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
****/ 
var Bomb = Container.expand(function () {
	var self = Container.call(this);
	var bombGraphics = self.attachAsset('bomb', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.update = function () {
		// Bomb specific update logic if needed
	};
});
// 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);
	// Play rock sound when shooting a stone
	LK.getSound('rock').play();
}
// 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 bottlesHit = 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() < 0.05) {
		newBottle = new Bomb();
		// Make the bomb disappear after 3 seconds
		LK.setTimeout(function () {
			if (bottles.includes(newBottle)) {
				newBottle.destroy();
				bottles.splice(bottles.indexOf(newBottle), 1);
			}
		}, 3000);
	} else 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])) {
				if (bottles[j] instanceof Bomb) {
					// Handle bomb explosion logic
					// For example, destroy all bottles in a certain radius
					for (var k = bottles.length - 1; k >= 0; k--) {
						if (Math.hypot(bottles[k].x - bottles[j].x, bottles[k].y - bottles[j].y) < 200) {
							bottles[k].destroy();
							bottles.splice(k, 1);
						}
					}
				}
				// Update score
				if (bottles[j] instanceof SuperBottle) {
					score += 50;
				} else {
					score += 1;
				}
				bottlesHit += 1;
				if (bottlesHit % 5 === 0) {
					var newBomb = new Bomb();
					newBomb.x = Math.random() * 2048;
					newBomb.y = Math.random() * 1000 + 500;
					bottles.push(newBomb);
					game.addChild(newBomb);
					// Make the bomb disappear after 3 seconds
					LK.setTimeout(function () {
						if (bottles.includes(newBomb)) {
							newBomb.destroy();
							bottles.splice(bottles.indexOf(newBomb), 1);
						}
					}, 3000);
				}
				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(); ===================================================================
--- original.js
+++ change.js
@@ -155,8 +155,15 @@
 function createBottle() {
 	var newBottle;
 	if (Math.random() < 0.05) {
 		newBottle = new Bomb();
+		// Make the bomb disappear after 3 seconds
+		LK.setTimeout(function () {
+			if (bottles.includes(newBottle)) {
+				newBottle.destroy();
+				bottles.splice(bottles.indexOf(newBottle), 1);
+			}
+		}, 3000);
 	} else if (Math.random() < 0.01) {
 		// 1 in 100 chance
 		newBottle = new SuperBottle();
 	} else {
@@ -229,8 +236,15 @@
 					newBomb.x = Math.random() * 2048;
 					newBomb.y = Math.random() * 1000 + 500;
 					bottles.push(newBomb);
 					game.addChild(newBomb);
+					// Make the bomb disappear after 3 seconds
+					LK.setTimeout(function () {
+						if (bottles.includes(newBomb)) {
+							newBomb.destroy();
+							bottles.splice(bottles.indexOf(newBomb), 1);
+						}
+					}, 3000);
 				}
 				LK.setScore(score);
 				scoreTxt.setText(score);
 				LK.getSound('glass').play();
 
 
 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.