User prompt
Please fix the bug: 'ReferenceError: finalScoreText is not defined' in or related to this line: 'finalScoreText.setText('Final Score: ' + LK.getScore());' Line Number: 263
User prompt
display at what score the bomb is broken on final score screen
User prompt
more lower
User prompt
more lower
User prompt
put timer a little bit lower
User prompt
display gameover screen when a bomb is hit and start again when click on reset
User prompt
add a game over screen with restart button
User prompt
play bombblast sound when a bomb is hit
User prompt
only 5 bottles on screen at time
User prompt
never stop spawning bottles
User prompt
only 1 bomb on screen at a time
User prompt
remove the feature that causes the bomb to spawn only once
User prompt
bomb spawns every 10 secs
User prompt
keep 1 cm distance between bomb and bottle
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'destroy')' in or related to this line: 'bottles[j].destroy();' Line Number: 242
User prompt
a distance between bomb and bottle
User prompt
remove 2x powerbuff
User prompt
only spawn 1 bomb at a time
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'x')' in or related to this line: 'if (Math.hypot(bottles[k].x - bottles[j].x, bottles[k].y - bottles[j].y) < 200) {' Line Number: 240
User prompt
if bomb is hitted the timer and score resets
User prompt
the bomb remains for 3 sec and then disappears
User prompt
a bomb spawns after every 5 bottles hitted
User prompt
add bombs among bottle
User prompt
play rock sound when shooting a stone
User prompt
play glass sound when a bottle is hit
/****
* 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() * 500; // Upper side of the screen
game.addChild(powerup);
powerups.push(powerup);
// Make the powerup disappear after 10 seconds
LK.setTimeout(function () {
if (powerups.includes(powerup)) {
powerup.destroy();
powerups.splice(powerups.indexOf(powerup), 1);
}
}, 10000);
}
// 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);
LK.getSound('glass').play();
// 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();
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.