Code edit (3 edits merged)
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in handlePlayingLoop, use currentSandBlock instead of loopping all blocks
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Add a global variable for currentSandBlock
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Please fix the bug: 'ReferenceError: handleSandBlockReachingBase is not defined' in or related to this line: 'handleSandBlockReachingBase(sandBlock);' Line Number: 414
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now sand blocks should behave like physical rectangular objects when falling
Code edit (8 edits merged)
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Please fix the bug: 'Uncaught ReferenceError: mainBackgroundY is not defined' in or related to this line: 'backgroundImage = LK.getAsset('backgroundImage', {' Line Number: 80
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Code edit (3 edits merged)
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bucket should be made visible only from Playing State
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when a sand block isn't dropped above the previous sandblock (or the sandcastle for the 1st one) then it should continue to fall until going out of screen, it should not stop at centralPointY
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move the bucket icons on the center right border, one above the other
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move the logic of checking block alignement and update score and live in a separate function called only once per drop
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after 1st drop make the bucker move from horizontally between the borders
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add a flag, bucketReady for when bucket reach y=0
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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)
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add a new flag, send block dropped
/**** * 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 bucketReady = false; // Flag to track if the bucket has reached y=0 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 || !bucketReady) { 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 moveBucketDown() { var bucketMoveStep = 15; // Adjust the step size as needed if (bucket.y < 0) { bucketReady = false; // Reset the flag when the bucket is moving down 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 } else { bucketReady = true; // Set the flag to true when the bucket reaches y=0 } } 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 }, 640); // 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 moveBucketDown(); } 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. */
===================================================================
--- original.js
+++ change.js
@@ -175,9 +175,9 @@
initPlayingState();
}
function gamePlayingDown(x, y, obj) {
log("gamePlayingDown...");
- if (sandBlockDropped || isCameraMoving) {
+ if (sandBlockDropped || isCameraMoving || !bucketReady) {
return; // Prevent taps during camera movement
}
createNewSandBlock();
// Move the bucket vertically to hide over the screen top
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