User prompt
Make it so it removes a heart until you hit 2 hearts if ball reach bottom
User prompt
Make it only remove a heart if you are higher than 2 hearts
User prompt
Make it removes a heart until you hit 2 hearts when you don't click the ball
User prompt
Make it when you don't click a ball it removes a heart
User prompt
Make when you miss click it takes a heart
User prompt
Make all assets faster
User prompt
Make it so that all assets can't overlap
User prompt
Make it so that goodpowerup spawns every 10 seconds
User prompt
Make the badpowerup that resets your score once every minutes
User prompt
Add a badpowerup that resets your score
User prompt
Add a new powerup that gives you 15 score
User prompt
Please fix the bug: 'Uncaught ReferenceError: spawnBall is not defined' in or related to this line: 'ballInterval = LK.setInterval(spawnBall, originalInterval / 2);' Line Number: 210
User prompt
Please fix the bug: 'Uncaught ReferenceError: ballInterval is not defined' in or related to this line: 'LK.clearInterval(ballInterval);' Line Number: 209
User prompt
Make a new powerup that when clicked will increase spawn rate of balls for 10 seconds
User prompt
Decrease heart count by 1 when ball is 1mm from the bottom of screen and freeze ball and destroy it
User prompt
Make it so that when a ball reaches the bottom of the screen you lose a heart until you hit 4 hearts and then until 3 then 2 then 1
User prompt
Make it so when a ball reaches the bottom of the screen it removes one heart and every time you miss a ball until you are 1 heart you lose 1 heart
User prompt
Set hearts to 5
User prompt
Make it so that when you miss a ball It removes 1 heart until you are on 1 heart
User prompt
Make it so when you miss a ball it takes 1 heart
User prompt
Make it so that it has to be 1mm from the bottom to remove a heart
User prompt
When the ball reaches the bottom it removes one heart and destroys itself
User prompt
Make it so the goodpowerup the ball and the rainbowball instantly brake and increase score
User prompt
Make it so all assets instantly brake when clicked and increase score
User prompt
Make it so you have 5 hearts
/**** * Classes ****/ var BadPowerUp = Container.expand(function () { var self = Container.call(this); var powerUpGraphics = self.attachAsset('badPowerUp', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 15 + Math.floor(LK.getScore() / 5); self.update = function () { self.y += self.speed; if (self.y > 2732) { self.destroy(); } }; self.down = function (x, y, obj) { var temp = balls; balls = bombs; bombs = temp; LK.getSound('Powerdown').play(); hearts[hearts.length - 1].destroy(); hearts.pop(); if (hearts.length === 0) { LK.showGameOver(); var leaderboardScreen = new LeaderboardScreen(); game.addChild(leaderboardScreen); } self.destroy(); }; }); var Ball = Container.expand(function () { var self = Container.call(this); var ballGraphics = self.attachAsset('ball', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 15 + Math.floor(LK.getScore() / 5); self.update = function () { self.y += self.speed; if (self.y > 2732) { self.destroy(); } }; self.down = function (x, y, obj) { LK.setScore(LK.getScore() + 1); scoreTxt.setText(LK.getScore()); LK.getSound('Pop').play(); self.destroy(); }; }); var Bomb = Container.expand(function () { var self = Container.call(this); var bombGraphics = self.attachAsset('bomb', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 15 + Math.floor(LK.getScore() / 5); self.update = function () { self.y += self.speed; if (self.y > 2732) { self.destroy(); } }; self.down = function (x, y, obj) { LK.getSound('Bomb').play(); LK.effects.flashScreen(0xff0000, 1000); hearts[hearts.length - 1].destroy(); hearts.pop(); if (hearts.length === 0) { LK.showGameOver(); var leaderboardScreen = new LeaderboardScreen(); game.addChild(leaderboardScreen); } }; }); var GoodPowerUp = Container.expand(function () { var self = Container.call(this); var powerUpGraphics = self.attachAsset('goodPowerUp', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 15 + Math.floor(LK.getScore() / 5); self.update = function () { self.y += self.speed; if (self.y > 2732) { self.destroy(); } }; self.down = function (x, y, obj) { LK.setScore(LK.getScore() + 10); LK.getSound('Goodpower').play(); self.destroy(); }; }); var Heart = Container.expand(function () { var self = Container.call(this); var heartGraphics = self.attachAsset('heart', { anchorX: 0.5, anchorY: 0.5, fontWeight: 'bold' }); }); //<Write imports for supported plugins here> //<Write entity 'classes' with empty functions for important behavior here> var HomeScreen = Container.expand(function () { var self = Container.call(this); var playButton = self.attachAsset('playButton', { anchorX: 0.5, anchorY: 0, width: 2048, height: 2732, fontWeight: 'bold' }); playButton.x = 2048 / 2; playButton.y = 0; playButton.filters = []; self.down = function (x, y, obj) { self.destroy(); startGame(); }; }); var LeaderboardScreen = Container.expand(function () { var self = Container.call(this); var leaderboardText = new Text2('Leaderboard', { size: 150, fill: 0x000000, fontWeight: 'bold' }); leaderboardText.anchor.set(0.5, 0); self.addChild(leaderboardText); leaderboardText.x = 2048 / 2; leaderboardText.y = 200; // LK.getLeaderboard is not a function, so we can't use it here. // We need to replace it with a valid function or remove it if it's not necessary. // For now, let's just comment it out. }); var RainbowBall = Container.expand(function () { var self = Container.call(this); var rainbowBallGraphics = self.attachAsset('rainbowBall', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 15 + Math.floor(LK.getScore() / 5); self.update = function () { self.y += self.speed; if (self.y > 2732) { self.destroy(); } }; self.down = function (x, y, obj) { LK.setScore(LK.getScore() + 5); scoreTxt.setText(LK.getScore()); LK.getSound('Pop').play(); self.destroy(); }; }); var ScorePowerUp = Container.expand(function () { var self = Container.call(this); var powerUpGraphics = self.attachAsset('goodPowerUp', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 15 + Math.floor(LK.getScore() / 5); self.update = function () { self.y += self.speed; if (self.y > 2732) { self.destroy(); } }; self.down = function (x, y, obj) { LK.setScore(LK.getScore() + 15); scoreTxt.setText(LK.getScore()); LK.getSound('Goodpower').play(); self.destroy(); }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x9400D3 }); /**** * Game Code ****/ var scoreTxt; var hearts = []; var balls = []; var bombs = []; var homeScreen = new HomeScreen(); game.addChild(homeScreen); //<Assets used in the game will automatically appear here> //<Write game logic code here, including initializing arrays and variables> function startGame() { scoreTxt = new Text2('0', { size: 150, fill: 0x000000, fontWeight: 'bold' }); hearts = []; for (var i = 0; i < 3; i++) { var heart = new Heart(); heart.x = 2048 - (50 + i * 120) - 150; // 150px = 0.75cm on a 12.9" iPad Pro heart.y = 50; hearts.push(heart); game.addChild(heart); } scoreTxt.anchor.set(0.5, 0); LK.playMusic('Song', { loop: true }); LK.gui.top.addChild(scoreTxt); var balls = []; var bombs = []; function spawnBall() { var newBall = new Ball(); newBall.x = 100 + Math.random() * (2048 - 200); // 100px = 1cm on a 12.9" iPad Pro newBall.y = 0; // Check if the new ball overlaps with any existing balls for (var i = 0; i < balls.length; i++) { if (newBall.intersects(balls[i])) { return; // If it overlaps, don't add the new ball } } // Check if the new ball overlaps with any existing balls for (var i = 0; i < balls.length; i++) { if (newBall.intersects(balls[i])) { return; // If it overlaps, don't add the new ball } } balls.push(newBall); game.addChild(newBall); } function spawnBomb() { var newBomb = new Bomb(); newBomb.x = 100 + Math.random() * (2048 - 200); // 100px = 1cm on a 12.9" iPad Pro newBomb.y = 0; // Check if the new bomb overlaps with any existing bombs for (var i = 0; i < bombs.length; i++) { if (newBomb.intersects(bombs[i])) { return; // If it overlaps, don't add the new bomb } } bombs.push(newBomb); game.addChild(newBomb); } function spawnRainbowBall() { var newRainbowBall = new RainbowBall(); newRainbowBall.x = 100 + Math.random() * (2048 - 200); // 100px = 1cm on a 12.9" iPad Pro newRainbowBall.y = 0; // Check if the new rainbow ball overlaps with any existing rainbow balls for (var i = 0; i < game.children.length; i++) { if (game.children[i] instanceof RainbowBall && newRainbowBall.intersects(game.children[i])) { return; // If it overlaps, don't add the new rainbow ball } } game.addChild(newRainbowBall); } var ballInterval = LK.setInterval(spawnBall, 1000 - LK.getScore() * 20); var bombInterval = LK.setInterval(spawnBomb, 10000 - LK.getScore() * 200); function spawnPowerUp() { var powerUp; var randomValue = Math.random(); if (randomValue < 0.25) { powerUp = new GoodPowerUp(); } else if (randomValue < 0.5) { powerUp = new BadPowerUp(); } else if (randomValue < 0.75) { powerUp = new ScorePowerUp(); } else { powerUp = new BadPowerUp(); } powerUp.x = 100 + Math.random() * (2048 - 200); powerUp.y = 0; // Check if the new power-up overlaps with any existing power-ups for (var i = 0; i < game.children.length; i++) { if ((game.children[i] instanceof GoodPowerUp || game.children[i] instanceof BadPowerUp || game.children[i] instanceof ScorePowerUp) && powerUp.intersects(game.children[i])) { return; // If it overlaps, don't add the new power-up } } game.addChild(powerUp); } var powerUpInterval = LK.setInterval(spawnPowerUp, 10000); var rainbowBallInterval = LK.setInterval(spawnRainbowBall, 30000 - LK.getScore() * 600); var badPowerUpInterval = LK.setInterval(function () { var badPowerUp = new BadPowerUp(); badPowerUp.x = 100 + Math.random() * (2048 - 200); badPowerUp.y = 0; game.addChild(badPowerUp); }, 60000); game.update = function () { if (LK.getScore() % 10 == 0) { LK.clearInterval(ballInterval); LK.clearInterval(bombInterval); LK.clearInterval(rainbowBallInterval); ballInterval = LK.setInterval(spawnBall, 500 - LK.getScore() * 20); bombInterval = LK.setInterval(spawnBomb, 5000 - LK.getScore() * 200); rainbowBallInterval = LK.setInterval(spawnRainbowBall, 15000 - LK.getScore() * 600); } for (var i = balls.length - 1; i >= 0; i--) { balls[i].update(); if (balls[i].y > 2732) { balls[i].destroy(); balls.splice(i, 1); if (hearts.length > 2) { hearts[hearts.length - 1].destroy(); hearts.pop(); } } if (hearts.length === 0) { LK.showGameOver(); var leaderboardScreen = new LeaderboardScreen(); game.addChild(leaderboardScreen); } } for (var j = bombs.length - 1; j >= 0; j--) { bombs[j].update(); if (bombs[j].y > 2732) { bombs[j].destroy(); bombs.splice(j, 1); } } }; game.update = function () { for (var i = balls.length - 1; i >= 0; i--) { balls[i].update(); if (balls[i].y > 2732) { balls[i].destroy(); balls.splice(i, 1); } } for (var j = bombs.length - 1; j >= 0; j--) { bombs[j].update(); if (bombs[j].y > 2732) { bombs[j].destroy(); bombs.splice(j, 1); } } for (var k = game.children.length - 1; k >= 0; k--) { if (game.children[k] instanceof RainbowBall || game.children[k] instanceof GoodPowerUp || game.children[k] instanceof BadPowerUp) { game.children[k].update(); if (game.children[k].y > 2732) { game.children[k].destroy(); } } } }; game.down = function (x, y, obj) { // Handle global down events if needed }; game.up = function (x, y, obj) { // Handle global up events if needed }; }
===================================================================
--- original.js
+++ change.js
@@ -308,14 +308,14 @@
if (hearts.length > 2) {
hearts[hearts.length - 1].destroy();
hearts.pop();
}
- if (hearts.length === 0) {
- LK.showGameOver();
- var leaderboardScreen = new LeaderboardScreen();
- game.addChild(leaderboardScreen);
- }
}
+ if (hearts.length === 0) {
+ LK.showGameOver();
+ var leaderboardScreen = new LeaderboardScreen();
+ game.addChild(leaderboardScreen);
+ }
}
for (var j = bombs.length - 1; j >= 0; j--) {
bombs[j].update();
if (bombs[j].y > 2732) {
Red minecraft heart. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Black background with word start in middle. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Rainbow ball. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Cool scenic view. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadowcs.
Ball for pop game plain green. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Bomb for pop game. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Upgrade sign. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.