User prompt
the powerbuff will only spawn on upperside of the screen and appear only for 10 secs
User prompt
make the character icon on upper right corner
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put the character icon a bit more upperright
User prompt
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
User prompt
make the powerbuff hittable
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only show the character icon when 2x powerbuff is active
User prompt
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
User prompt
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
User prompt
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 Character = Container.expand(function () { var self = Container.call(this); var characterGraphics = self.attachAsset('character', { anchorX: 0.5, anchorY: 0.5 }); characterGraphics.rotation = .5; characterGraphics.alpha = .8; self.update = function () { // Character 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 powerups = []; var score = 0; var scoreTxt = new Text2('0', { size: 150, fill: "#ffffff" }); var character = null; // 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(); character.visible = true; // Show the character icon 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() < 0.01) { // 1 in 100 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(); } // Initialize character character = new Character(); character.visible = false; // Initially hide the character game.addChild(character); character.x = 200; character.y = 200; // 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 or stones var powerupHit = false; if (character.intersects(powerups[k])) { activate2xPowerup(); powerupHit = true; } else { for (var l = stones.length - 1; l >= 0; l--) { if (stones[l].intersects(powerups[k])) { activate2xPowerup(); stones[l].destroy(); stones.splice(l, 1); powerupHit = true; break; } } } if (powerupHit) { powerups[k].destroy(); powerups.splice(k, 1); } } // Handle 2x points powerup duration if (is2xActive && Date.now() - powerupStartTime > 300000) { // 5 minutes is2xActive = false; character.visible = false; // Hide the character icon } // Update timer text var elapsedTime = Math.floor((Date.now() - gameStartTime) / 1000); timerTxt.setText(formatTime(elapsedTime)); }; var lastStoneThrowTime = 0; // Initialize timer text var timerTxt = new Text2('0:00', { size: 100, fill: "#ffffff" }); timerTxt.anchor.set(0, 0); // Set anchor to the top-left corner timerTxt.x = 20; // Position it with some padding from the top-left corner timerTxt.y = 20; LK.gui.topLeft.addChild(timerTxt); // Function to format time in minutes and seconds function formatTime(seconds) { var minutes = Math.floor(seconds / 60); var remainingSeconds = seconds % 60; return "".concat(minutes, ":").concat(remainingSeconds < 10 ? '0' : '').concat(remainingSeconds); } // Initialize game start time var gameStartTime = Date.now();
===================================================================
--- original.js
+++ change.js
@@ -106,8 +106,9 @@
// Initialize arrays and variables
var stones = [];
var bottles = [];
var powerups = [];
+var powerups = [];
var score = 0;
var scoreTxt = new Text2('0', {
size: 150,
fill: "#ffffff"
@@ -200,11 +201,25 @@
}
// Update powerups
for (var k = powerups.length - 1; k >= 0; k--) {
powerups[k].update();
- // Check for collision with character
+ // Check for collision with character or stones
+ var powerupHit = false;
if (character.intersects(powerups[k])) {
activate2xPowerup();
+ powerupHit = true;
+ } else {
+ for (var l = stones.length - 1; l >= 0; l--) {
+ if (stones[l].intersects(powerups[k])) {
+ activate2xPowerup();
+ stones[l].destroy();
+ stones.splice(l, 1);
+ powerupHit = true;
+ break;
+ }
+ }
+ }
+ if (powerupHit) {
powerups[k].destroy();
powerups.splice(k, 1);
}
}
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.