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
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more lower
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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
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never stop spawning bottles
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only 1 bomb on screen at a time
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remove the feature that causes the bomb to spawn only once
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bomb spawns every 10 secs
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keep 1 cm distance between bomb and bottle
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'destroy')' in or related to this line: 'bottles[j].destroy();' Line Number: 242
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a distance between bomb and bottle
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remove 2x powerbuff
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only spawn 1 bomb at a time
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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
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the bomb remains for 3 sec and then disappears
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a bomb spawns after every 5 bottles hitted
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add bombs among bottle
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play rock sound when shooting a stone
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play glass sound when a bottle is hit
===================================================================
--- original.js
+++ change.js
@@ -43,18 +43,8 @@
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);
@@ -106,23 +96,8 @@
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 = [];
@@ -133,24 +108,12 @@
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;
@@ -283,45 +246,9 @@
}
// 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));
};
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.