User prompt
preload every asset in the game
User prompt
Increase the speed of the opening animation of the helpgui by 2 times
User prompt
Add a new closing animation for the help gui. Make sure this is different from the opening animation
User prompt
Make the animation go 30 more pixels to the left
User prompt
The help gui should be right to left from off screen.
User prompt
The animation for the help gui opening is broken. The help gui goes too far to the right. The size of the helpAsset is 2048 x 2732. Make sure to only use correct target sources
User prompt
The animation for the help gui opening is broken. The gui goes too far to the left
User prompt
Add a right to left opening animation for the when opening the helpgui
User prompt
Add an opening animation for the when opening the helpgui
User prompt
In the helpgui, move the timer text down 50 pixels
User prompt
In the helpgui, move the spinning spike text up 50 pixels and left 50 pixels
User prompt
In the help GUI, make sure all text has a stroke of 5
User prompt
increase the speed of the settings gui opening by 2 times
User prompt
Make sure the transparency of the settings gui is fully visible
User prompt
increase the speed of the opening animation of the settings gui by 2 times
User prompt
When the settings gui is opened, add an opening animation. This animation is different from the closing animation
User prompt
remove the gamemode button
User prompt
THIS IS IN THE GAMEMODE GUI! When the gamemode is set to casual, it will keep the same item preferences as it has now. Add a new gamemode button called Spike Surplus. In this gamemode, spinning spikes will have a 100% spawn rate.
User prompt
The casual button is not like the difficulty buttons. Remove the styling it has now and make it a new asset
User prompt
Fix Bug: 'ReferenceError: easyButton is not defined' in or related to this line: 'easyButton.tint = 0xFF0000;' Line Number: 80
User prompt
Fix Bug: 'ReferenceError: insaneButton is not defined' in or related to this line: 'spikeSurplusButton.y = insaneButton.y + insaneButton.height + 20;' Line Number: 71
User prompt
When the gamemode is set to casual, it will keep the same item preferences as it has now. Add a new gamemode button called Spike Surplus. In this gamemode, spinning spikes will have a 100% spawn rate.
User prompt
Add a new button in the gamemode gui called "Casual". This is the default gamemode that will be enabled. When a gamemode is enabled, the gamemode button will be expanded by 1.05x. Use a Boolean to track what gamemode is enabled. The casual gamemode will be enabled when the game first starts. This is NOT part of the difficulty buttons. This is separate from that.
User prompt
Add a new button in the gamemode gui called "Casual". This is the default gamemode that will be enabled. When a gamemode is enabled, the gamemode button will be expanded by 1.05x. Use a Boolean to track what gamemode is enabled. The casual gamemode will be enabled when the game first starts
User prompt
Change the name of the normal gamemode button in the gamemode gui to "Casual"
/****
* Classes
****/
var GameModeGUI = Container.expand(function () {
var self = Container.call(this);
var gameModeGUIAsset = self.attachAsset('gameModeGUI', {
anchorX: 0.5,
anchorY: 0.5
});
gameModeGUIAsset.x = 0;
gameModeGUIAsset.y = 0;
self.addChild(gameModeGUIAsset);
settingsButton.visible = false;
// Add an 'x' button to close the game mode GUI
var closeButton = self.attachAsset('closeButton', {
anchorX: 0.5,
anchorY: 0.5
});
closeButton.x = gameModeGUIAsset.width / 2 - closeButton.width / 2 + 120;
closeButton.y = -gameModeGUIAsset.height / 2 + closeButton.height / 2;
self.addChild(closeButton);
closeButton.on('down', function () {
if (self.parent) {
self.parent.removeChild(self);
settingsButton.visible = true;
}
});
// Add 'Casual' button to the game mode GUI
var casualButton = self.attachAsset('normalButton', {
anchorX: 0.5,
anchorY: 0.5
});
casualButton.x = 0;
casualButton.y = -gameModeGUIAsset.height / 2 + casualButton.height / 2 + 100;
self.addChild(casualButton);
// Track the enabled gamemode
var isNormalModeEnabled = true; // Default gamemode
var normalButtonClicked = false; // Track if the button has been clicked
// Expand the 'Normal' button if it is the enabled gamemode
if (isNormalModeEnabled && !normalButtonClicked) {
normalButton.scale.x *= 1.05;
normalButton.scale.y *= 1.05;
normalButtonClicked = true; // Prevent further scaling
}
// Add event listener to 'Casual' button
defineCasualButtonBehavior(casualButton);
function defineCasualButtonBehavior(button) {
button.on('down', function () {
// Set all other gamemodes to false
// ... (set other gamemode Booleans to false here)
// Enable 'Casual' gamemode
isNormalModeEnabled = true;
if (!normalButtonClicked) {
// Expand the 'Casual' button only the first time
button.scale.x *= 1.05;
button.scale.y *= 1.05;
normalButtonClicked = true; // Prevent further scaling
}
// Update the game settings
gameSettings.setDifficulty('casual');
// ... (update other elements related to the gamemode change here)
});
}
});
var ExplosionAsset = Container.expand(function () {
var self = Container.call(this);
this.preload = function () {
var graphics = self.attachAsset('explosion', {
anchorX: 0.5,
anchorY: 0.5
});
};
this.preload();
});
// Instantiate ExplosionAsset to preload the asset
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.attachAsset('DancingCup', {
anchorX: 0.5,
anchorY: 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.attachAsset('settingsBackground', {
anchorX: 0.5,
anchorY: 0.5
});
background.curve = 5;
var closeButton = self.attachAsset('closeButton', {
anchorX: 0.5,
anchorY: 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.attachAsset('easyButton', {
anchorX: 0.5,
anchorY: 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.attachAsset('normalButton', {
anchorX: 0.5,
anchorY: 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.attachAsset('hardButton', {
anchorX: 0.5,
anchorY: 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.attachAsset('insaneButton', {
anchorX: 0.5,
anchorY: 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.attachAsset('checkbox', {
anchorX: 0.5,
anchorY: 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.attachAsset('settingsButton', {
anchorX: 0.5,
anchorY: 0.5
});
self.addChild(buttonGraphics);
self.x = 2048 - buttonGraphics.width / 2 - 60; // Position from the right edge and 50 pixels to the left
self.y = buttonGraphics.height / 2 + 60; // Position from the top edge and 50 pixels down
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.attachAsset('shadow', {
anchorX: 0.5,
anchorY: 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.attachAsset('splash', {
anchorX: 0.5,
anchorY: 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.attachAsset('timerParticle', {
anchorX: 0.5,
anchorY: 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', {
anchorX: 0.5,
anchorY: 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.attachAsset('coffeeBean', {
anchorX: 0.5,
anchorY: 0.5
});
// Additional visual enhancements can be added here
});
// SpinningSpike class
var SpinningSpike = Container.expand(function () {
var self = Container.call(this);
var spikeGraphics = self.attachAsset('spinningSpike', {
anchorX: 0.5,
anchorY: 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.attachAsset('timerItem', {
anchorX: 0.5,
anchorY: 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.attachAsset('ball', {
anchorX: 0.5,
anchorY: 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.attachAsset('cup', {
anchorX: 0.5,
anchorY: 1
});
// Additional visual enhancements can be added here
});
var StartScreen = Container.expand(function () {
var self = Container.call(this);
var startScreenBackground = self.attachAsset('startScreen', {
anchorX: 0.5,
anchorY: 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.attachAsset('startButton', {
anchorX: 0.5,
anchorY: 0.5
});
startButton.x = game.width / 2 + 50;
startButton.y = game.height / 2 + 1000;
// Add new 'Game Mode' button to the start GUI
var gameModeButton = self.attachAsset('gameModeButton', {
anchorX: 0.5,
anchorY: 0.5
});
gameModeButton.x = game.width / 2 - 650;
gameModeButton.y = game.height / 2 + 1000;
self.addChild(gameModeButton);
gameModeButton.on('down', function () {
var gameModeGUI = new GameModeGUI();
gameModeGUI.x = 2048 / 2;
gameModeGUI.y = 2732 / 2;
game.addChild(gameModeGUI);
});
// 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.attachAsset('helpButton', {
anchorX: 0.5,
anchorY: 0.5
});
helpButton.x = game.width / 2 + 700;
helpButton.y = game.height / 2 + 1000;
self.addChild(helpButton);
helpButton.on('down', function () {
var helpGUI = new HelpGUI();
helpGUI.x = 2048 / 2;
helpGUI.y = 2732 / 2;
game.addChild(helpGUI);
if (settingsGUI) {
settingsGUI.visible = false;
}
});
// 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();
});
});
var HelpGUI = Container.expand(function () {
var self = Container.call(this);
var helpAsset = self.attachAsset('helpAsset', {
anchorX: 0.5,
anchorY: 0.5
});
helpAsset.tint = 0xD2B48C; // Light brown color
self.addChild(helpAsset);
helpAsset.x = 0;
helpAsset.y = 0;
// Add a home button to the help GUI
var homeButton = LK.getAsset('homeButton', {
anchorX: 0.5,
anchorY: 0.5
});
homeButton.x = 850;
homeButton.y = -1250; // Position 1250 pixels above the center of the help GUI and 750 pixels to the right
self.addChild(homeButton);
homeButton.on('down', function () {
// Remove the help GUI and show the start GUI
game.removeChild(self);
if (!game.children.includes(startScreen)) {
startScreen.x = 2048 / 2;
startScreen.y = 2732 / 2;
game.addChild(startScreen);
}
if (settingsGUI && !game.children.includes(settingsGUI)) {
game.addChild(settingsGUI);
settingsGUI.visible = true;
}
});
// Add information about the stagnant ball item
var ballInfoContainer = new Container();
var ballAsset = LK.getAsset('ball', {
anchorX: 0.5,
anchorY: 0.5
});
ballAsset.rotation = 10 * (Math.PI / 180);
ballInfoContainer.addChild(ballAsset);
var ballInfoText = new Text2('Collect the coffee drop for +1 score. +1 on the \ncountdown for easy and normal gamemodes.', {
size: 50,
fill: '#ffffff',
anchor: {
x: 0,
y: 0.5
}
});
ballInfoText.x = ballAsset.width - 20;
ballInfoText.rotation = 5 * (Math.PI / 360);
ballInfoContainer.addChild(ballInfoText);
ballInfoContainer.x = -750;
ballInfoContainer.y = homeButton.y + homeButton.height + 50;
ballInfoText.y = ballAsset.height - 200;
self.addChild(ballInfoContainer);
// Add new coffee bean help below the ball help
var coffeeBeanInfoContainer = new Container();
var coffeeBeanAsset = LK.getAsset('coffeeBean', {
anchorX: 0.5,
anchorY: 0.5
});
coffeeBeanAsset.rotation = 10 * (Math.PI / 180);
coffeeBeanInfoContainer.addChild(coffeeBeanAsset);
var coffeeBeanInfoText = new Text2('Collect the Coffee Bean for +5 score. +1 on the\ncountdown for easy and normal gamemodes.\n*WARNING! THIS ITEM FALLS DOWN FAST!*', {
size: 50,
fill: '#ffffff',
anchor: {
x: 0,
y: 0.5
}
});
coffeeBeanInfoText.x = coffeeBeanAsset.width - 20;
coffeeBeanInfoText.rotation = 5 * (Math.PI / 360);
coffeeBeanInfoContainer.addChild(coffeeBeanInfoText);
coffeeBeanInfoContainer.x = -750;
coffeeBeanInfoContainer.y = ballInfoContainer.y + ballInfoContainer.height + 50;
coffeeBeanInfoText.y = coffeeBeanAsset.height - 200;
self.addChild(coffeeBeanInfoContainer);
// Add new timer help below the coffee bean help
var timerInfoContainer = new Container();
var timerAsset = LK.getAsset('timerItem', {
anchorX: 0.5,
anchorY: 0.5
});
timerAsset.rotation = 10 * (Math.PI / 180);
timerInfoContainer.addChild(timerAsset);
var timerInfoText = new Text2('Collect the Timer for +5 on the countdown.\n*WARNING! THIS ITEM FALLS DOWN FAST!*', {
size: 50,
fill: '#ffffff',
anchor: {
x: 0,
y: 0.5
}
});
timerInfoText.x = timerAsset.width - 20;
timerInfoText.rotation = 5 * (Math.PI / 360);
timerInfoContainer.addChild(timerInfoText);
timerInfoContainer.x = -750;
timerInfoContainer.y = coffeeBeanInfoContainer.y + coffeeBeanInfoContainer.height + 30;
timerInfoText.y = timerAsset.height - 200;
self.addChild(timerInfoContainer);
// Add new spinning spike help below the timer help
var spinningSpikeInfoContainer = new Container();
var spinningSpikeAsset = LK.getAsset('spinningSpike', {
anchorX: 0.5,
anchorY: 0.5
});
spinningSpikeInfoContainer.addChild(spinningSpikeAsset);
var spinningSpikeInfoText = new Text2('*Avoid the spinning spike at all costs!*\nThis item will make you lose 10 score!', {
size: 50,
fill: '#ffffff',
anchor: {
x: 0,
y: 0.5
}
});
spinningSpikeInfoText.x = spinningSpikeAsset.width - 20;
spinningSpikeInfoText.rotation = 5 * (Math.PI / 360);
spinningSpikeInfoContainer.addChild(spinningSpikeInfoText);
spinningSpikeInfoContainer.x = -750;
spinningSpikeInfoContainer.y = timerInfoContainer.y + timerInfoContainer.height + 30;
self.addChild(spinningSpikeInfoContainer);
});
/****
* 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
// Instantiate ExplosionAsset to preload the asset
var explosionAsset = new ExplosionAsset();
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.attachAsset('background', {});
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 settingsGUI;
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.