User prompt
Half the rotation of the dancing cup animation
User prompt
Make it so coffee beans, spinning spikes, and timers get destroyed when at the bottom of the screen
User prompt
When a falling item is below the bottom of the screen, destroy the item
User prompt
The start screen button zoom in effect does not work
User prompt
Make the start game button a child of the start screen gui and add a 1.05 zoom in when the start game button is being hovered over by the mouse cursor
User prompt
remove green tint from start game button
User prompt
Add a black outline to the disable spinning spikes box
User prompt
preload the settings gui so it is more smooth when first getting opened
User prompt
Set the spawnrate of spinning spikes to 50%
User prompt
Add an explosion animation when the spinning spikes get destroyed from the disable spinning spikes setting getting enabled.
User prompt
set the spawnrate of spinning spikes to 50%
User prompt
When the disable spinning spikes setting gets enabled, destroy all spikes on screen when the settings gui gets closed.
User prompt
Set the spawnrate of spinning spikes to 50%
User prompt
Move the spinning spikes text 500 pixels up
User prompt
Move the spinning spikes text 50 pixels to the left
User prompt
Move the spinning spikes text 75 pixels to the left
User prompt
Move the spinning spikes checkbox 100 pixels to the right
User prompt
Move the spinning spikes text 100 pixels to the left of the checkbox
User prompt
Move the spinning spikes setting text and the spinning spikes checkbox closer together
User prompt
Redo to the color changing logic for the spinning spikes setting. If the setting is enabled, the setting is true. If the setting is disabled, the setting is false. When the setting is true, the checkbox is green. When the setting is false, the checkbox is red.
User prompt
When the game first starts, make the disable spinning spikes setting disabled and have the checkbox red.
User prompt
Replace the checkmark with a green box. If the box gets clicked again, the box turns red. If the box gets clicked again, the box turns green.
User prompt
Fix Bug: 'TypeError: disableSpikesCheckbox.setTexture is not a function' in this line: 'disableSpikesCheckbox.setTexture(gameSettings.disableSpikes ? 'checkboxChecked' : 'checkbox');' Line Number: 381
User prompt
Fix Bug: 'TypeError: disableSpikesCheckbox.setTexture is not a function' in this line: 'disableSpikesCheckbox.setTexture(gameSettings.disableSpikes ? 'checkboxChecked' : 'checkbox');' Line Number: 381
User prompt
Add a new setting in the settings gui. This new setting will be called "Disable Spinning Spikes". This settings will disable the spawning of the spinning spikes. Next to the text, there will be a checkbox that can be clicked to show a checkmark. If the box has a checkmark, the setting is enabled.
/**** * Classes ****/ var DancingCup = Container.expand(function () { var self = Container.call(this); var cupGraphics = self.createAsset('DancingCup', 'Animated dancing cup', 0.5, 0.5); self.addChild(cupGraphics); var animationSpeed = 0.1; var animationDistance = 20; var direction = 1; cupGraphics.rotation = -35 * (Math.PI / 180); self.updateDance = function () { var rotationSpeed = 70 * (Math.PI / 180); var stayDuration = 60; // 1 second at 60FPS if (self.stayCounter > 0) { self.stayCounter--; return; } cupGraphics.rotation += (self.reverseAnimation ? -1 : 1) * direction * rotationSpeed; if (Math.abs(cupGraphics.rotation) >= rotationSpeed) { direction *= -1; self.stayCounter = stayDuration; } }; self.stayCounter = 0; LK.on('tick', self.updateDance); }); var StartButtonAnimation = Container.expand(function (startButton) { var self = Container.call(this); self.startButton = startButton; var minX = game.width / 2 - 10; var maxX = game.width / 2 + 10; var speed = 0.5; // Speed of the animation var direction = 1; // Start moving to the right self.updateAnimation = function () { if (!isPaused) { self.startButton.x += speed * direction; if (self.startButton.x > maxX || self.startButton.x < minX) { direction *= -1; // Reverse direction } } }; LK.on('tick', self.updateAnimation); }); // CountdownTimer class to manage the 60-second countdown var CountdownTimer = Container.expand(function (duration, displayText, onComplete) { var self = Container.call(this); self.duration = duration; self.displayText = displayText; self.onComplete = onComplete; self.update = function () { if (!isPaused && LK.ticks % 60 == 0) { if (self.duration > 0) { self.duration--; self.displayText.setText(self.duration.toString()); } else if (self.duration === 0) { LK.showGameOver(); } } }; }); 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); Countdown.prototype.animateDownwards = function () { var startY = self.y; var endY = 2732 / 2 + 200; // Move 200 pixels downwards from the center var frames = 20; // Animation duration of 1/3 second at 60FPS var currentFrame = 0; function updateAnimation() { if (currentFrame < frames) { var progress = currentFrame / frames; self.y = startY + (endY - startY) * progress; currentFrame++; } else { LK.off('tick', updateAnimation); game.removeChild(self); } } LK.on('tick', updateAnimation); }; self.counter = 3; var countdownText = new Text2(self.counter.toString(), { size: 200, fill: '#00ff00', // Green color stroke: '#000000', // Black stroke strokeThickness: 8, // Stroke thickness 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); self.animateDownwards(); 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 = typeof LK.localStorage !== 'undefined' ? LK.localStorage.getItem('selectedDifficulty') || 'normal' : 'normal'; self.toggleSound = function () { self.soundEnabled = !self.soundEnabled; }; self.setDifficulty = function (difficulty) { self.difficulty = difficulty; // Persist the selected difficulty if (typeof LK.localStorage !== 'undefined') { LK.localStorage.setItem('selectedDifficulty', difficulty); } }; self.setButtonTint = function (difficulty, tint) { self.buttonTints[difficulty] = tint; }; }); var SettingsGUI = Container.expand(function () { var self = Container.call(this); function animateButtonZoom(button) { var originalScaleX = button.scale.x; var originalScaleY = button.scale.y; var scaleFactor = 1.05; var animationFrames = 15; var currentFrame = 0; function updateAnimation() { if (currentFrame < animationFrames) { button.scale.x = originalScaleX * (1 + (scaleFactor - 1) * (currentFrame / animationFrames)); button.scale.y = originalScaleY * (1 + (scaleFactor - 1) * (currentFrame / animationFrames)); currentFrame++; } else { button.scale.x = originalScaleX; button.scale.y = originalScaleY; LK.off('tick', updateAnimation); } } LK.on('tick', updateAnimation); } 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 currentDifficulty = gameSettings.difficulty; var animation = new GUIAnimation(self, 0.1, 10, 'slide', function () { self.unpauseGame(currentDifficulty); }); animation.start(); }; SettingsGUI.prototype.unpauseGame = function (currentDifficulty) { if (this.parent) { this.parent.removeChild(this); } settingsButton.visible = true; // Only start countdown if not on start screen scoreTxt.visible = true; timerTxt.visible = true; if (!startScreen.parent) { var countdown = new Countdown(); game.addChild(countdown); countdown.update(); } }; // Add difficulty selection buttons var buttonPadding = 10; var easyButton = self.createAsset('easyButton', 'Easy Difficulty', 0.5, 0.5); easyButton.tint = gameSettings.difficulty === 'easy' ? 0x66ff00 : 0xFF0000; // Set button color based on the current difficulty var easyButtonText = new Text2('Easy', { size: 100, fill: '#ffffff', font: 'bold', stroke: '#000000', strokeThickness: 8 }); easyButtonText.anchor.set(0.5, 0.5); easyButtonText.x = 0; easyButtonText.y = 0; easyButton.addChild(easyButtonText); self.addChild(easyButton); easyButton.x = 0; easyButton.y = buttonPadding - 1250 + 350 + 30; var normalButton = self.createAsset('normalButton', 'Normal Difficulty', 0.5, 0.5); normalButton.tint = gameSettings.difficulty === 'normal' ? 0x66ff00 : 0xFF0000; // Set button color based on the current difficulty var normalButtonText = new Text2('Normal', { size: 100, fill: '#ffffff', font: 'bold', stroke: '#000000', strokeThickness: 8 }); normalButtonText.anchor.set(0.5, 0.5); normalButtonText.x = 0; normalButtonText.y = 0; normalButton.addChild(normalButtonText); self.addChild(normalButton); normalButton.x = 0; normalButton.y = easyButton.y + easyButton.height + buttonPadding; var hardButton = self.createAsset('hardButton', 'Hard Difficulty', 0.5, 0.5); hardButton.tint = gameSettings.difficulty === 'hard' ? 0x66ff00 : 0xFF0000; // Set button color based on the current difficulty var hardButtonText = new Text2('Hard', { size: 100, fill: '#ffffff', font: 'bold', stroke: '#000000', strokeThickness: 8 }); hardButtonText.anchor.set(0.5, 0.5); hardButtonText.x = 0; hardButtonText.y = 0; hardButton.addChild(hardButtonText); self.addChild(hardButton); hardButton.x = 0; hardButton.y = normalButton.y + normalButton.height + buttonPadding; var insaneButton = self.createAsset('insaneButton', 'Insane Difficulty', 0.5, 0.5); insaneButton.tint = gameSettings.difficulty === 'insane' ? 0x66ff00 : 0xFF0000; // Set button color based on the current difficulty insaneButton.on('down', function () { easyButton.tint = 0xFF0000; // Revert to red normalButton.tint = 0xFF0000; // Revert to red hardButton.tint = 0xFF0000; // Revert to red gameSettings.setDifficulty('insane'); }); var insaneButtonText = new Text2('Insane', { size: 100, fill: '#ffffff', font: 'bold', stroke: '#000000', strokeThickness: 8 }); insaneButtonText.anchor.set(0.5, 0.5); insaneButtonText.x = 0; insaneButtonText.y = 0; insaneButton.addChild(insaneButtonText); self.addChild(insaneButton); // Add 'Disable Spinning Spikes' setting with a checkbox var disableSpikesText = new Text2('Disable Spinning Spikes', { size: 100, fill: '#ffffff', stroke: '#000000', strokeThickness: 8 }); disableSpikesText.anchor.set(0, 0.5); disableSpikesText.x = -background.width / 4 - 100; disableSpikesText.y = insaneButton.y + insaneButton.height + buttonPadding / 2; self.addChild(disableSpikesText); var disableSpikesCheckbox = self.createAsset('checkbox', 'Checkbox for disabling spikes', 0.5, 0.5); disableSpikesCheckbox.x = disableSpikesText.x + disableSpikesText.width + 120; disableSpikesCheckbox.y = disableSpikesText.y; self.addChild(disableSpikesCheckbox); disableSpikesCheckbox.on('down', function () { gameSettings.disableSpikes = !gameSettings.disableSpikes; // Update the color of the checkbox based on the new setting state if (gameSettings.disableSpikes) { disableSpikesCheckbox.tint = 0x00FF00; // Set checkbox color to green } else { disableSpikesCheckbox.tint = 0xFF0000; // Set checkbox color to red } }); // Set the initial state of disableSpikes based on gameSettings if (gameSettings.disableSpikes) { disableSpikesCheckbox.tint = 0x00FF00; // Set checkbox color to green } else { disableSpikesCheckbox.tint = 0xFF0000; // Set checkbox color to red } insaneButton.x = 0; insaneButton.y = hardButton.y + hardButton.height + buttonPadding; self.addChild(easyButton); self.addChild(normalButton); self.addChild(hardButton); easyButton.lastClickTime = 0; easyButton.on('down', function () { var currentTime = Date.now(); if (currentTime - easyButton.lastClickTime >= 1000) { gameSettings.setDifficulty('easy'); updateButtonColors(gameSettings.difficulty); animateButtonZoom(easyButton); easyButton.lastClickTime = currentTime; } }); normalButton.lastClickTime = 0; normalButton.on('down', function () { var currentTime = Date.now(); if (currentTime - normalButton.lastClickTime >= 1000) { gameSettings.setDifficulty('normal'); updateButtonColors(gameSettings.difficulty); animateButtonZoom(normalButton); normalButton.lastClickTime = currentTime; } }); hardButton.lastClickTime = 0; hardButton.on('down', function () { var currentTime = Date.now(); if (currentTime - hardButton.lastClickTime >= 1000) { gameSettings.setDifficulty('hard'); updateButtonColors(gameSettings.difficulty); animateButtonZoom(hardButton); hardButton.lastClickTime = currentTime; } }); insaneButton.lastClickTime = 0; insaneButton.on('down', function () { var currentTime = Date.now(); if (currentTime - insaneButton.lastClickTime >= 1000) { gameSettings.setDifficulty('insane'); updateButtonColors(gameSettings.difficulty); animateButtonZoom(insaneButton); insaneButton.lastClickTime = currentTime; } }); function updateButtonColors(selectedDifficulty) { easyButton.tint = selectedDifficulty === 'easy' ? 0x66ff00 : 0xFF0000; normalButton.tint = selectedDifficulty === 'normal' ? 0x66ff00 : 0xFF0000; hardButton.tint = selectedDifficulty === 'hard' ? 0x66ff00 : 0xFF0000; insaneButton.tint = selectedDifficulty === 'insane' ? 0x66ff00 : 0xFF0000; } }); // 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) { self.pauseGame(); } }); SettingsButton.prototype.pauseGame = function () { timerTxt.visible = false; scoreTxt.visible = false; this.isDown = true; var rotateAndZoomAnimation = new RotateAndZoomAnimation(this, 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 if (startScreen.parent) { LK.setTimeout(function () { self.clickDisabled = false; }, 1000); // Disable click for 1 second if start screen is up } else { LK.setTimeout(function () { self.clickDisabled = false; }, 4000); // Otherwise, 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 = LK.getAsset('particle', 'Ball trail particle', 0.5, 0.5); self.addChild(graphics); // 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; self.scoreValue = 5; // Default score value for each coffee bean self.move = function () { var speedMultiplier = gameSettings.difficulty === 'hard' ? 16 : gameSettings.difficulty === 'insane' ? 40 : gameSettings.difficulty === 'easy' ? 4 : 8; self.y += self.speed * speedMultiplier; 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 }); // SpinningSpike class var SpinningSpike = Container.expand(function () { var self = Container.call(this); var spikeGraphics = self.createAsset('spinningSpike', 'Spinning spike graphics', 0.5, 0.5); self.addChild(spikeGraphics); self.speed = Math.random() * 3 + 2; self.rotationSpeed = 4 * 2 * Math.PI; // 4 times per second self.scoreValue = -10; // Deducts points when collected self.move = function () { self.y += self.speed * 2; // Fall speed increased by 2 times self.rotation += self.rotationSpeed / 60; // Game runs at 60FPS }; self.resetPosition = function () { self.x = Math.random() * (2048 - spikeGraphics.width) + spikeGraphics.width / 2; self.y = -spikeGraphics.height; }; self.resetPosition(); }); // 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; self.scoreValue = 1; // Default score value for each ball self.move = function () { var speedMultiplier = gameSettings.difficulty === 'hard' ? 4 : gameSettings.difficulty === 'insane' ? 10 : gameSettings.difficulty === 'easy' ? 1 : 2; self.y += self.speed * speedMultiplier; 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; self.move = function () { var speedMultiplier = gameSettings.difficulty === 'hard' ? 12 : gameSettings.difficulty === 'insane' ? 30 : gameSettings.difficulty === 'easy' ? 3 : 6; self.y += self.speed * speedMultiplier; 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 }); // CoffeeCup class var CoffeeCup = Container.expand(function () { var self = Container.call(this); var cupGraphics = new CupGraphics(); self.addChild(cupGraphics); self.x = 2048 / 2 - 100; 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); if (!(ball instanceof TimerItem) && gameSettings.difficulty !== 'hard' && gameSettings.difficulty !== 'insane') { countdownTimer.duration += 1; } // Add time to the timer based on difficulty updateScoreDisplay(); timerTxt.setText(countdownTimer.duration.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 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 }); var StartScreen = Container.expand(function () { var self = Container.call(this); var startScreenBackground = self.createAsset('startScreen', 'Start screen background', 0.5, 0.5); startScreenBackground.tint = 0xF1E7D6; // very light brown color startScreenBackground.x = game.width / 2; startScreenBackground.y = game.height / 2; self.addChild(startScreenBackground); var startButton = self.createAsset('startButton', 'Start game button', 0.5, 0.5); startButton.tint = 0x00FF00; // Set button color to green startButton.x = game.width / 2; startButton.y = game.height / 2 + 1000; // Add 'Coffee Catcher' text to the start GUI var coffeeCatcherText = new Text2('Coffee Catcher', { size: 225, fill: '#8B4513', // Coffee color font: 'bold', stroke: '#000000', strokeThickness: 12 }); coffeeCatcherText.anchor.set(0.5, 0); coffeeCatcherText.x = game.width / 2; coffeeCatcherText.y = game.height / 2 - 850; // Position 100 pixels higher above the start button self.addChild(coffeeCatcherText); self.addChild(startButton); // Add new asset 'DancingCup' to the start GUI var dancingCup1 = new DancingCup(); dancingCup1.x = game.width / 2 - 900; dancingCup1.y = game.height / 2 - 700; // Position to the left of the Coffee Catcher text self.addChild(dancingCup1); var dancingCup2 = new DancingCup(); dancingCup2.x = game.width / 2 + 900; dancingCup2.y = game.height / 2 - 700; // Position to the right of the Coffee Catcher text dancingCup2.reverseAnimation = true; // Flag to reverse the animation direction self.addChild(dancingCup2); // Add left to right motion animation to the start button startButton.on('over', function () { startButton.scale.x *= 1.05; startButton.scale.y *= 1.05; }); startButton.on('out', function () { startButton.scale.x /= 1.05; startButton.scale.y /= 1.05; }); startButton.on('down', function () { LK.gui.top.addChild(scoreTxt); // Add score text to GUI overlay LK.gui.top.addChild(timerTxt); // Add timer text to GUI overlay isPaused = false; // Start the closing animation for the start menu GUI var closeAnimation = new GUIAnimation(self, 0.1, 30, 'slide', function () { game.removeChild(self); }); closeAnimation.start(); }); }); /**** * Initialize Game ****/ // Replace basic cup graphics with enhanced CupGraphics var game = new LK.Game({ backgroundColor: 0x00000000 //Set game background to invisible }); /**** * Game Code ****/ // Initialize game settings // Create and set the new background // Function to create a splash effect // Replace basic splash graphics with enhanced SplashGraphics // Function to create a splash effect function updateFallingObjects() { // Move existing falling objects balls.forEach(function (ball) { ball.move(); }); // Handle off-screen falling objects for (var i = balls.length - 1; i >= 0; i--) { if (balls[i].y > 2732 || balls[i].isDestroyed) { balls[i].destroy(); balls.splice(i, 1); } } // Spawn new falling objects if (LK.ticks % 60 == 0) { spawnFallingObjects(); } } 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 CoffeeCup()); 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); // Initially hide the score and timer text // 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()); } var CoffeeBeanFactory = { createCoffeeBean: function createCoffeeBean() { var coffeeBean = new CoffeeBean(); balls.push(coffeeBean); game.addChildAt(coffeeBean, game.getChildIndex(settingsButton) - 1); return coffeeBean; } }; var TimerItemFactory = { createTimerItem: function createTimerItem() { var timerItem = new TimerItem(); balls.push(timerItem); game.addChildAt(timerItem, game.getChildIndex(settingsButton) - 1); return timerItem; } }; var BallFactory = { createBall: function createBall() { var ball = new Ball(); balls.push(ball); game.addChildAt(ball, game.getChildIndex(settingsButton) - 1); return ball; } }; function spawnFallingObjects() { var randomChance = Math.random(); var difficulty = gameSettings.difficulty; var spinningSpikeChance = difficulty === 'normal' ? 0.01 : difficulty === 'hard' ? 0.05 : difficulty === 'insane' ? 0.1 : 0; if (!gameSettings.disableSpikes && randomChance < spinningSpikeChance) { var spinningSpike = new SpinningSpike(); balls.push(spinningSpike); game.addChildAt(spinningSpike, game.getChildIndex(settingsButton) - 1); } else if (randomChance < 0.05 + spinningSpikeChance) { CoffeeBeanFactory.createCoffeeBean(); } else if (randomChance >= 0.05 + spinningSpikeChance && randomChance < 0.06 + spinningSpikeChance) { TimerItemFactory.createTimerItem(); } else { BallFactory.createBall(); } } // Create a function to end the game function endGame() { var finalScore = LK.getScore(); // Retrieve the current high score from localStorage var highScore = typeof LK.localStorage !== 'undefined' ? parseInt(LK.localStorage.getItem('highScore')) || 0 : 0; // Check if the final score is greater than the high score if (finalScore > highScore) { // Update the high score in localStorage if (typeof LK.localStorage !== 'undefined') { LK.localStorage.setItem('highScore', finalScore.toString()); } } LK.setTimeout(function () { LK.showGameOver(); }, 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) { countdownTimer.duration += 10; // Add 10 seconds to the timer } else { if (canCollectScore) { score += balls[i].scoreValue; if (balls[i] instanceof SpinningSpike && score < 0) { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); return; } // Prevent score from going negative 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 var canCollectScore = false; var isPaused = false; LK.setTimeout(function () { canCollectScore = true; }, 100); // Initialize the 60-second countdown timer var countdownTimer = new CountdownTimer(60, timerTxt, function () { LK.effects.flashScreen(score >= requiredScore ? 0x00ff00 : 0xff0000, 1000); LK.showGameOver(); }); var startScreen = new StartScreen(); startScreen.x = 2048 / 2 - 1000; startScreen.y = 2732 / 2 - 1500; game.addChild(startScreen); // Make settings button visible on start screen game.addChild(settingsButton); isPaused = true; // Initialize the 60-second countdown timer var countdownTimer = new CountdownTimer(60, timerTxt, function () { LK.effects.flashScreen(score >= requiredScore ? 0x00ff00 : 0xff0000, 1000); LK.showGameOver(); }); LK.on('tick', function () { // Update the countdown timer countdownTimer.update(); // Handle collisions handleCollisions(); // Update falling objects if (!isPaused) { updateFallingObjects(); } });
===================================================================
--- original.js
+++ change.js
@@ -372,9 +372,9 @@
disableSpikesText.x = -background.width / 4 - 100;
disableSpikesText.y = insaneButton.y + insaneButton.height + buttonPadding / 2;
self.addChild(disableSpikesText);
var disableSpikesCheckbox = self.createAsset('checkbox', 'Checkbox for disabling spikes', 0.5, 0.5);
- disableSpikesCheckbox.x = disableSpikesText.x + disableSpikesText.width + 20;
+ disableSpikesCheckbox.x = disableSpikesText.x + disableSpikesText.width + 120;
disableSpikesCheckbox.y = disableSpikesText.y;
self.addChild(disableSpikesCheckbox);
disableSpikesCheckbox.on('down', function () {
gameSettings.disableSpikes = !gameSettings.disableSpikes;
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.