User prompt
what doesn't work is that visually, a new heart should appear on screen
User prompt
Do: Every time you get to a multiple of fifteen, you gain one additional life which shows on the screen. You only get 1, so the first time, if you hadn't lost any lives, you get 4 lives.
User prompt
For some reason it gives many extra hearts, after you get the next heart the score resets to 0 but you have another heart
User prompt
Make sure the heart asset changes to, so at 15 there should be 4 hearts
User prompt
You should only gain 1 extra life
User prompt
Make it so every time you get to 15 (then 30, 45, etc) you get another live
Remix started
Copy AA Knife Throw
/**** 
* Classes
****/
var Heart = Container.expand(function () {
	var self = Container.call(this);
	var heartGraphics = self.attachAsset('heart', {
		anchorX: 0.5,
		anchorY: 0.5
	});
});
var Knife = Container.expand(function () {
	var self = Container.call(this);
	self.angleTo = function (other) {
		var dx = other.x - self.x;
		var dy = other.y - self.y;
		return Math.atan2(dy, dx);
	};
	var knifeGraphics = self.attachAsset('knife', {
		anchorX: 0.5
	});
	self.speed = 30;
	self.stuck = false;
	self.falling = false;
	self.spinDirection = Math.random() < 0.5 ? -1 : 1;
	self.move = function () {
		if (!self.stuck && !self.falling) {
			self.y -= self.speed;
		}
	};
	self.fall = function () {
		if (self.falling) {
			if (!self.fallInitiated) {
				knifeGraphics.anchor.x = .5;
				knifeGraphics.anchor.y = .5;
				self.x += knifeGraphics.width / 2;
				self.y += knifeGraphics.height / 2;
				self.fallInitiated = true;
			}
			self.y += self.speed;
			self.rotation += self.spinDirection * 0.1;
		}
	};
	self.hit = function (knives) {
		for (var i = 0; i < knives.length; i++) {
			if (knives[i] !== self && knives[i].stuck) {
				var angleDiff = Math.abs(knives[i].hitAngle % (2 * Math.PI) - self.hitAngle % (2 * Math.PI));
				if (angleDiff < Math.PI / 24) {
					return true;
				}
			}
		}
		return false;
	};
});
var Target = Container.expand(function () {
	var self = Container.call(this);
	var targetGraphics = self.attachAsset('target', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.rotationSpeed = 0.01;
	self.rotation = 4 * Math.PI;
	self.rotate = function () {
		self.rotation += self.rotationSpeed;
	};
	self.hit = function () {
		LK.effects.flashObject(self, 0x00ff00, 500);
	};
});
/**** 
* Initialize Game
****/
var game = new LK.Game({
	backgroundColor: 0x2e6343
});
/**** 
* Game Code
****/
var background = game.attachAsset('background', {});
background.width = 2048;
background.height = 2732;
var knives = [];
var targets = [];
var score = 0;
var lives = [new Heart(), new Heart(), new Heart()];
var scoreTxt = new Text2(score.toString(), {
	size: 150,
	fill: "#ffffff",
	font: "Impact",
	dropShadow: true,
	dropShadowColor: "#000000",
	dropShadowBlur: 4,
	dropShadowAngle: Math.PI / 6,
	dropShadowDistance: 6
});
scoreTxt.anchor.set(.5, 0);
LK.gui.topCenter.addChild(scoreTxt);
for (var i = 0; i < lives.length; i++) {
	lives[i].x = 2048 - (i + 1) * 130 - 15;
	lives[i].y = 100 + 15;
	game.addChild(lives[i]);
}
var knife = game.addChild(new Knife());
knife.x = 2048 / 2;
knife.y = 2732 - 200;
var target = game.addChild(new Target());
target.x = 2048 / 2;
target.y = 2732 / 2;
game.on('down', function (obj) {
	var newKnife = new Knife();
	newKnife.x = knife.x;
	newKnife.y = knife.y;
	knives.push(newKnife);
	game.addChild(newKnife);
});
LK.on('tick', function () {
	target.rotate();
	for (var i = 0; i < knives.length; i++) {
		knives[i].move();
		knives[i].fall();
	}
	for (var i = 0; i < knives.length; i++) {
		if (Math.abs(knives[i].y - target.y) <= target.height / 2 && !knives[i].stuck) {
			knives[i].stuck = true;
			knives[i].hitAngle = target.rotation - Math.PI / 2;
			if (knives[i].hit(knives)) {
				knives[i].falling = true;
				var lostLife = lives.pop();
				lostLife.destroy();
				LK.setScore(score);
				scoreTxt.setText(score.toString());
				if (lives.length > 0) {
					LK.effects.flashScreen(0xff0000, 500);
				}
			} else {
				target.hit();
				target.rotationSpeed += 0.005 / 3;
				score += 1;
				if (score % 15 === 0 && lives.length < 4) {
					var newLife = new Heart();
					newLife.x = 2048 - lives.length * 130 - 15;
					newLife.y = 100 + 15;
					game.addChild(newLife);
					lives.push(newLife);
				}
				LK.setScore(score);
				scoreTxt.setText(score.toString());
			}
		}
		if (knives[i].stuck && !knives[i].falling) {
			knives[i].rotation = target.rotation - knives[i].hitAngle - Math.PI / 2;
			knives[i].x = target.x + Math.cos(target.rotation - knives[i].hitAngle) * target.width / 2;
			knives[i].y = target.y + Math.sin(target.rotation - knives[i].hitAngle) * target.height / 2;
		}
	}
	for (var i = knives.length - 1; i >= 0; i--) {
		if (knives[i].y < -50) {
			knives[i].destroy();
			knives.splice(i, 1);
		}
		if (lives.length === 0) {
			LK.showGameOver();
		}
	}
}); ===================================================================
--- original.js
+++ change.js
@@ -137,8 +137,15 @@
 			} else {
 				target.hit();
 				target.rotationSpeed += 0.005 / 3;
 				score += 1;
+				if (score % 15 === 0 && lives.length < 4) {
+					var newLife = new Heart();
+					newLife.x = 2048 - lives.length * 130 - 15;
+					newLife.y = 100 + 15;
+					game.addChild(newLife);
+					lives.push(newLife);
+				}
 				LK.setScore(score);
 				scoreTxt.setText(score.toString());
 			}
 		}
@@ -154,13 +161,7 @@
 			knives.splice(i, 1);
 		}
 		if (lives.length === 0) {
 			LK.showGameOver();
-		} else if (score % 15 === 0 && score !== 0 && lives.length < 3) {
-			var newLife = new Heart();
-			newLife.x = 2048 - (lives.length + 1) * 130 - 15;
-			newLife.y = 100 + 15;
-			game.addChild(newLife);
-			lives.push(newLife);
 		}
 	}
 });
\ No newline at end of file
:quality(85)/https://cdn.frvr.ai/65507d64511d5a7201da39bd.png%3F3) 
 Cartoon flat dart board. Single Game Texture. In-Game asset. 2d. White background. High contrast. No shadows.
:quality(85)/https://cdn.frvr.ai/65508744511d5a7201da39f7.png%3F3) 
 Cartoon knife pointing up. Symmetrical. Vertical. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
:quality(85)/https://cdn.frvr.ai/655088c3511d5a7201da3a0d.png%3F3) 
 Single cartoon extra life heart. No drop shadows. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.