) { timerSeconds--; timerTxt.setText(timerSeconds.toString()); } else { LK.effects.flashScreen(score >= requiredScore ? 0x00ff00 : 0xff0000, 1000); LK.showGameOver(); } } // Handle collisions handleCollisions(); // Add new balls if (LK.ticks % 60 == 0) { // Every second addBall(); } });
===================================================================
--- original.js
+++ change.js
@@ -228,9 +228,9 @@
}
}
}
function animateTimer() {
- var originalSize = timerTxt.style.fontSize;
+ var originalSize = timerTxt.style.size;
var newSize = originalSize * 1.2;
var animationFrames = 15;
var currentFrame = 0;
function updateAnimation() {
Coffee droplet.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. Shadows at the bottom.
Have the coffee cup open at the top
High end Coffee Shop. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. Shadows at the bottom.
Coffee trail going vertical. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. Shadows at the bottom.
Coffee splashing effect. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No Shadows.
Black circle with a bit of transparency.
Coffee Bean With Nothing Else. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Clock, Nothing else in the image.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A white particle trail, vertical. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Remove the plus from this image
Red X. Nothing else.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
White rectangle, curved corners. Small black border. Simple, modern. Aspect ratio 1550 * 2500.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Include only the spike.
Remove the bottom part that is not coming from the center explosion
Rectangular coffee themed start button. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Remove the random stuff below the question mark
Coffee themed button which has the text "gamemode". Make the aspect ratio of this button 5:1. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.