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rename moveElementsVerticallyBySandBlockSize to moveCamera
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Place this movement logic inside an independent function.
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Please fix the bug: 'ReferenceError: sandcastle is not defined' in or related to this line: 'sandcastle.y += sandBlockSize;' Line Number: 223
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now after a sandblock has fallen, make background, sanscastle and fallen sandblock move verticallbt by sandBlockSize
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Slow down the fall a little bit.
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Then blocks fall should be like natural fall, that is, speed must increase.
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Sand blocks should fall faster.
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Use gravity to make the sand block fall
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Please fix the bug: 'ReferenceError: ssandBlockSize is not defined' in or related to this line: 'sandBlock.y = 1526 + ssandBlockSize; // Stop sand block at y=1526 plus the height of one block' Line Number: 217
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mid 526 plus la hauteur d'un
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Les blocs de soleil devraient s'arrêter de tomber à l'arrivée de 1526.
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Cyan blocks should not disappear.
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when sandblock fall the should stop at y=1526
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move buker icons (lives) a bit more to the right
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move buker icons (lives) to the top right
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increase speed of the block fall
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continue the development by following the description
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place the bucket at the top and the sandcastle on the bottom
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remove all elements related to marble and platform
/**** * Classes ****/ var SandBlock = Container.expand(function () { var self = Container.call(this); var sandBlockGraphics = self.attachAsset('sandBlock', { anchorX: 0.5, anchorY: 0 }); self.update = function () { // SandBlock specific update logic }; }); /***********************************************************************************/ /********************************** SANDCASTLE CLASS ************************************/ /***********************************************************************************/ var Sandcastle = Container.expand(function () { var self = Container.call(this); var sandcastleGraphics = self.attachAsset('sandcastle', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { // Sandcastle specific update logic }; }); /**** * Initialize Game ****/ // Utility function to draw a polygon using drawLine var game = new LK.Game({ backgroundColor: 0x000050 // Initialize game with a black background }); /**** * Game Code ****/ // Enumeration for game states /****************************************************************************************** */ /************************************** GLOBAL VARIABLES ********************************** */ /****************************************************************************************** */ var GAME_STATE = { INIT: 'INIT', MENU: 'MENU', NEW_ROUND: 'NEW_ROUND', PLAYING: 'PLAYING', SCORE: 'SCORE' }; var gameState = GAME_STATE.INIT; var score = 0; var scoreTxt; var isDebug = true; var debugText; var debugMarker; var backgroundImage; var bucket; var sandBlocks = []; var lives = 3; var livesIcons = []; var sandBlockSize = 512; /****************************************************************************************** */ /*********************************** UTILITY FUNCTIONS ************************************ */ /****************************************************************************************** */ function log() { if (isDebug) { var _console; (_console = console).log.apply(_console, arguments); } } /****************************************************************************************** */ /************************************** INPUT HANDLERS ************************************ */ /****************************************************************************************** */ game.on('down', function (x, y, obj) { switch (gameState) { case GAME_STATE.MENU: gameMenuDown(x, y, obj); break; case GAME_STATE.NEW_ROUND: gameNewRoundDown(x, y, obj); break; case GAME_STATE.PLAYING: gamePlayingDown(x, y, obj); break; case GAME_STATE.SCORE: // Handle score display logic here break; } }); function gameMenuDown(x, y, obj) { log("gameMenuDown..."); cleanMenuState(); initNewRoundState(); } function gameNewRoundDown(x, y, obj) { log("gameNewRoundDown..."); cleanNewRoundState(); initPlayingState(); } function gamePlayingDown(x, y, obj) { log("gamePlayingDown..."); var sandBlock = new SandBlock(); sandBlock.x = bucket.x; sandBlock.y = bucket.y - bucket.height / 2; sandBlocks.push(sandBlock); game.addChild(sandBlock); } /****************************************************************************************** */ /************************************* GAME FUNCTIONS ************************************* */ /****************************************************************************************** */ /****************************************************************************************** */ /************************************* GAME STATES **************************************** */ /****************************************************************************************** */ function gameInitialize() { log("Game initialize..."); backgroundImage = LK.getAsset('backgroundImage', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 }); game.addChild(backgroundImage); bucket = LK.getAsset('bucket', { anchorX: 0.5, anchorY: 0.0, x: 2048 / 2, y: 0 }); game.addChild(bucket); var sandcastle = new Sandcastle(); sandcastle.x = 2048 / 2; sandcastle.y = 2732 - sandcastle.height / 2 + 300; game.addChild(sandcastle); for (var i = 0; i < lives; i++) { var lifeIcon = LK.getAsset('bucketIcon', { anchorX: 0.5, anchorY: 0.5, x: 300 + i * 100, y: 50 }); livesIcons.push(lifeIcon); LK.gui.top.addChild(lifeIcon); } score = 0; scoreTxt = new Text2('0', { size: 150, fill: "#ffffff" }); scoreTxt.anchor.set(0.5, 0); scoreTxt.x = 2048 / 2; scoreTxt.y = 50; LK.gui.top.addChild(scoreTxt); if (isDebug) { debugMarker = LK.getAsset('debugMarker', { anchorX: 0.5, anchorY: 0.5, x: 2048 * 0.5, y: 1526 }); game.addChild(debugMarker); debugText = new Text2('Debug Info', { size: 50, fill: "#ffffff" }); debugText.anchor.set(0.5, 1); // Anchor to the bottom-right LK.gui.bottom.addChild(debugText); } initMenuState(); } // GAME MENU function initMenuState() { log("initMenuState..."); gameState = GAME_STATE.MENU; } function handleMenuLoop() { // Menu animations here } function cleanMenuState() { log("cleanMenuState..."); } // NEW ROUND function initNewRoundState() { log("initNewRoundState..."); gameState = GAME_STATE.NEW_ROUND; // Round preparation logic here. } function handleNewRoundLoop() { // New Round animations here } function cleanNewRoundState() { log("cleanNewRoundState..."); } // PLAYING function initPlayingState() { log("initPlayingState..."); gameState = GAME_STATE.PLAYING; } function handlePlayingLoop() { for (var i = sandBlocks.length - 1; i >= 0; i--) { var sandBlock = sandBlocks[i]; if (sandBlock.y < 1526 - sandBlockSize) { sandBlock.y += 10; // Increased sand block falling speed } if (sandBlock.y >= 1526 - sandBlockSize) { sandBlock.y = 1526 - sandBlockSize; // Stop sand block at y=1526 plus the height of one block // Check if sand block reached the base if (Math.abs(sandBlock.x - 2048 / 2) < 50) { // Check for perfect alignment score += 10; // Bonus points for perfect alignment } else { lives--; if (lives <= 0) { LK.showGameOver(); return; } livesIcons[lives].destroy(); livesIcons.pop(); } } } scoreTxt.setText(score); if (isDebug) { debugText.setText("X: " + bucket.x + " Y: " + bucket.y); } } function cleanPlayingState() { log("cleanPlayingState..."); // TODO Remove elements } // SCORE function initScoreState() { log("initScoreState..."); gameState = GAME_STATE.SCORE; // TODO add score elements // TEMPORAY cleanScoreState(); } function handleScoreLoop() { // Score display logic here } function cleanScoreState() { log("cleanScoreState..."); LK.showGameOver(); } /***********************************************************************************/ /******************************** MAIN GAME LOOP ***********************************/ /***********************************************************************************/ game.update = function () { switch (gameState) { case GAME_STATE.MENU: handleMenuLoop(); break; case GAME_STATE.NEW_ROUND: handleNewRoundLoop(); break; case GAME_STATE.PLAYING: handlePlayingLoop(); break; case GAME_STATE.SCORE: handleScoreLoop(); break; } }; gameInitialize(); // Initialize the game /********************************************************************************/ /**************************** GAME DESCRIPTION *********************************/ /******************************************************************************/ /* **Game Title**: **Sand Tower** **Description**: Build towering sandcastles, perfect your alignment, and climb to the top! Sand Tower awaits! 🏖️🏰 **Objective**: - Players aim to construct the tallest sandcastle tower. - Perfect alignment of sand blocks is crucial for stability and bonus points. **Visuals**: - The game features a sandy beach backdrop. - A basic sandcastle stands in the center, serving as the base. - The central tower is the focal point. **Gameplay Mechanics**: - **Beach Bucket Mechanism**: - Players use an upside-down beach bucket. - When the player taps, the bucket tips over, releasing sand. - **Sand Block Placement**: - Sand falls vertically from the bucket onto the base. - The player must time their taps to stack the sand blocks. - Perfect alignment grants bonus points. - **Lives System**: - The player starts with 3 lives (represented by small bucket icons). - Each time a sand block isn't centered enough and falls, 1 life is lost. - **Scoring**: - Points increase with tower height. - Bonus points for precise alignment. - **Game Over**: - The game ends if the player loses all their lives (buckets). **Audio**: - Gentle beach sounds (waves, distant chatter). - Encouraging music during gameplay. */
===================================================================
--- original.js
+++ change.js
@@ -201,9 +201,9 @@
if (sandBlock.y < 1526 - sandBlockSize) {
sandBlock.y += 10; // Increased sand block falling speed
}
if (sandBlock.y >= 1526 - sandBlockSize) {
- sandBlock.y = 1526 + sandBlockSize; // Stop sand block at y=1526 plus the height of one block
+ sandBlock.y = 1526 - sandBlockSize; // Stop sand block at y=1526 plus the height of one block
// Check if sand block reached the base
if (Math.abs(sandBlock.x - 2048 / 2) < 50) {
// Check for perfect alignment
score += 10; // Bonus points for perfect alignment
Front close view of a calm sea from the beach. nothing on the beach just flat sand. no sun... photorealistic
Start button. Beach themed
face view of a red beach bucket with a blue handle.. photo
beach toys. photorealistic
beach construction toys. red bucket with blue handle.. photorealistic
an horizontal cloud. photorealistic
an air ballon. photorealistic
simple rectangular white ribon.
a soaring gull. lateral view