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add a flag, bucketReady for when bucket reach y=0
Code edit (17 edits merged)
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instead of the direct `bucket.y = 0; // Reset bucket position when the camera reaches the target` make the bucket move down progressively
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bucket should always appear aboce sand blocks (z-index)
Code edit (1 edits merged)
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Code edit (3 edits merged)
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add a new flag, send block dropped
Code edit (7 edits merged)
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Don't allow taps during camera move.
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In handlePlayingLoop, separate the logic in two independent functions
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séparer la logique de manière de jouer dans plusieurs fonctions
Code edit (20 edits merged)
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Lorsque le background 1 n'est plus visible, le déplacer vers le haut après
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add the banner to the game at y=0
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when camera moves, bucket should return to its initial place
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just after droping the sand block, the bucket should move vertically to hide over the screen top
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make an infinit backgound by adding background4 and background5 that use respectively assets background2 and background3
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move backgrounds init in a separate function
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integrate all background in moveCamera
/**** * 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 ****/ function initializeBackgrounds() { backgroundImage = LK.getAsset('backgroundImage', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 }); game.addChild(backgroundImage); background2 = LK.getAsset('background2', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2 }); background2.y = -background2.height / 2; game.addChild(background2); background3 = LK.getAsset('background3', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2 }); background3.y = -background2.height - background3.height / 2; background4 = LK.getAsset('background2', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2 }); background4.y = -background2.height - background3.height - background4.height / 2; game.addChild(background4); background5 = LK.getAsset('background3', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2 }); background5.y = -background2.height - background3.height - background4.height - background5.height / 2; game.addChild(background5); game.addChild(background3); } // 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 banner; var picketLeft; var picketRight; var sandBlocks = []; var lives = 3; var livesIcons = []; var cameraMoved = false; // Flag to track if the camera has moved for the current sandblock fall var sandBlockDropped = false; // Flag to track if a sand block has been dropped var isCameraMoving = false; // Flag to track if the camera is currently moving var sandcastle; var sandBlockSize = 460; var centralPointY = 1380 - sandBlockSize; var bgHeight = 1152; var bgHalfHeight = 576; var gravity = 2; // Gravity effect for sand block falling /****************************************************************************************** */ /*********************************** UTILITY FUNCTIONS ************************************ */ /****************************************************************************************** */ function moveCamera() { var targetY = backgroundImage.y + sandBlockSize; var moveStep = sandBlockSize / 60; // Move over 1 second (60 frames) function progressiveMove() { if (backgroundImage.y < targetY) { backgroundImage.y += moveStep; background2.y += moveStep; background3.y += moveStep; sandcastle.y += moveStep; background4.y += moveStep; background5.y += moveStep; banner.y += moveStep * 1.05; picketLeft.y += moveStep * 1.05; picketRight.y += moveStep * 1.05; for (var j = 0; j < sandBlocks.length; j++) { sandBlocks[j].y += moveStep; } if (backgroundImage.y < targetY) { LK.setTimeout(progressiveMove, 1000 / 60); // Call progressiveMove every 1/60th of a second } else { isCameraMoving = false; // Set the flag to false when the camera stops moving moveBucketDown(); // Progressively move the bucket down when the camera reaches the target game.addChild(bucket); // Ensure bucket is above sand blocks } if (background2.y > 2732 + bgHalfHeight) { background2.y = background5.y - background5.height; } if (background3.y > 2732 + bgHalfHeight) { background3.y = background2.y - background2.height; } if (background4.y > 2732 + bgHalfHeight) { background4.y = background3.y - background3.height; } if (background5.y > 2732 + bgHalfHeight) { background5.y = background4.y - background4.height; } } } progressiveMove(); } function log() { if (isDebug) { var _console; (_console = console).log.apply(_console, arguments); } } /****************************************************************************************** */ /************************************** INPUT HANDLERS ************************************ */ /****************************************************************************************** */ game.on('down', function (x, y, obj) { handleGameState(x, y, obj); }); 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..."); if (sandBlockDropped || isCameraMoving) { return; // Prevent taps during camera movement } createNewSandBlock(); // Move the bucket vertically to hide over the screen top moveBucketUp(); } /****************************************************************************************** */ /************************************* GAME FUNCTIONS ************************************* */ /****************************************************************************************** */ function moveBucketUp() { var bucketMoveStep = 15; // Adjust the step size as needed if (bucket.y > -bucket.height) { bucket.y -= bucketMoveStep; game.addChild(bucket); // Ensure bucket is above sand blocks LK.setTimeout(moveBucketUp, 1000 / 240); // Call moveBucketUp every 1/60th of a second } } function createNewSandBlock() { var sandBlock = new SandBlock(); sandBlock.x = bucket.x; sandBlock.y = bucket.y - bucket.height / 2; sandBlocks.push(sandBlock); game.addChild(sandBlock); game.addChild(bucket); cameraMoved = false; // Reset the flag when a new sandblock is created sandBlockDropped = true; // Set the flag to true when a new sand block is created } function handleGameState(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 updateSandBlockPosition(sandBlock) { if (sandBlock.y < centralPointY) { sandBlock.velocity += gravity; // Increase velocity due to gravity sandBlock.y += sandBlock.velocity; // Update position based on velocity } } function handleSandBlockReachingBase(sandBlock) { if (sandBlock.y >= centralPointY) { // Move background, sandcastle, and fallen sandblock vertically by sandBlockSize if (!cameraMoved) { cameraMoved = true; isCameraMoving = true; // Set the flag to true when the camera starts moving LK.setTimeout(function () { moveCamera(); // Set the flag to true after moving the camera //bucket.y = 0; // Reset bucket position when the camera moves }, 512 * 4); // Delay of 1 second before moving the camera } // 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(); } sandBlockDropped = false; // Reset the flag after handling sand block reaching the base game.addChild(bucket); // Ensure bucket is above sand blocks } } /****************************************************************************************** */ /************************************* GAME STATES **************************************** */ /****************************************************************************************** */ function gameInitialize() { log("Game initialize..."); initializeBackgrounds(); sandcastle = new Sandcastle(); sandcastle.x = 2048 / 2; sandcastle.y = 2212; //2732 - 1640 / 2 + 300; game.addChild(sandcastle); picketLeft = LK.getAsset('picket', { anchorX: 0.5, anchorY: 1, x: 30, y: 2140 }); game.addChild(picketLeft); picketRight = LK.getAsset('picket', { anchorX: 0.5, anchorY: 1, scaleX: -1, x: 2018, y: 2140 }); game.addChild(picketRight); 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); } banner = LK.getAsset('banner', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 256 }); game.addChild(banner); bucket = LK.getAsset('bucket', { anchorX: 0.5, anchorY: 0.0, x: 2048 / 2, y: 0 }); bucket.y = -bucket.height; game.addChild(bucket); game.addChild(sandcastle); 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 * 0.35, 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; game.addChild(bucket); // Ensure bucket is above sand blocks } function handlePlayingLoop() { for (var i = sandBlocks.length - 1; i >= 0; i--) { var sandBlock = sandBlocks[i]; updateSandBlockPosition(sandBlock); handleSandBlockReachingBase(sandBlock); game.addChild(bucket); // Ensure bucket is above sand blocks } 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. */ function moveBucketDown() { var bucketMoveStep = 15; // Adjust the step size as needed if (bucket.y < 0) { bucket.y += bucketMoveStep; game.addChild(bucket); // Ensure bucket is above sand blocks LK.setTimeout(moveBucketDown, 1000 / 60); // Call moveBucketDown every 1/60th of a second } }
===================================================================
--- original.js
+++ change.js
@@ -131,9 +131,9 @@
if (backgroundImage.y < targetY) {
LK.setTimeout(progressiveMove, 1000 / 60); // Call progressiveMove every 1/60th of a second
} else {
isCameraMoving = false; // Set the flag to false when the camera stops moving
- bucket.y = 0; // Reset bucket position when the camera reaches the target
+ moveBucketDown(); // Progressively move the bucket down when the camera reaches the target
game.addChild(bucket); // Ensure bucket is above sand blocks
}
if (background2.y > 2732 + bgHalfHeight) {
background2.y = background5.y - background5.height;
@@ -442,5 +442,13 @@
- The game ends if the player loses all their lives (buckets).
**Audio**:
- Gentle beach sounds (waves, distant chatter).
- Encouraging music during gameplay.
-*/
\ No newline at end of file
+*/
+function moveBucketDown() {
+ var bucketMoveStep = 15; // Adjust the step size as needed
+ if (bucket.y < 0) {
+ bucket.y += bucketMoveStep;
+ game.addChild(bucket); // Ensure bucket is above sand blocks
+ LK.setTimeout(moveBucketDown, 1000 / 60); // Call moveBucketDown every 1/60th of a second
+ }
+}
\ No newline at end of file
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