User prompt
Fai un filo con un nome dei tipi punti del... vabbè.
User prompt
La barra è un po' diversa, la barra così ha il logo grande
User prompt
La barra dei punti ha i numeri alla falla 10, tante volte.
User prompt
potete aggiungere, allora potete mettere la barra appunti al zero del test
User prompt
He removed the bucket.
User prompt
a varie punti un secchio, un secchio grande, grande
User prompt
La barra dei punti è grande, la barra dei punti.
User prompt
E ti è una barra di punti fino a zero, fai punti dalla tappa, il tesso...
User prompt
Barra di punti, fare punti al Menorca, quando c'è punti caccia, 100 di punti diciamo.
User prompt
aggiungi la barra dei punti per favore
User prompt
posti farla fusionare barra score si vede 10
User prompt
sitemare barra test score ah fusionare farla 10
User prompt
posti aggiustare fix nel gioco score fai 10
User prompt
Potete aggiuntare la fase di Corel, per favore, che fa funzionare.
User prompt
Se ti senti male la barra dei punti per favore.
User prompt
potete raggiungere una barra dove c'è coin.
User prompt
Fix new score update logic for Mole tap event
User prompt
Fix new score update logic for Mole tap event
User prompt
Potete fizzare la base dei punti per favore, grazie.
User prompt
Potete fizzare la base dei punti per favore, grazie.
User prompt
Potete farlo di funzionare la barra di, non la barra, il tezzo di coin della tappa, grazie.
User prompt
potete aggiuntare che quando si clicca quella tappa fa 10 punti a color grazie
User prompt
...e ti giuttare la barra di core... ...grazie, core.
User prompt
potete aggiuntare la barra di display per favore
User prompt
potete sfruttare la barra per il sistema di play del punteggio core
/****
* Classes
****/
// Bomb class representing a bomb that triggers game over when tapped
var Bomb = Container.expand(function () {
var self = Container.call(this);
// Attach a bomb asset
var bombGraphics = self.attachAsset('bomb', {
anchorX: 0.5,
anchorY: 0.5
});
// Bomb's initial state
self.isVisible = false;
// Method to show the bomb
self.show = function () {
self.isVisible = true;
bombGraphics.alpha = 1;
};
// Method to hide the bomb
self.hide = function () {
self.isVisible = false;
bombGraphics.alpha = 0;
};
// Method to handle tap on the bomb
self.tap = function () {
if (self.isVisible) {
self.hide();
// Trigger game over
LK.showGameOver();
}
};
// Initialize bomb as hidden
self.hide();
});
// CoinCore class to manage CoinCore points
var CoinCore = Container.expand(function () {
var self = Container.call(this);
// Attach a point asset
var coinCoreGraphics = self.attachAsset('point', {
anchorX: 0.5,
anchorY: 0.5
});
// CoinCore's initial state
self.isVisible = false;
// Method to show the CoinCore
self.show = function () {
self.isVisible = true;
coinCoreGraphics.alpha = 1;
};
// Method to hide the CoinCore
self.hide = function () {
self.isVisible = false;
coinCoreGraphics.alpha = 0;
};
// Method to handle tap on the CoinCore
self.tap = function () {
if (self.isVisible) {
self.hide();
LK.setScore(LK.getScore() + 10);
scoreTxt.setText(LK.getScore());
scoreBar.update(); // Update score bar on every score change
if (LK.getScore() % 10 === 0) {
console.log("Score reached " + LK.getScore() + " points for CoinCore");
}
scoreTxt.setText(LK.getScore());
if (LK.getScore() % 10 === 0) {
scoreBar.update();
console.log("Score reached " + LK.getScore() + " points for CoinCore");
}
}
};
// Test method for CoinCore
self.test = function () {
console.log("Testing CoinCore functionality");
};
// Initialize CoinCore as hidden
self.hide();
});
//<Assets used in the game will automatically appear here>
//<Write imports for supported plugins here>
// Mole class representing each mole that appears on the screen
var Mole = Container.expand(function () {
var self = Container.call(this);
// Attach a mole asset
var moleGraphics = self.attachAsset('mole', {
anchorX: 0.5,
anchorY: 0.5
});
// Mole's initial state
self.isVisible = false;
// Method to show the mole
self.show = function () {
self.isVisible = true;
self.lastY = self.y; // Initialize lastY for tracking changes on Y
moleGraphics.alpha = 1;
};
// Method to hide the mole
self.hide = function () {
self.isVisible = false;
moleGraphics.alpha = 0;
};
// Method to handle tap on the mole
self.tap = function () {
if (self.isVisible) {
self.hide();
LK.setScore(LK.getScore() + 10);
scoreTxt.setText(LK.getScore());
scoreBar.update(); // Update score bar on every score change
if (LK.getScore() % 10 === 0) {
console.log("Score reached " + LK.getScore() + " points for mole");
}
scoreTxt.setText(LK.getScore());
if (LK.getScore() % 10 === 0) {
scoreBar.update();
console.log("Score reached " + LK.getScore() + " points for mole");
}
}
};
// Initialize mole as hidden
self.hide();
});
// Points class representing each point that appears on the screen
var Point = Container.expand(function () {
var self = Container.call(this);
// Attach a point asset
var pointGraphics = self.attachAsset('point', {
anchorX: 0.5,
anchorY: 0.5
});
// Point's initial state
self.isVisible = false;
// Method to show the point
self.show = function () {
self.isVisible = true;
self.lastY = self.y; // Initialize lastY for tracking changes on Y
pointGraphics.alpha = 1;
};
// Method to hide the point
self.hide = function () {
self.isVisible = false;
pointGraphics.alpha = 0;
};
// Method to handle tap on the point
self.tap = function () {
if (self.isVisible) {
self.hide();
LK.setScore(LK.getScore() + 10);
scoreTxt.setText(LK.getScore());
scoreBar.update(); // Update score bar on every score change
if (LK.getScore() % 10 === 0) {
console.log("Score reached " + LK.getScore() + " points for point");
}
scoreTxt.setText(LK.getScore());
if (LK.getScore() % 10 === 0) {
scoreBar.update();
console.log("Score reached " + LK.getScore() + " points for point");
}
}
};
// Initialize point as hidden
self.hide();
});
// ScoreBar class representing the score bar
var ScoreBar = Container.expand(function () {
var self = Container.call(this);
// Attach a score bar asset
var scoreBarGraphics = self.attachAsset('scoreBar', {
anchorX: 0.5,
anchorY: 0.5
});
// Initialize score bar
self.update = function () {
scoreBarGraphics.width = Math.max(10, LK.getScore() / 10 * 100);
scoreBarGraphics.alpha = 0.8; // Set transparency for visual effect
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000 //Init game with black background
});
/****
* Game Code
****/
// Add a large background image to the game
var background = LK.getAsset('backgroundImage', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 40,
// Scale the background to be larger
scaleY: 40,
// Scale the background to be larger
x: 1024,
// Center of the screen
y: 1366 // Center of the screen
});
game.addChild(background);
var scoreTxt = new Text2('0', {
size: 150,
fill: 0xFFFFFF
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
// Initialize score bar
var scoreBar = new ScoreBar();
scoreBar.x = 1024; // Center of the screen
scoreBar.y = 100; // Top of the screen
game.addChild(scoreBar);
// Array to hold all moles
var moles = [];
// Function to randomly show moles
function showRandomMole() {
if (moles.length > 0) {
var randomIndex = Math.floor(Math.random() * moles.length);
moles[randomIndex].show();
}
}
// Array to hold all moles
var moles = [];
// Create moles and add them to the game
for (var i = 0; i < 9; i++) {
var mole = new Mole();
mole.x = i % 3 * 300 + 500; // Position moles in a grid
mole.y = Math.floor(i / 3) * 300 + 800;
moles.push(mole);
game.addChild(mole);
}
// Array to hold all points
var points = [];
// Create points and add them to the game
for (var i = 0; i < 9; i++) {
var point = new Point();
point.x = i % 3 * 300 + 500; // Position points in a grid
point.y = Math.floor(i / 3) * 300 + 800;
points.push(point);
game.addChild(point);
}
// Array to hold all CoinCores
var coinCores = [];
// Create CoinCores and add them to the game
for (var i = 0; i < 9; i++) {
var coinCore = new CoinCore();
coinCore.x = i % 3 * 300 + 500; // Position CoinCores in a grid
coinCore.y = Math.floor(i / 3) * 300 + 800;
coinCores.push(coinCore);
game.addChild(coinCore);
}
// Array to hold all bombs
var bombs = [];
// Create bombs and add them to the game
for (var i = 0; i < 3; i++) {
var bomb = new Bomb();
bomb.x = i * 600 + 400; // Position bombs in a grid
bomb.y = 500;
bombs.push(bomb);
game.addChild(bomb);
}
// Set interval to show moles at random
var moleInterval = LK.setInterval(function () {
// Hide all moles first
moles.forEach(function (mole) {
mole.hide();
});
// Show a random mole
showRandomMole();
}, 1000);
// Handle tap events on the game
game.down = function (x, y, obj) {
var localPos = game.toLocal(obj.global);
points.forEach(function (point) {
if (point.isVisible && point.intersects(localPos)) {
point.tap();
}
});
moles.forEach(function (mole) {
if (mole.isVisible && mole.intersects(localPos)) {
mole.tap();
if (LK.getScore() === 0) {
LK.setScore(10);
} else {
LK.setScore(LK.getScore() + 10);
}
scoreTxt.setText(LK.getScore());
if (LK.getScore() % 10 === 0) {
console.log("Score reached " + LK.getScore() + " points for mole");
scoreBar.update();
}
}
});
coinCores.forEach(function (coinCore) {
if (coinCore.isVisible && coinCore.intersects(localPos)) {
coinCore.tap();
}
});
bombs.forEach(function (bomb) {
if (bomb.isVisible && bomb.intersects(localPos)) {
bomb.tap();
}
});
};
// Update function to handle game logic
game.update = function () {
// Check if points reach a certain Y position
points.forEach(function (point) {
if (point.isVisible && point.lastY <= 500 && point.y > 500) {
// Trigger an action when a point reaches Y position 500
console.log("Point reached Y position 500");
}
});
moles.forEach(function (mole) {
if (mole.isVisible && mole.lastY <= 500 && mole.y > 500) {
// Trigger an action when a mole reaches Y position 500
console.log("Mole reached Y position 500");
}
});
points.forEach(function (point) {
if (point.isVisible) {
point.lastY = point.y;
}
});
moles.forEach(function (mole) {
if (mole.isVisible) {
mole.lastY = mole.y;
}
});
if (LK.getScore() >= 20) {
LK.showYouWin();
}
};