User prompt
Create a new asset for the helpgui. This asset will have the color of a light coffee. This asset will be for the background.
User prompt
I would like for you to add a new page system to the help GUI. The first page will have an asset which will be at the bottom right. When that asset is clicked, it goes to the next page. The middle pages in between the first page and the last page will have buttons. The middle pages will have a next page asset and a new back page asset. When clicking on the back page asset, it goes to the previous page. The last page will only have a back page asset. There will be 4 pages to start off with.
User prompt
Preload the home button in the help gui
User prompt
move the home button 100 pixels to the right
User prompt
Move the home button 750 pixels to the right
User prompt
Move the home button up 1250 pixels
User prompt
Bug: There is a duplicate of the settings gui after exiting the help gui
User prompt
When the home button is clicked, do not add a duplicate of the settings gui
User prompt
Fix Bug: 'TypeError: Cannot set properties of undefined (setting 'visible')' in this line: 'settingsGUI.visible = true;' Line Number: 958
User prompt
Fix Bug: 'TypeError: Cannot set properties of undefined (setting 'visible')' in this line: 'settingsGUI.visible = false;' Line Number: 905
User prompt
Fix Bug: 'ReferenceError: settingsGUI is not defined' in this line: 'settingsGUI.visible = false;' Line Number: 905
User prompt
When the help gui button is clicked, hide the settings gui. Do not destroy it. Make sure the settings gui is visible when the home button is clicked in the help gui
User prompt
Move the home button to the center of the help gui
User prompt
The home button needs to be above the helpgui
User prompt
When the help GUI is up, add a home button that can be clicked that brings you back to the start gui
User prompt
Make the help gui a coffee brown color
User prompt
The new help gui needs a new asset
User prompt
Make the new help gui a layer above the start gui
User prompt
Fix Bug: 'ReferenceError: HelpGUI is not defined' in this line: 'var helpGUI = new HelpGUI();' Line Number: 901
User prompt
When the help button is clicked, open a new help gui
User prompt
Move the help button 50 pixels to the left
User prompt
Move the help button 150 pixels to the left
User prompt
Move the help button 300 pixels to the right
User prompt
Move the help button 300 pixels to the right
User prompt
In the start gui, add a new "?" button that can be clicked.
/****
* Classes
****/
var ExplosionGraphics = Container.expand(function () {
var self = Container.call(this);
var graphics = self.createAsset('explosion', 'Explosion effect', 0.5, 0.5);
// Additional visual enhancements can be added here
});
var Explosion = Container.expand(function () {
var self = Container.call(this);
var explosionGraphics = new ExplosionGraphics();
self.addChild(explosionGraphics);
self.lifeSpan = 30; // Frames until explosion fades out
self.update = function () {
self.alpha -= 1 / self.lifeSpan;
if (self.alpha <= 0) {
self.destroy();
} // Destroy explosion when faded out
};
LK.on('tick', self.update);
});
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 (gameSettings.disableSpikes) {
balls = balls.filter(function (ball) {
if (ball instanceof SpinningSpike) {
createExplosion(ball.x, ball.y);
ball.destroy();
return false;
}
return 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 - 225;
disableSpikesText.y = insaneButton.y + insaneButton.height + buttonPadding / 2 - 500;
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 = new SettingsGUI();
settingsGUI.x = 2048 / 2;
settingsGUI.y = 2732 / 2;
self.on('down', function (obj) {
if (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();
if (self.y > 2732) {
self.isDestroyed = true;
}
};
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
if (self.y > 2732) {
self.isDestroyed = true;
}
};
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();
if (self.y > 2732) {
self.isDestroyed = true;
}
};
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.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 '?' button to the start GUI
var helpButton = self.createAsset('helpButton', 'Help button', 0.5, 0.5);
helpButton.x = game.width / 2 + 300;
helpButton.y = game.height / 2 + 1000;
self.addChild(helpButton);
helpButton.on('down', function () {
// Placeholder for help button functionality
console.log('Help button clicked');
});
// 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 createExplosion(x, y) {
var explosion = new Explosion();
explosion.x = x;
explosion.y = y;
if (!game.children.includes(explosion)) {
game.addChildAt(explosion, game.children.length - 1);
}
}
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 > game.height || 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();
}
});
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.