Code edit (20 edits merged)
Please save this source code
User prompt
Lorsque le background 1 n'est plus visible, le déplacer vers le haut après
Code edit (1 edits merged)
Please save this source code
User prompt
add the banner to the game at y=0
Code edit (1 edits merged)
Please save this source code
User prompt
when camera moves, bucket should return to its initial place
Code edit (1 edits merged)
Please save this source code
User prompt
just after droping the sand block, the bucket should move vertically to hide over the screen top
Code edit (4 edits merged)
Please save this source code
User prompt
make an infinit backgound by adding background4 and background5 that use respectively assets background2 and background3
User prompt
move backgrounds init in a separate function
Code edit (2 edits merged)
Please save this source code
User prompt
integrate all background in moveCamera
User prompt
place background2 at y=-1366 and background3 at y=-1366-2732
User prompt
add assets background2 and background3 to prepare the infinit background scroll
Code edit (1 edits merged)
Please save this source code
User prompt
moveCamera should only start 1sec after the block fall
User prompt
Please fix the bug: 'TypeError: requestAnimationFrame is not a function' in or related to this line: 'requestAnimationFrame(progressiveMove);' Line Number: 92
User prompt
progressive Move should stop after elements reach targetY
User prompt
in moveCamera, the move should be progressive
Code edit (1 edits merged)
Please save this source code
User prompt
moveCamera should be called only once per sandblock fall
User prompt
rename moveElementsVerticallyBySandBlockSize to moveCamera
User prompt
Place this movement logic inside an independent function.
User prompt
Please fix the bug: 'ReferenceError: sandcastle is not defined' in or related to this line: 'sandcastle.y += sandBlockSize;' Line Number: 223
/**** * Classes ****/ var SandBlock = Container.expand(function () { var self = Container.call(this); var sandBlockGraphics = self.attachAsset('sandBlock', { anchorX: 0.5, anchorY: 0 }); self.velocity = 0; // Initial velocity for natural falling speed increase 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 ****/ /****************************************************************************************** */ /************************************** GLOBAL VARIABLES ********************************** */ /****************************************************************************************** */ // Enumeration for game states 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 sandcastle; var sandBlockSize = 512; var gravity = 2; // Gravity effect for sand block falling /****************************************************************************************** */ /*********************************** UTILITY FUNCTIONS ************************************ */ /****************************************************************************************** */ function moveCamera() { backgroundImage.y += sandBlockSize; sandcastle.y += sandBlockSize; for (var j = 0; j < sandBlocks.length; j++) { sandBlocks[j].y += sandBlockSize; } } 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); 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.velocity += gravity; // Increase velocity due to gravity sandBlock.y += sandBlock.velocity; // Update position based on velocity } if (sandBlock.y >= 1526 - sandBlockSize) { sandBlock.y = 1526 - sandBlockSize; // Stop sand block at y=1526 plus the height of one block // Move background, sandcastle, and fallen sandblock vertically by sandBlockSize moveCamera(); // 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
@@ -64,9 +64,9 @@
var gravity = 2; // Gravity effect for sand block falling
/****************************************************************************************** */
/*********************************** UTILITY FUNCTIONS ************************************ */
/****************************************************************************************** */
-function moveElementsVerticallyBySandBlockSize() {
+function moveCamera() {
backgroundImage.y += sandBlockSize;
sandcastle.y += sandBlockSize;
for (var j = 0; j < sandBlocks.length; j++) {
sandBlocks[j].y += sandBlockSize;
@@ -214,9 +214,9 @@
}
if (sandBlock.y >= 1526 - sandBlockSize) {
sandBlock.y = 1526 - sandBlockSize; // Stop sand block at y=1526 plus the height of one block
// Move background, sandcastle, and fallen sandblock vertically by sandBlockSize
- moveElementsVerticallyBySandBlockSize();
+ moveCamera();
// 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