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Please fix the bug: 'TypeError: game.getChildByName is not a function' in or related to this line: 'game.getChildByName('background').destroy();' Line Number: 84
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'destroy')' in or related to this line: 'game.background.destroy();' Line Number: 81
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the paricles in the firey explosion should expand and then disappear
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make the particlesystem.start function work to create a firey explosion
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Please fix the bug: 'TypeError: particleSystem.start is not a function' in or related to this line: 'particleSystem.start();' Line Number: 75
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when game is lost, create a particle system filling the whole screen with fiery explosions
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Code edit (17 edits merged)
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Please fix the bug: 'TypeError: Cannot set properties of undefined (setting 'fill')' in or related to this line: 'instructionsText.set.fill = "#000044";' Line Number: 50
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when game is won, replace the background graphic with the wonbackground.
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make a graphic filling the entire screen to show when game is won
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make an object called winGraphics.
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Please fix the bug: 'ReferenceError: textfield is not defined' in or related to this line: 'console.log('Button pressed:', textfield.text);' Line Number: 32
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Please fix the bug: 'TypeError: this.textfield.getText is not a function' in or related to this line: 'if (parseInt(this.textfield.getText()) == count) {' Line Number: 33
/**** * Classes ****/ var Button = Container.expand(function () { var self = Container.call(this); self.interactive = true; self.buttonMode = true; // Add a background graphic var background = self.attachAsset('buttonBackground', { anchorX: 0.5, anchorY: 0.5 }); // Add a textfield self.textfield = new Text2('1', { size: 300, fill: '#111111', align: 'center', anchorX: 0.5, anchorY: 0.5 }); self.addChild(self.textfield); self.textfield.x = -80; self.textfield.y = -180; self.on('down', function () { console.log('Button pressed'); if (parseInt(this.textfield.text) == count) { console.log('correct'); count++; randomNumbers(); } else { console.log('incorrect'); } }); }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x001100 // Init game with black background }); /**** * Game Code ****/ // Initialize game elements // Initialize a simple circle asset for counting visualization // Initialize a text asset for displaying the count number var background = game.addChild(LK.getAsset('background', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2, alpha: 0.8 })); var instructionsText = new Text2('Tensions run high at the border\nCount to 10', { size: 100, fill: "#ffffff", align: 'center', anchorX: 0.5, anchorY: 0.0 }); instructionsText.x = 400; instructionsText.y = 100; game.addChild(instructionsText); // Initialize count variable var count = 1; // Function to update the count and display it // Add event listener to increment count on touch var button1 = game.addChild(new Button()); button1.x = 2048 / 2 - 500; button1.y = 2732 / 2; var button2 = game.addChild(new Button()); button2.x = 2048 / 2; button2.y = 2732 / 2; var button3 = game.addChild(new Button()); button3.x = 2048 / 2 + 500; button3.y = 2732 / 2; var buttonArr = [button1, button2, button3]; var randomNumbers = function randomNumbers() { for (var i in buttonArr) { var v = Math.ceil(Math.random() * 10); if (v === 10) { buttonArr[i].textfield.x = -180; } else { buttonArr[i].textfield.x = -80; } buttonArr[i].textfield.setText("" + v); } var right = buttonArr[Math.floor(Math.random() * 3)]; right.textfield.setText("" + count); if (count === 10) { right.textfield.x = -180; } else { right.textfield.x = -80; } }; randomNumbers(); // Main game tick function LK.on('tick', function () { // Game logic that needs to be executed every frame can be added here // For this simple counting game, there's no need to update anything per tick });
/****
* Classes
****/
var Button = Container.expand(function () {
var self = Container.call(this);
self.interactive = true;
self.buttonMode = true;
// Add a background graphic
var background = self.attachAsset('buttonBackground', {
anchorX: 0.5,
anchorY: 0.5
});
// Add a textfield
self.textfield = new Text2('1', {
size: 300,
fill: '#111111',
align: 'center',
anchorX: 0.5,
anchorY: 0.5
});
self.addChild(self.textfield);
self.textfield.x = -80;
self.textfield.y = -180;
self.on('down', function () {
console.log('Button pressed');
if (parseInt(this.textfield.text) == count) {
console.log('correct');
count++;
randomNumbers();
} else {
console.log('incorrect');
}
});
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x001100 // Init game with black background
});
/****
* Game Code
****/
// Initialize game elements
// Initialize a simple circle asset for counting visualization
// Initialize a text asset for displaying the count number
var background = game.addChild(LK.getAsset('background', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2,
alpha: 0.8
}));
var instructionsText = new Text2('Tensions run high at the border\nCount to 10', {
size: 100,
fill: "#ffffff",
align: 'center',
anchorX: 0.5,
anchorY: 0.0
});
instructionsText.x = 400;
instructionsText.y = 100;
game.addChild(instructionsText);
// Initialize count variable
var count = 1;
// Function to update the count and display it
// Add event listener to increment count on touch
var button1 = game.addChild(new Button());
button1.x = 2048 / 2 - 500;
button1.y = 2732 / 2;
var button2 = game.addChild(new Button());
button2.x = 2048 / 2;
button2.y = 2732 / 2;
var button3 = game.addChild(new Button());
button3.x = 2048 / 2 + 500;
button3.y = 2732 / 2;
var buttonArr = [button1, button2, button3];
var randomNumbers = function randomNumbers() {
for (var i in buttonArr) {
var v = Math.ceil(Math.random() * 10);
if (v === 10) {
buttonArr[i].textfield.x = -180;
} else {
buttonArr[i].textfield.x = -80;
}
buttonArr[i].textfield.setText("" + v);
}
var right = buttonArr[Math.floor(Math.random() * 3)];
right.textfield.setText("" + count);
if (count === 10) {
right.textfield.x = -180;
} else {
right.textfield.x = -80;
}
};
randomNumbers();
// Main game tick function
LK.on('tick', function () {
// Game logic that needs to be executed every frame can be added here
// For this simple counting game, there's no need to update anything per tick
});
A map of a fictional world, divided in the middle by a red dashed line, which is a country border. On each side of the border, a modern army is marched up and pointing weapons at the other side. Style should be detailed illustration.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast.
A blank scrabble tile, direct top down view.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A beautiful meadow in summer, seen in perspective from a low altitude plane.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A smiling family waving.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A smiling family waving.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A smiling family waving.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A smiling family waving.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A fiery explosion. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A rectangular green button. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.