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
User prompt
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
User prompt
only show the character icon when 2x powerbuff is active
User prompt
make a timer on upperleft side showing total time played
User prompt
make the powerbuff spawn chance 1 in 100 bottles
User prompt
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
User prompt
Randomly spawn a powerup named 2x points which grants 2x points for next 5 mins
User prompt
add a background
User prompt
throw stone on click
User prompt
remove shop
User prompt
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
User prompt
change scoreboard color to black when shopmenu opened
User prompt
lower the score board little bit
User prompt
remove the shop icon from middle when you open shopmenu
User prompt
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
User prompt
dont close shopmenu till you dont click exit on shopmenu
User prompt
when you open shopmenu hide all bottles and just show points
User prompt
add shop menu
User prompt
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;
// Initialize character icon and timer text for buff duration
var characterIcon = LK.getAsset('characterIcon', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 - 100,
y: 50
});
characterIcon.visible = false; // Initially hide the character icon
LK.gui.topRight.addChild(characterIcon);
var buffTimerTxt = new Text2('0:00', {
size: 50,
fill: "#ffffff"
});
buffTimerTxt.anchor.set(0.5, 0); // Set anchor to the center of the top edge
buffTimerTxt.x = characterIcon.x;
buffTimerTxt.y = characterIcon.y + 60; // Position it below the character icon
buffTimerTxt.visible = false; // Initially hide the timer text
LK.gui.topRight.addChild(buffTimerTxt);
// 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) {
var remainingTime = 300000 - (Date.now() - powerupStartTime); // 5 minutes
if (remainingTime <= 0) {
is2xActive = false;
character.visible = false; // Hide the character icon
characterIcon.visible = false; // Hide the character icon
buffTimerTxt.visible = false; // Hide the timer text
} else {
var remainingSeconds = Math.floor(remainingTime / 1000);
buffTimerTxt.setText(formatTime(remainingSeconds));
buffTimerTxt.visible = true; // Show the timer text
}
} else {
buffTimerTxt.visible = false; // Hide the timer text
}
// 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
@@ -158,9 +158,9 @@
// Initialize character icon and timer text for buff duration
var characterIcon = LK.getAsset('characterIcon', {
anchorX: 0.5,
anchorY: 0.5,
- x: 2048 - 50,
+ x: 2048 - 100,
y: 50
});
characterIcon.visible = false; // Initially hide the character icon
LK.gui.topRight.addChild(characterIcon);
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.