Code edit (2 edits merged)
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move high score live's bottom, smaller and same colour
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add high score ↪💡 Consider importing and using the following plugins: @upit/storage.v1
Code edit (1 edits merged)
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“The catching bar should not be colored but use the asset added. The speed should increase slightly each time the score reaches a multiple of 10.”
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"Lives will not decrease when bubbles of colors that should not be caught fall."
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"If a bubble of a color not mentioned in the text is caught or missed, lives will not be deducted."
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"Create a game feature where there is a target color shown on the screen. Only bubbles of this target color can be caught. If a player catches a bubble of a different color, the player loses one life. Catching the correct color allows the game to continue without penalty. Display this information prominently in the center of the screen as text. Update the target color and the on-screen message every 10 seconds." only allow catching the target color.
User prompt
"Create a game feature where there is a target color shown on the screen. Only bubbles of this target color can be caught. If a player catches a bubble of a different color, the player loses one life. Catching the correct color allows the game to continue without penalty. Display this information prominently in the center of the screen as text. Update the target color and the on-screen message every 10 seconds."
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"Display the word 'Catch' in the center of the screen. Update this word every 10 seconds to reflect the current target color."
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Please fix the bug: 'Timeout.tick error: Cannot set properties of undefined (setting 'fill')' in or related to this line: 'warningTxt.style.fill = colorMap[targetColor];' Line Number: 165
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"At the start of the game, display a warning message at the top indicating the target color to catch. Only bubbles of this target color can be catch. Over time, the target color changes, and the warning message updates accordingly."
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Color Catchers
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build a kids game
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // FallingShape class var FallingShape = Container.expand(function () { var self = Container.call(this); // Pick a random color/shape var colorList = ['shapeRed', 'shapeBlue', 'shapeGreen', 'shapeYellow', 'shapePurple']; var colorIdx = Math.floor(Math.random() * colorList.length); self.shapeId = colorList[colorIdx]; // Attach the shape asset var shape = self.attachAsset(self.shapeId, { anchorX: 0.5, anchorY: 0.5 }); // Set speed (randomize a bit for variety) self.speed = 12 + Math.floor(Math.random() * 6); // For collision detection self.radius = shape.width * 0.5; // For state tracking self.caught = false; self.missed = false; // Update method called every tick self.update = function () { self.y += self.speed; }; return self; }); // Player class var Player = Container.expand(function () { var self = Container.call(this); // Attach player asset var playerShape = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5 }); // For collision detection self.width = playerShape.width; self.height = playerShape.height; // For touch feedback self.flash = function () { tween(self, { alpha: 0.5 }, { duration: 80, onFinish: function onFinish() { tween(self, { alpha: 1 }, { duration: 120 }); } }); }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0xf0f8ff // Light blue background }); /**** * Game Code ****/ // Game constants // Shapes for falling objects (different colors) // Player character // Sound effects // Music var GAME_WIDTH = 2048; var GAME_HEIGHT = 2732; var PLAYER_Y = GAME_HEIGHT - 180; var SHAPE_SPAWN_INTERVAL = 48; // Ticks (0.8s at 60fps) var SHAPE_MIN_X = 120; var SHAPE_MAX_X = GAME_WIDTH - 120; var TARGET_SCORE = 20; var MAX_LIVES = 5; // Game state var player; var fallingShapes = []; var score = 0; var lives = MAX_LIVES; var dragNode = null; var lastTouchX = 0; // Target color warning message var colorNames = { 'shapeRed': 'Red', 'shapeBlue': 'Blue', 'shapeGreen': 'Green', 'shapeYellow': 'Yellow', 'shapePurple': 'Purple' }; var colorList = ['shapeRed', 'shapeBlue', 'shapeGreen', 'shapeYellow', 'shapePurple']; var targetColorIdx = Math.floor(Math.random() * colorList.length); var targetColor = colorList[targetColorIdx]; var warningTxt = new Text2('Catch: ' + colorNames[targetColor], { size: 110, fill: 0xff0000 }); warningTxt.anchor.set(0.5, 0); LK.gui.top.addChild(warningTxt); warningTxt.x = LK.gui.top.width / 2; warningTxt.y = 140; // Score display var scoreTxt = new Text2('Score: 0', { size: 120, fill: 0x222222 }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // Lives display var livesTxt = new Text2('Lives: ' + MAX_LIVES, { size: 90, fill: 0x444444 }); livesTxt.anchor.set(0.5, 0); LK.gui.top.addChild(livesTxt); livesTxt.y = 260; // Center score and lives horizontally, but not in the top 100px scoreTxt.x = LK.gui.top.width / 2; scoreTxt.y = 20; livesTxt.x = LK.gui.top.width / 2; // Start music LK.playMusic('bgmusic'); // Change target color every 7 seconds (420 ticks) var colorChangeInterval = 420; var colorChangeTimer = LK.setInterval(function () { // Pick a new color different from the current one var newIdx; do { newIdx = Math.floor(Math.random() * colorList.length); } while (newIdx === targetColorIdx && colorList.length > 1); targetColorIdx = newIdx; targetColor = colorList[targetColorIdx]; warningTxt.setText('Catch: ' + colorNames[targetColor]); // Optionally, change warning color to match var colorMap = { 'shapeRed': 0xff4c4c, 'shapeBlue': 0x4c7bff, 'shapeGreen': 0x4cff7b, 'shapeYellow': 0xfff94c, 'shapePurple': 0xb44cff }; warningTxt.style.fill = colorMap[targetColor]; }, colorChangeInterval); // Create player player = new Player(); game.addChild(player); player.x = GAME_WIDTH / 2; player.y = PLAYER_Y; // Helper: clamp player within screen function clampPlayerX(x) { var halfW = player.width * 0.5; if (x < halfW) return halfW; if (x > GAME_WIDTH - halfW) return GAME_WIDTH - halfW; return x; } // Touch/move handling function handleMove(x, y, obj) { if (dragNode) { // Clamp to screen dragNode.x = clampPlayerX(x); lastTouchX = dragNode.x; } } game.move = handleMove; game.down = function (x, y, obj) { // Only allow drag if touch is near player (within 200px vertically) if (y > player.y - 200) { dragNode = player; handleMove(x, y, obj); } }; game.up = function (x, y, obj) { dragNode = null; }; // Spawn a new falling shape function spawnShape() { var shape = new FallingShape(); // Random X within bounds shape.x = SHAPE_MIN_X + Math.random() * (SHAPE_MAX_X - SHAPE_MIN_X); shape.y = -100; fallingShapes.push(shape); game.addChild(shape); } // Animate positive feedback function animateCatch(shape) { tween(shape, { scaleX: 1.4, scaleY: 1.4, alpha: 0 }, { duration: 350, easing: tween.easeOut, onFinish: function onFinish() { shape.destroy(); } }); } // Animate negative feedback function animateMiss(shape) { tween(shape, { alpha: 0 }, { duration: 300, onFinish: function onFinish() { shape.destroy(); } }); } // Update score/lives display function updateScoreLives() { scoreTxt.setText('Score: ' + score); livesTxt.setText('Lives: ' + lives); } // Main game update loop game.update = function () { // Spawn shapes at interval if (LK.ticks % SHAPE_SPAWN_INTERVAL === 0) { spawnShape(); } // Update all falling shapes for (var i = fallingShapes.length - 1; i >= 0; i--) { var shape = fallingShapes[i]; shape.update(); // Check for catch (simple AABB) if (!shape.caught && !shape.missed) { var dx = Math.abs(shape.x - player.x); var dy = Math.abs(shape.y - player.y); var catchW = player.width * 0.5 + shape.radius * 0.7; var catchH = player.height * 0.5 + shape.radius * 0.7; if (dx < catchW && dy < catchH) { // Only catch if shape matches target color if (shape.shapeId === targetColor) { // Caught! shape.caught = true; score += 1; updateScoreLives(); LK.getSound('catch').play(); player.flash(); animateCatch(shape); fallingShapes.splice(i, 1); // Win condition if (score >= TARGET_SCORE) { LK.effects.flashScreen(0x00ff00, 800); LK.showYouWin(); return; } continue; } // If wrong color, do nothing (let it fall through) } } // Check for miss (off bottom) if (!shape.caught && !shape.missed && shape.y > GAME_HEIGHT + 100) { shape.missed = true; lives -= 1; updateScoreLives(); LK.getSound('miss').play(); animateMiss(shape); fallingShapes.splice(i, 1); // Lose condition if (lives <= 0) { LK.effects.flashScreen(0xff0000, 800); LK.showGameOver(); return; } } } }; // On game reset, clear state game.on('destroy', function () { fallingShapes = []; score = 0; lives = MAX_LIVES; dragNode = null; lastTouchX = 0; LK.stopMusic(); });
===================================================================
--- original.js
+++ change.js
@@ -69,13 +69,13 @@
/****
* Game Code
****/
-// Music
-// Sound effects
-// Player character
-// Shapes for falling objects (different colors)
// Game constants
+// Shapes for falling objects (different colors)
+// Player character
+// Sound effects
+// Music
var GAME_WIDTH = 2048;
var GAME_HEIGHT = 2732;
var PLAYER_Y = GAME_HEIGHT - 180;
var SHAPE_SPAWN_INTERVAL = 48; // Ticks (0.8s at 60fps)
@@ -89,8 +89,27 @@
var score = 0;
var lives = MAX_LIVES;
var dragNode = null;
var lastTouchX = 0;
+// Target color warning message
+var colorNames = {
+ 'shapeRed': 'Red',
+ 'shapeBlue': 'Blue',
+ 'shapeGreen': 'Green',
+ 'shapeYellow': 'Yellow',
+ 'shapePurple': 'Purple'
+};
+var colorList = ['shapeRed', 'shapeBlue', 'shapeGreen', 'shapeYellow', 'shapePurple'];
+var targetColorIdx = Math.floor(Math.random() * colorList.length);
+var targetColor = colorList[targetColorIdx];
+var warningTxt = new Text2('Catch: ' + colorNames[targetColor], {
+ size: 110,
+ fill: 0xff0000
+});
+warningTxt.anchor.set(0.5, 0);
+LK.gui.top.addChild(warningTxt);
+warningTxt.x = LK.gui.top.width / 2;
+warningTxt.y = 140;
// Score display
var scoreTxt = new Text2('Score: 0', {
size: 120,
fill: 0x222222
@@ -103,15 +122,36 @@
fill: 0x444444
});
livesTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(livesTxt);
-livesTxt.y = 130;
+livesTxt.y = 260;
// Center score and lives horizontally, but not in the top 100px
scoreTxt.x = LK.gui.top.width / 2;
scoreTxt.y = 20;
livesTxt.x = LK.gui.top.width / 2;
// Start music
LK.playMusic('bgmusic');
+// Change target color every 7 seconds (420 ticks)
+var colorChangeInterval = 420;
+var colorChangeTimer = LK.setInterval(function () {
+ // Pick a new color different from the current one
+ var newIdx;
+ do {
+ newIdx = Math.floor(Math.random() * colorList.length);
+ } while (newIdx === targetColorIdx && colorList.length > 1);
+ targetColorIdx = newIdx;
+ targetColor = colorList[targetColorIdx];
+ warningTxt.setText('Catch: ' + colorNames[targetColor]);
+ // Optionally, change warning color to match
+ var colorMap = {
+ 'shapeRed': 0xff4c4c,
+ 'shapeBlue': 0x4c7bff,
+ 'shapeGreen': 0x4cff7b,
+ 'shapeYellow': 0xfff94c,
+ 'shapePurple': 0xb44cff
+ };
+ warningTxt.style.fill = colorMap[targetColor];
+}, colorChangeInterval);
// Create player
player = new Player();
game.addChild(player);
player.x = GAME_WIDTH / 2;
@@ -197,23 +237,27 @@
var dy = Math.abs(shape.y - player.y);
var catchW = player.width * 0.5 + shape.radius * 0.7;
var catchH = player.height * 0.5 + shape.radius * 0.7;
if (dx < catchW && dy < catchH) {
- // Caught!
- shape.caught = true;
- score += 1;
- updateScoreLives();
- LK.getSound('catch').play();
- player.flash();
- animateCatch(shape);
- fallingShapes.splice(i, 1);
- // Win condition
- if (score >= TARGET_SCORE) {
- LK.effects.flashScreen(0x00ff00, 800);
- LK.showYouWin();
- return;
+ // Only catch if shape matches target color
+ if (shape.shapeId === targetColor) {
+ // Caught!
+ shape.caught = true;
+ score += 1;
+ updateScoreLives();
+ LK.getSound('catch').play();
+ player.flash();
+ animateCatch(shape);
+ fallingShapes.splice(i, 1);
+ // Win condition
+ if (score >= TARGET_SCORE) {
+ LK.effects.flashScreen(0x00ff00, 800);
+ LK.showYouWin();
+ return;
+ }
+ continue;
}
- continue;
+ // If wrong color, do nothing (let it fall through)
}
}
// Check for miss (off bottom)
if (!shape.caught && !shape.missed && shape.y > GAME_HEIGHT + 100) {