User prompt
the powerbuff will only spawn on upperside of the screen and appear only for 10 secs
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make the character icon on upper right corner
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put the character icon a bit more upperright
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put and character icon on upperright side and show a small timer below it for how much time is remaining till the buff runs out
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make the powerbuff hittable
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only show the character icon when 2x powerbuff is active
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make a timer on upperleft side showing total time played
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make the powerbuff spawn chance 1 in 100 bottles
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Please fix the bug: 'Uncaught ReferenceError: Character is not defined' in or related to this line: 'character = new Character();' Line Number: 153
User prompt
Please fix the bug: 'ReferenceError: character is not defined' in or related to this line: 'if (character.intersects(powerups[k])) {' Line Number: 199
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Randomly spawn a powerup named 2x points which grants 2x points for next 5 mins
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add a background
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throw stone on click
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remove shop
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add 2x powerup in shop menu for 100 points cost
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Please fix the bug: 'Uncaught TypeError: Cannot set properties of undefined (setting 'fill')' in or related to this line: 'scoreTxt.style.fill = "#000000"; // Change scoreboard color to black' Line Number: 65
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change scoreboard color to black when shopmenu opened
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lower the score board little bit
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remove the shop icon from middle when you open shopmenu
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when exiting shopmenu click on shop icon again to exit
User prompt
Please fix the bug: 'Uncaught ReferenceError: exitButton is not defined' in or related to this line: 'shopMenu.addChild(exitButton);' Line Number: 130
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dont close shopmenu till you dont click exit on shopmenu
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when you open shopmenu hide all bottles and just show points
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add shop menu
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make stone throw cooldown 0.25 sec
/**** * 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 () { // Bottle specific update logic if needed }; }); var GoldenBottle = Container.expand(function () { var self = Container.call(this); var bottleGraphics = self.attachAsset('goldenbottle', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { // GoldenBottle specific update logic if needed }; }); var Powerup2x = Container.expand(function () { var self = Container.call(this); var powerupGraphics = self.attachAsset('powerup2x', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { // Powerup 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; }; }); // SuperBottle class var SuperBottle = Container.expand(function () { var self = Container.call(this); var bottleGraphics = self.attachAsset('superbottle', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { // SuperBottle specific update logic if needed }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 //Init game with black background }); /**** * Game Code ****/ // Add background image var background = LK.getAsset('background', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 }); game.addChild(background); // 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 spawn 2x points powerup function spawn2xPowerup() { var powerup = new Powerup2x(); powerup.x = Math.random() * 2048; powerup.y = Math.random() * 2732; game.addChild(powerup); powerups.push(powerup); } // Initialize arrays and variables var stones = []; var bottles = []; var powerups = []; var score = 0; var scoreTxt = new Text2('0', { size: 150, fill: "#ffffff" }); // Set interval to spawn 2x points powerup every 30 seconds LK.setInterval(spawn2xPowerup, 30000); var goldenBottleSpawned = false; scoreTxt.anchor.set(0.5, 0); scoreTxt.y = 100; // Lower the score board a little bit LK.gui.top.addChild(scoreTxt); // Function to activate 2x powerup function activate2xPowerup() { is2xActive = true; powerupStartTime = Date.now(); console.log("2x powerup activated!"); } // Variables to track 2x points powerup state var is2xActive = false; var powerupStartTime = 0; // Function to handle stone throwing // Function to create bottles at random positions function createBottle() { var newBottle; if (Math.random() < 0.001) { // 1 in 1000 chance newBottle = new SuperBottle(); } else { newBottle = new Bottle(); } newBottle.x = Math.random() * 2048; newBottle.y = Math.random() * 1000 + 500; bottles.push(newBottle); game.addChild(newBottle); } // Create initial bottles for (var i = 0; i < 5; i++) { createBottle(); } // Handle game down event game.down = function (x, y, obj) { throwStone(x, y); }; // 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 if (bottles[j] instanceof SuperBottle) { score += 50; } else { score += 1; } LK.setScore(score); scoreTxt.setText(score); // Destroy bottle and stone bottles[j].destroy(); bottles.splice(j, 1); stones[i].destroy(); stones.splice(i, 1); goldenBottleSpawned = false; // Create a new bottle if (score % 25 === 0 && score !== 0 && !goldenBottleSpawned) { newBottle = new GoldenBottle(); goldenBottleSpawned = true; } else if (score % 25 === 0 && score !== 0) { newBottle = new SuperBottle(); } else { createBottle(); } break; } } // Destroy stones that are off screen if (stones[i] && stones[i].y < -50) { stones[i].destroy(); stones.splice(i, 1); } } // Update powerups for (var k = powerups.length - 1; k >= 0; k--) { powerups[k].update(); // Check for collision with character if (character.intersects(powerups[k])) { activate2xPowerup(); powerups[k].destroy(); powerups.splice(k, 1); } } // Handle 2x points powerup duration if (is2xActive && Date.now() - powerupStartTime > 300000) { // 5 minutes is2xActive = false; } }; var lastStoneThrowTime = 0;
===================================================================
--- original.js
+++ change.js
@@ -21,8 +21,18 @@
self.update = function () {
// GoldenBottle specific update logic if needed
};
});
+var Powerup2x = Container.expand(function () {
+ var self = Container.call(this);
+ var powerupGraphics = self.attachAsset('powerup2x', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.update = function () {
+ // Powerup 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);
@@ -72,26 +82,40 @@
newStone.y = y;
stones.push(newStone);
game.addChild(newStone);
}
+// Function to spawn 2x points powerup
+function spawn2xPowerup() {
+ var powerup = new Powerup2x();
+ powerup.x = Math.random() * 2048;
+ powerup.y = Math.random() * 2732;
+ game.addChild(powerup);
+ powerups.push(powerup);
+}
// Initialize arrays and variables
var stones = [];
var bottles = [];
+var powerups = [];
var score = 0;
var scoreTxt = new Text2('0', {
size: 150,
fill: "#ffffff"
});
+// Set interval to spawn 2x points powerup every 30 seconds
+LK.setInterval(spawn2xPowerup, 30000);
var goldenBottleSpawned = false;
scoreTxt.anchor.set(0.5, 0);
scoreTxt.y = 100; // Lower the score board a little bit
LK.gui.top.addChild(scoreTxt);
// Function to activate 2x powerup
function activate2xPowerup() {
- // Logic to activate 2x powerup
- // This can be customized as per game requirements
+ is2xActive = true;
+ powerupStartTime = Date.now();
console.log("2x powerup activated!");
}
+// Variables to track 2x points powerup state
+var is2xActive = false;
+var powerupStartTime = 0;
// Function to handle stone throwing
// Function to create bottles at random positions
function createBottle() {
var newBottle;
@@ -153,6 +177,21 @@
stones[i].destroy();
stones.splice(i, 1);
}
}
+ // Update powerups
+ for (var k = powerups.length - 1; k >= 0; k--) {
+ powerups[k].update();
+ // Check for collision with character
+ if (character.intersects(powerups[k])) {
+ activate2xPowerup();
+ powerups[k].destroy();
+ powerups.splice(k, 1);
+ }
+ }
+ // Handle 2x points powerup duration
+ if (is2xActive && Date.now() - powerupStartTime > 300000) {
+ // 5 minutes
+ is2xActive = false;
+ }
};
var lastStoneThrowTime = 0;
\ No newline at end of file
2d stone transparent background. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Shop icon in a square box. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
golden bottle transparent background. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
shopmenu transparent background. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
dark wooden floor. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
2x points buff. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
bomb transparent background. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.