User prompt
Each ball and coffee bean collected should add 1 second of time.
User prompt
Each coffee drop and coffee bean collected should add 1 second of time
User prompt
Each coffee drop and coffee bean collected should add 1 second of time
User prompt
Change the spawnrate of the timer to 50%
User prompt
Bug: The items falling give more than 1 second of time. Only the timer can give more than 1 second of time.
User prompt
Use the method used to store the difficulty setting to store the tint of the settings buttons.
User prompt
I want the difficulty buttons to have functionality now. When the "easybutton" is enabled, the speed of the items falling is .5 times and the timer item gives 20 seconds of time. When the normalbutton is enabled, the speed of the items is the current value now and the timer gives 10 seconds of time. When the hardbutton is enabled, the speed of the items is 2 times the normal value. The timer will give 5 seconds of time. When the insanebutton is enabled, the speed of the items is 5 times the normal value. The timer will give 5 seconds of time.
User prompt
Bug: The colors of the difficulty buttons cannot be changed to green after clicking and the buttons. The buttons also don't save the color values.
User prompt
Make sure the color tints of the difficulty buttons are the same after closing the settings gui and reopening it again.
User prompt
Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'removeChild')' in this line: 'self.parent.removeChild(self);' Line Number: 170
User prompt
Make sure to override the default color of the insane button to red.
User prompt
Make the starting tint of the insane difficulty button to red.
User prompt
The color of the difficulty buttons need to be the same as it is in that moment. It should not default back to the original starting colors.
User prompt
Look throughout this code and remove any code that changes the color of the insane button to white.
User prompt
The color of the insane buttons needs to be green when clicked.
User prompt
The starting color of the insane button needs to be red.
User prompt
Bug: Clicking on another difficulty button does not change the color of the insane button.
User prompt
Add all the color changing features from the easy button to the insane button.
User prompt
Make the original color of the insane button to red.
User prompt
Add the color changing to the insane button
User prompt
When the game first starts, The normal difficulty buttons needs to be this shade of green, #66ff00 . Each button will change to this shade of green when clicked on. This signifies that it is the setting clicked. The already green color setting will need to change back to the same shade of red it was before.
User prompt
Move "easybutton" down 30 pixels.
User prompt
The difficulty button text needs to be centered and needs to be a layer above the buttons.
User prompt
Add text into each setting. easybutton will have this text "Easy". normalbutton "Normal". hardButton "Hard". insaneButton "Insane". The text will be color white and bold. It will have an outline of 8 in black.
User prompt
Change the color of the difficulty buttons to a slightly brighter red.
/****
* Classes
****/
var RotateAndZoomAnimation = Container.expand(function (target, zoomFactor, animationFrames, rotations) {
var self = Container.call(this);
self.target = target;
self.zoomFactor = zoomFactor;
self.animationFrames = animationFrames;
self.rotations = rotations;
self.currentFrame = 0;
self.updateAnimation = function () {
if (self.currentFrame < self.animationFrames) {
var progress = self.currentFrame / self.animationFrames;
self.target.scale.x = self.target.scale.x * (1 + self.zoomFactor * progress);
self.target.scale.y = self.target.scale.y * (1 + self.zoomFactor * progress);
self.target.rotation = 2 * Math.PI * self.rotations * progress;
self.currentFrame++;
} else {
LK.off('tick', self.updateAnimation);
if (self.onComplete) {
self.onComplete();
}
}
};
self.start = function (onComplete) {
self.onComplete = onComplete;
LK.on('tick', self.updateAnimation);
};
});
var Countdown = Container.expand(function () {
var self = Container.call(this);
self.counter = 3;
var countdownText = new Text2(self.counter.toString(), {
size: 200,
fill: '#00ff00',
// Green color
anchor: {
x: 0.5,
y: 0.5
}
});
self.addChild(countdownText);
countdownText.x = 2048 / 2;
countdownText.y = 2732 / 2;
self.update = function () {
if (self.counter > 0 && !self.countdownStarted) {
self.countdownStarted = true;
var countdownInterval = LK.setInterval(function () {
self.counter--;
countdownText.setText(self.counter.toString());
if (self.counter === 0) {
LK.clearInterval(countdownInterval);
game.removeChild(self);
isPaused = false; // Unpause the game after countdown
}
}, 1000);
}
};
LK.on('tick', self.update);
});
var GUIAnimation = Container.expand(function (target, changeFactor, animationFrames, animationType, onComplete) {
var self = Container.call(this);
self.target = target;
self.changeFactor = changeFactor;
self.animationFrames = animationFrames;
self.currentFrame = 0;
self.animationType = animationType;
self.onComplete = onComplete;
self.updateAnimation = function () {
if (self.currentFrame < self.animationFrames) {
switch (self.animationType) {
case 'scale':
self.target.scale.x *= 1 - self.changeFactor * (self.currentFrame / self.animationFrames);
self.target.scale.y *= 1 - self.changeFactor * (self.currentFrame / self.animationFrames);
break;
case 'slide':
self.target.x += self.changeFactor * (self.currentFrame / self.animationFrames) * 2048; // Slide to the right
break;
// Other animation types can be added here
}
self.currentFrame++;
} else {
LK.off('tick', self.updateAnimation);
if (self.onComplete) {
self.onComplete();
}
}
};
self.start = function () {
LK.on('tick', self.updateAnimation);
};
});
var ScaleAnimation = Container.expand(function (target, scaleFactor, animationFrames) {
var self = Container.call(this);
self.target = target;
self.originalScaleX = target.scale.x;
self.originalScaleY = target.scale.y;
self.scaleFactor = scaleFactor;
self.animationFrames = animationFrames;
self.currentFrame = 0;
self.updateAnimation = function () {
if (self.currentFrame < self.animationFrames) {
self.target.scale.x = self.originalScaleX * (1 - self.scaleFactor * (self.currentFrame / self.animationFrames));
self.target.scale.y = self.originalScaleY * (1 - self.scaleFactor * (self.currentFrame / self.animationFrames));
self.currentFrame++;
} else {
LK.off('tick', self.updateAnimation);
if (self.onComplete) {
self.onComplete();
}
}
};
self.start = function (onComplete) {
self.onComplete = onComplete;
LK.on('tick', self.updateAnimation);
};
});
var GameSettings = Container.expand(function () {
var self = Container.call(this);
self.soundEnabled = true;
self.difficulty = 'normal';
self.toggleSound = function () {
self.soundEnabled = !self.soundEnabled;
};
self.setDifficulty = function (difficulty) {
self.difficulty = difficulty;
};
});
var SettingsGUI = Container.expand(function () {
var self = Container.call(this);
var background = self.createAsset('settingsBackground', 'Settings GUI Background', 0.5, 0.5);
background.curve = 5;
var closeButton = self.createAsset('closeButton', 'Close button', 0.5, 0.5);
closeButton.x = background.width / 2 - closeButton.width / 2;
closeButton.y = -background.height / 2 - closeButton.height / 2;
self.addChild(background);
self.addChild(closeButton);
// Add 'Set Your Difficulty' text over the Settings GUI
var difficultyText = new Text2('Set Your Difficulty', {
size: 110,
// 10% bigger font size
fill: '#ffffff',
// White color
font: 'bold',
// Bold font
stroke: '#000000',
// Black outline
strokeThickness: 10 // Outline thickness
});
difficultyText.anchor.set(0.5, 0);
difficultyText.x = 0;
difficultyText.y = -background.height / 2 + 210;
self.addChild(difficultyText);
// Add 'Settings In The Works!' text under the difficulty title
var settingsText = new Text2('Settings In The Works!', {
size: 100,
fill: '#ffffff',
stroke: '#000000',
strokeThickness: 8
});
settingsText.anchor.set(0.5, 0);
settingsText.x = 0;
settingsText.y = -background.height / 4 + 1250;
self.addChild(settingsText);
closeButton.on('down', function () {
self.animateClose();
});
self.animateClose = function () {
var animation = new GUIAnimation(self, 0.1, 10, 'slide', function () {
self.parent.removeChild(self);
settingsButton.visible = true;
timerTxt.visible = true;
scoreTxt.visible = true;
var countdown = new Countdown();
game.addChild(countdown);
countdown.update();
// Countdown will start here, so game remains paused
});
animation.start();
};
// Add difficulty selection buttons
var buttonPadding = 10;
var easyButton = self.createAsset('easyButton', 'Easy Difficulty', 0.5, 0);
easyButton.tint = 0xFF0000; // Set button color to bright red
easyButton.x = 0;
easyButton.y = buttonPadding - 1250 + 350;
var normalButton = self.createAsset('normalButton', 'Normal Difficulty', 0.5, 0);
normalButton.tint = 0xFF0000; // Set button color to bright red
normalButton.x = 0;
normalButton.y = easyButton.y + easyButton.height + buttonPadding;
var hardButton = self.createAsset('hardButton', 'Hard Difficulty', 0.5, 0);
hardButton.tint = 0xFF0000; // Set button color to bright red
hardButton.x = 0;
hardButton.y = normalButton.y + normalButton.height + buttonPadding;
var insaneButton = self.createAsset('insaneButton', 'Insane Difficulty', 0.5, 0);
insaneButton.tint = 0xFF0000; // Set button color to bright red
insaneButton.x = 0;
insaneButton.y = hardButton.y + hardButton.height + buttonPadding;
self.addChild(easyButton);
self.addChild(normalButton);
self.addChild(hardButton);
easyButton.on('down', function () {
// Button functionality removed
});
normalButton.on('down', function () {
// Button functionality removed
});
hardButton.on('down', function () {
// Button functionality removed
});
});
// Initialize game settings
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 = 2048 - buttonGraphics.width / 2 - 10; // Position from the right edge
self.y = buttonGraphics.height / 2 + 10; // Position from the top edge
var settingsGUI = null;
self.on('down', function (obj) {
if (settingsGUI && game.children.includes(settingsGUI)) {
settingsGUI.animateClose();
} else if (!self.clickDisabled) {
timerTxt.visible = false;
scoreTxt.visible = false;
self.isDown = true;
var rotateAndZoomAnimation = new RotateAndZoomAnimation(self, 0.1, 10, 1);
rotateAndZoomAnimation.start(function () {
self.visible = false;
isPaused = true; // Pause the game when settings are opened
self.scale.x = 1;
self.scale.y = 1; // Reset scale after animation
LK.setTimeout(function () {
self.clickDisabled = false;
}, 4000); // Disable click for 4 seconds
self.clickDisabled = true;
});
}
});
self.on('up', function (obj) {
if (self.isDown) {
self.isDown = false;
self.scale.x /= 1.05;
self.scale.y /= 1.05;
if (!settingsGUI || !game.children.includes(settingsGUI)) {
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);
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();
self.particlePool = new TimerParticlePool();
self.createParticle = function () {
var particle = self.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));
}
}
};
});
// 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
// Initialize game settings
var gameSettings = new GameSettings();
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;
if (!game.children.includes(splash)) {
game.addChildAt(splash, game.children.length - 1);
}
}
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 addCoffeeBean() {
var coffeeBean = new CoffeeBean();
balls.push(coffeeBean);
game.addChildAt(coffeeBean, game.getChildIndex(settingsButton) - 1);
}
function addTimerItem() {
var timerItem = new TimerItem();
balls.push(timerItem);
game.addChildAt(timerItem, game.getChildIndex(settingsButton) - 1);
}
function addBall() {
var ball = new Ball();
balls.push(ball);
game.addChildAt(ball, game.getChildIndex(settingsButton) - 1);
}
function decideFallingObject() {
var randomChance = Math.random();
if (randomChance < 0.05) {
addCoffeeBean();
} else if (randomChance >= 0.05 && randomChance < 0.06) {
addTimerItem();
} else {
addBall();
}
}
// 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 {
if (canCollectScore) {
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) {
if (!isPaused) {
handleDrag(obj);
}
});
game.on('move', function (obj) {
if (!isPaused) {
handleDrag(obj);
}
});
// Main game loop
// Removed the gameTimer as the game over logic will be handled in the tick function
var timerSeconds = 60;
var canCollectScore = false;
var isPaused = false;
LK.setTimeout(function () {
canCollectScore = true;
}, 100);
LK.on('tick', function () {
// Update ball positions
if (!isPaused) {
balls.forEach(function (ball) {
ball.move();
});
}
// Update timer display and check for game over
if (!isPaused && 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 (!isPaused && LK.ticks % 60 == 0) {
// Every second
decideFallingObject();
}
});
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.