User prompt
increase stone throw cooldown to 0.4 sec
User prompt
add stone throw cooldown of 0.1 sec
User prompt
remove stone throw cooldown
User prompt
spawn a superbottle every 25 score
User prompt
spawn a goldenbottle every 25 score
User prompt
make stone throw cooldown 0.1 sec
User prompt
throw 1 stone at a time
User prompt
add a superbottle which will give 50 points when destroyed and make its spawn chance 1 in 1000
User prompt
add powerup named (2x points) for cost of 100 points from shop.By activating this you earn 2x points for next 10 minutes
User prompt
add a shop where you can buy powerups:-
User prompt
add bottleburst effects
User prompt
you can only hit stone when you click on screen
User prompt
when a bottle is hit by stone apply bottleburst assets to it
User prompt
add shop icon on bottom left corner
User prompt
make a shop section
Initial prompt
Bottle burst
/**** 
* Classes
****/ 
// Bottle class
var Bottle = Container.expand(function () {
	var self = Container.call(this);
	var bottleGraphics = self.attachAsset('bottle', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.update = function () {
		// Shop specific update logic if needed
		for (var i = 0; i < powerups.length; i++) {
			if (self.intersects(powerups[i])) {
				// Handle powerup purchase
				console.log("Powerup purchased!");
				powerups[i].destroy();
				powerups.splice(i, 1);
				break;
			}
		}
	};
});
// PowerUp class
var PowerUp = Container.expand(function () {
	var self = Container.call(this);
	self.update = function () {
		// PowerUp specific update logic if needed
	};
});
// Shop class
var Shop = Container.expand(function () {
	var self = Container.call(this);
	self.update = function () {
		// Shop specific update logic if needed
	};
});
//<Assets used in the game will automatically appear here>
// Stone class
var Stone = Container.expand(function () {
	var self = Container.call(this);
	var stoneGraphics = self.attachAsset('stone', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.speed = -10;
	self.update = function () {
		self.y += self.speed;
	};
});
/**** 
* Initialize Game
****/ 
var game = new LK.Game({
	backgroundColor: 0x000000 //Init game with black background 
});
/**** 
* Game Code
****/ 
// Initialize arrays, variables and shop
var shop = new Shop();
var stones = [];
var bottles = [];
var powerups = [];
var score = 0;
var scoreTxt = new Text2('0', {
	size: 150,
	fill: "#ffffff"
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
// Add powerups to the shop
for (var i = 0; i < 3; i++) {
	var powerup = new PowerUp();
	powerup.x = i * 150; // Position powerups horizontally
	powerup.y = 0;
	powerups.push(powerup);
	shop.addChild(powerup);
}
// Function to handle stone throwing
function throwStone(x, y) {
	var newStone = new Stone();
	newStone.x = x;
	newStone.y = y;
	stones.push(newStone);
	game.addChild(newStone);
}
// Function to create bottles at random positions
function createBottle() {
	var newBottle = new Bottle();
	newBottle.x = Math.random() * 2048;
	newBottle.y = Math.random() * 1000 + 500;
	bottles.push(newBottle);
	game.addChild(newBottle);
}
// Add shop to the game
game.addChild(shop);
// Position shop icon at the bottom left corner
shop.x = 0;
shop.y = 2732 - shop.height;
// Create initial bottles
for (var i = 0; i < 5; i++) {
	createBottle();
}
// Handle game move event
game.move = function (x, y, obj) {
	// No action on move
};
// Update game logic
game.update = function () {
	// Update stones
	for (var i = stones.length - 1; i >= 0; i--) {
		stones[i].update();
		// Check for collision with bottles
		for (var j = bottles.length - 1; j >= 0; j--) {
			if (stones[i].intersects(bottles[j])) {
				// Update score
				score += 1;
				LK.setScore(score);
				scoreTxt.setText(score);
				// Replace bottle with bottleburst asset
				var bottleBurst = bottles[j].attachAsset('bottleburst', {
					anchorX: 0.5,
					anchorY: 0.5
				});
				// Add bottle burst effect
				LK.effects.flashObject(bottles[j], 0xff0000, 1000);
				bottles[j].destroy();
				bottles.splice(j, 1);
				stones[i].destroy();
				stones.splice(i, 1);
				// Create a new bottle
				createBottle();
				break;
			}
		}
		// Destroy stones that are off screen
		if (stones[i] && stones[i].y < -50) {
			stones[i].destroy();
			stones.splice(i, 1);
		}
	}
};
game.down = function (x, y, obj) {
	// Handle stone throwing
	throwStone(x, y);
}; ===================================================================
--- original.js
+++ change.js
@@ -8,11 +8,27 @@
 		anchorX: 0.5,
 		anchorY: 0.5
 	});
 	self.update = function () {
-		// Bottle specific update logic if needed
+		// Shop specific update logic if needed
+		for (var i = 0; i < powerups.length; i++) {
+			if (self.intersects(powerups[i])) {
+				// Handle powerup purchase
+				console.log("Powerup purchased!");
+				powerups[i].destroy();
+				powerups.splice(i, 1);
+				break;
+			}
+		}
 	};
 });
+// PowerUp class
+var PowerUp = Container.expand(function () {
+	var self = Container.call(this);
+	self.update = function () {
+		// PowerUp specific update logic if needed
+	};
+});
 // Shop class
 var Shop = Container.expand(function () {
 	var self = Container.call(this);
 	self.update = function () {
@@ -46,15 +62,24 @@
 // Initialize arrays, variables and shop
 var shop = new Shop();
 var stones = [];
 var bottles = [];
+var powerups = [];
 var score = 0;
 var scoreTxt = new Text2('0', {
 	size: 150,
 	fill: "#ffffff"
 });
 scoreTxt.anchor.set(0.5, 0);
 LK.gui.top.addChild(scoreTxt);
+// Add powerups to the shop
+for (var i = 0; i < 3; i++) {
+	var powerup = new PowerUp();
+	powerup.x = i * 150; // Position powerups horizontally
+	powerup.y = 0;
+	powerups.push(powerup);
+	shop.addChild(powerup);
+}
 // Function to handle stone throwing
 function throwStone(x, y) {
 	var newStone = new Stone();
 	newStone.x = x;
:quality(85)/https://cdn.frvr.ai/66e4658912d26d43857c55a1.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/66e465de12d26d43857c55a5.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/66e4676c12d26d43857c55be.png%3F3) 
 2d stone transparent background. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
:quality(85)/https://cdn.frvr.ai/66e46a3812d26d43857c55c6.png%3F3) 
 Shop icon in a square box. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
:quality(85)/https://cdn.frvr.ai/66e46bf012d26d43857c55d8.png%3F3) 
 golden bottle transparent background. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
:quality(85)/https://cdn.frvr.ai/66e47f7d12d26d43857c5676.png%3F3) 
 shopmenu transparent background. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
:quality(85)/https://cdn.frvr.ai/66e6ff61769547b83f852574.png%3F3) 
 dark wooden floor. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
:quality(85)/https://cdn.frvr.ai/66e70040769547b83f852586.png%3F3) 
 2x points buff. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
:quality(85)/https://cdn.frvr.ai/66e99fa5d2a7879d62ccc4cc.png%3F3) 
 bomb transparent background. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.