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
	};
});
//<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();
}
// 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;
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 handle stone throwing
// Function to create bottles at random positions
function createBottle() {
	var newBottle;
	if (Math.random() < 0.05 && !bombActive) {
		bombActive = true;
		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);
				bombActive = false;
			}
		}, 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 (bottles[k] && bottles[j] && Math.hypot(bottles[k].x - bottles[j].x, bottles[k].y - bottles[j].y) < 200) {
							bottles[k].destroy();
							bottles.splice(k, 1);
						}
					}
					// Reset score and timer
					score = 0;
					LK.setScore(score);
					scoreTxt.setText(score);
					gameStartTime = Date.now();
					bombActive = false;
				}
				// Update score
				if (bottles[j] instanceof SuperBottle) {
					score += 50;
				} else {
					score += 1;
				}
				bottlesHit += 1;
				if (bottlesHit % 5 === 0 && !bombActive) {
					bombActive = true;
					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();
	}
	// 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();
var bombActive = false; ===================================================================
--- original.js
+++ change.js
@@ -182,9 +182,9 @@
 				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 (bottles[k] && Math.hypot(bottles[k].x - bottles[j].x, bottles[k].y - bottles[j].y) < 200) {
+						if (bottles[k] && bottles[j] && Math.hypot(bottles[k].x - bottles[j].x, bottles[k].y - bottles[j].y) < 200) {
 							bottles[k].destroy();
 							bottles.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.