User prompt
Make the settings button expand by 1.05 times when being hovered over.
User prompt
Make the settings button animation 3 times faster
User prompt
Make the animation 3 times faster
User prompt
Add an animation to the settings button when clicked. Make the settings button do a full rotation and go back to the original orientation.
User prompt
Put the settings button at the top left corner
User prompt
Put the assets back in the original positions
User prompt
Make the settings button and settings gui the highest layer
User prompt
Make the close button right above the top right corner of the settings gui
User prompt
Make sure there is a check for the settings gui being closed after being opened. It should be able to get reopened once the first one is gone.
User prompt
Make sure only 1 settings GUI can be open at once. Clicking the settings button more than once opens more than one setting GUI.
User prompt
Fix Bug: 'ReferenceError: settingsGUI is not defined' in this line: 'if (game.children.includes(settingsGUI)) {' Line Number: 23
User prompt
If the settings button is clicked while the settings GUI is open, Close the settings GUI
User prompt
Make it so clicking the close button closes the settings GUI
User prompt
Make the settings gui pop up in the middle of the screen.
User prompt
Fix the issue where the settings gui does not pop up when clicking the settings button.
User prompt
Redo the settings button logic so it will allow the user to hover over on it and click on it.
User prompt
Bug: User is not able to interact with the settings button.
User prompt
Make it so the settings button expands by 1.05 times then goes back to normal when hovering over.
User prompt
Fix Bug: 'TypeError: obj.stopPropagation is not a function' in this line: 'obj.stopPropagation();' Line Number: 24
User prompt
Fix Bug: 'TypeError: obj.event.stopPropagation is not a function' in this line: 'obj.event.stopPropagation();' Line Number: 24
User prompt
Bug: When left clicking the settings button, the settings GUI does not open.
User prompt
Bug: Settings GUI is not the top layer when clicked
User prompt
Bug: Clicking the settings button still does not bring up the settings GUI
User prompt
Bug: Settings GUI does not open when the settings button is clicked.
User prompt
Make the settings button clickable. Make a new GUI that pops up in the middle of the screen when the settings button is clicked.
/**** * Classes ****/ var SettingsGUI = Container.expand(function () { var self = Container.call(this); var background = self.createAsset('settingsBackground', 'Settings GUI Background', 0.5, 0.5); var closeButton = self.createAsset('closeButton', 'Close button', 0.5, 0.5); closeButton.x = background.width / 2; closeButton.y = -background.height / 2; self.addChild(background); self.addChild(closeButton); closeButton.on('down', function () { self.destroy(); }); }); var SettingsButton = Container.expand(function () { var self = Container.call(this); var buttonGraphics = self.createAsset('settingsButton', 'Settings button', 0.5, 0.5); self.addChild(buttonGraphics); self.x = 100; // Position from the left edge self.y = 100; // Position from the top edge self.on('down', function (obj) { self.isDown = true; self.scale.x *= 1.05; self.scale.y *= 1.05; }); self.on('up', function (obj) { if (self.isDown) { self.isDown = false; self.scale.x /= 1.05; self.scale.y /= 1.05; var settingsGUI = new SettingsGUI(); settingsGUI.x = 2048 / 2; settingsGUI.y = 2732 / 2; game.addChild(settingsGUI); } }); self.on('upoutside', function (obj) { if (self.isDown) { self.isDown = false; self.scale.x /= 1.05; self.scale.y /= 1.05; } }); self.on('over', function (obj) { if (!self.isDown) { self.scale.x *= 1.05; self.scale.y *= 1.05; } }); self.on('out', function (obj) { if (!self.isDown) { self.scale.x /= 1.05; self.scale.y /= 1.05; } }); }); // 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); 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 }; }); var ParticlePool = Container.expand(function () { var self = Container.call(this); self.pool = []; self.maxParticles = 100; self.getParticle = function () { for (var i = 0; i < self.pool.length; i++) { if (self.pool[i].alpha <= 0) { return self.pool[i]; } } if (self.pool.length < self.maxParticles) { var newParticle = new Particle(); self.pool.push(newParticle); return newParticle; } return null; }; self.update = function () { self.pool.forEach(function (particle) { if (particle.alpha > 0) { particle.update(); } }); }; LK.on('tick', self.update); }); // TimerParticle class for unique TimerItem particle visuals var TimerParticle = Container.expand(function () { var self = Container.call(this); var graphics = self.createAsset('timerParticle', 'Timer item particle', 0.5, 0.5); 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 }; LK.on('tick', self.update); }); // TimerParticlePool class for pooling TimerItem's unique particles var TimerParticlePool = Container.expand(function () { var self = Container.call(this); self.pool = []; self.maxParticles = 100; self.getParticle = function () { for (var i = 0; i < self.pool.length; i++) { if (self.pool[i].alpha <= 0) { return self.pool[i]; } } if (self.pool.length < self.maxParticles) { var newParticle = new TimerParticle(); self.pool.push(newParticle); return newParticle; } return null; }; self.update = function () { self.pool.forEach(function (particle) { if (particle.alpha > 0) { particle.update(); } }); }; LK.on('tick', self.update); }); // Initialize the particle pool // 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 }); // CoffeeBean class var CoffeeBean = Container.expand(function () { var self = Container.call(this); self.particlePool = new ParticlePool(); self.createParticle = function () { var particle = this.particlePool.getParticle(); if (particle) { particle.x = self.x; particle.y = self.y; particle.alpha = 1; // Reset particle alpha if (!self.isDestroyed && game.children.includes(self)) { game.addChildAt(particle, game.getChildIndex(self)); } } }; // Use CoffeeBeanGraphics for coffee bean visuals var coffeeBeanGraphics = new CoffeeBeanGraphics(); var shadowGraphics = new ShadowGraphics(); shadowGraphics.y = coffeeBeanGraphics.height * 0.1; shadowGraphics.alpha = 0.5; self.addChild(shadowGraphics); self.addChild(coffeeBeanGraphics); self.speed = (Math.random() * 3 + 2) * 8; // Coffee beans will have speeds between 16 and 40 self.scoreValue = 5; // Default score value for each coffee bean self.move = function () { self.y += self.speed; self.createParticle(); }; self.resetPosition = function () { self.x = Math.random() * (2048 - coffeeBeanGraphics.width) + coffeeBeanGraphics.width / 2; self.y = -coffeeBeanGraphics.height; }; self.isDestroyed = false; self.resetPosition(); }); // CoffeeBeanGraphics class for enhanced coffee bean visuals var CoffeeBeanGraphics = Container.expand(function () { var self = Container.call(this); var graphics = self.createAsset('coffeeBean', 'Coffee bean graphics', 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.particlePool = new ParticlePool(); self.createParticle = function () { var particle = this.particlePool.getParticle(); if (particle) { particle.x = self.x; particle.y = self.y; particle.alpha = 1; // Reset particle alpha if (!self.isDestroyed && game.children.includes(self)) { game.addChildAt(particle, game.getChildIndex(self)); } } }; // Use BallGraphics for ball visuals 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) * 2; // Balls will have speeds between 4 and 10 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(); }); // TimerItem class var TimerItem = Container.expand(function () { var self = Container.call(this); self.particlePool = new TimerParticlePool(); self.createParticle = function () { var particle = this.particlePool.getParticle(); if (particle) { particle.x = self.x; particle.y = self.y; particle.alpha = 1; // Reset particle alpha if (!self.isDestroyed && game.children.includes(self)) { game.addChildAt(particle, game.getChildIndex(self)); } } }; var timerItemGraphics = self.createAsset('timerItem', 'Falling timer item', 0.5, 0.5); var shadowGraphics = new ShadowGraphics(); shadowGraphics.y = timerItemGraphics.height * 0.1; shadowGraphics.alpha = 0.5; self.addChild(shadowGraphics); self.addChild(timerItemGraphics); self.speed = (Math.random() * 3 + 2) * 6; // Timer items will have speeds similar to coffee beans self.move = function () { self.y += self.speed; self.createParticle(); }; self.resetPosition = function () { self.x = Math.random() * (2048 - timerItemGraphics.width) + timerItemGraphics.width / 2; self.y = -timerItemGraphics.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', 'Ball graphics', 0.5, 0.5); // Additional visual enhancements can be added here }); // 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(); timerTxt.setText(timerSeconds.toString()); // Update the timer display instantly 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 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 ****/ // Function to create a splash effect // Replace basic splash graphics with enhanced SplashGraphics // Function to create a splash effect // Create and set the new background game.showSettingsGUI = function () { var settingsGUI = new SettingsGUI(); settingsGUI.x = 2048 / 2; settingsGUI.y = 2732 / 2; LK.gui.top.addChild(settingsGUI); }; var particlePool = new ParticlePool(); 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; // Add settings button to the top left of the screen var settingsButton = new SettingsButton(); game.addChild(settingsButton); // Create a function to update the score display function updateScoreDisplay() { scoreTxt.setText(score.toString()); } // Create a function to add a new ball or coffee bean function addBall() { var randomChance = Math.random(); if (randomChance < 0.05) { var coffeeBean = new CoffeeBean(); balls.push(coffeeBean); game.addChild(coffeeBean); } else if (randomChance >= 0.05 && randomChance < 0.06) { var timerItem = new TimerItem(); balls.push(timerItem); game.addChild(timerItem); } else { 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])) { if (balls[i] instanceof TimerItem) { timerSeconds += 10; // Add 10 seconds to the timer } else { 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); } } } // 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 ball if (LK.ticks % 60 == 0) { // Every second addBall(); } });
===================================================================
--- original.js
+++ change.js
@@ -28,9 +28,12 @@
if (self.isDown) {
self.isDown = false;
self.scale.x /= 1.05;
self.scale.y /= 1.05;
- game.addChild(new SettingsGUI());
+ var settingsGUI = new SettingsGUI();
+ settingsGUI.x = 2048 / 2;
+ settingsGUI.y = 2732 / 2;
+ game.addChild(settingsGUI);
}
});
self.on('upoutside', function (obj) {
if (self.isDown) {
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.