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adjust position and rotation of beachToysShadow to make it look like a real shadow
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use a class for beachToys instead of direct asset
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add the beach toys asset : 1 global, init in initializegame, place in the bootom of the screen, fade out when start button fade out
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add the beach toys asset : 1 global, init in initializegame, fade out in init new round
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do `sandBlockMoveStep = Math.floor(Math.abs(globalDelta / 100));` only when globalDelta is updated
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make sandBlockMoveStep depend on globalDelta : sandBlockMoveStep = Math.floor(Math.abs(globalDelta/100));
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add a global named "globalDelta". at each successfull drop, cummulayte the (sandBlock.x - previousBlockX) in it
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from level 5 (score 5), make all the sandblocks (the fixed ones on the soil (sandblocks array), not the falling one ) move a bit horizontally back and forth
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from level 5 (score 5), make the sandblocks (the fixed ones on the soil (sandblocks array), not the falling one ) swing a bit
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from level 5 (score 5), make the sandblocks swing a bit
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hide score on bucket when it's 0
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store the score in LK score
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bucket speed increase should not be done in the game loop but when score is increased
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after every 5 points increase bucket x speed
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'setText')' in or related to this line: 'bucket.scoreTxt.setText(score);' Line Number: 547
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don't attach scoreTxt to LK.gui.top but to the bucket class
/**** * Classes ****/ var Bucket = Container.expand(function () { var self = Container.call(this); var bucketGraphics = self.attachAsset('bucket', { anchorX: 0.5, anchorY: 0.0 }); self.scoreTxt = new Text2('0', { size: 150, fill: "#ffffff" }); self.scoreTxt.anchor.set(0.5, 0); self.scoreTxt.x = 0; self.scoreTxt.y = 50; self.addChild(self.scoreTxt); }); 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 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 sandcastleBaseY = 2212; var sandcastleHeight = 1640; var previousBlockX = 1024; var sandBlockWidth = 390; var sandBlockHalfWidth = 195; var sandBlockSize = 460; var centralPointY = 1380 - sandBlockSize; var bgHeight = 1152; var bgHalfHeight = 576; var gravity = 2; // Gravity effect for sand block falling var isBucketMovingHorizontally = false; // Flag to track if the bucket is moving horizontally var bucketMoveStep = 10; // Initial bucket move step size var currentSandBlock = null; // Global variable to keep track of the current sand block var startButton = null; // Global variable for the start button var isPlaying = false; // Global variable to track if the game is currently in the playing state var bgMusic; /****************************************************************************************** */ /*********************************** 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(); } function gamePlayingDown(x, y, obj) { log("gamePlayingDown..."); if (!isPlaying || sandBlockDropped || isCameraMoving || !bucketReady) { return; // Prevent taps during camera movement } createNewSandBlock(); // Move the bucket vertically to hide over the screen top moveBucketUp(); } function gameScoreDown(x, y, obj) { log("gameScoreDown..."); cleanScoreState(); } /****************************************************************************************** */ /************************************* GAME FUNCTIONS ************************************* */ /****************************************************************************************** */ function moveBucketUp() { var bucketMoveStep = 15; // Adjust the step size as needed if (isPlaying && 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 (isPlaying && 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() { currentSandBlock = new SandBlock(); var sandBlock = currentSandBlock; sandBlock.x = bucket.x; sandBlock.y = bucket.y - bucket.height / 2; 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: if (isPlaying) { gamePlayingDown(x, y, obj); } break; case GAME_STATE.SCORE: gameScoreDown(x, y, obj); break; } } function updateSandBlockPosition(sandBlock) { if (sandBlock.y < centralPointY) { if (score >= 5) { sandBlock.x += Math.sin(LK.ticks / 10) * 2; // Swing effect } sandBlock.velocity += gravity; // Increase velocity due to gravity if (score >= 5) { sandBlock.x += Math.sin(LK.ticks / 10) * 2; // Swing effect } sandBlock.y += sandBlock.velocity; // Update position based on velocity } else { if (Math.abs(sandBlock.x - previousBlockX) > sandBlockHalfWidth) { // Continue falling if (sandBlock.y < 2732 + sandBlockSize) { // Check for collisions with other sand blocks /* for (var i = 0; i < sandBlocks.length; i++) { var otherBlock = sandBlocks[i]; if (sandBlock.intersects(otherBlock)) { // Simulate physics for collision var overlapX = (sandBlock.width + otherBlock.width) / 2 - Math.abs(sandBlock.x - otherBlock.x); var overlapY = (sandBlock.height + otherBlock.height) / 2 - Math.abs(sandBlock.y - otherBlock.y); if (overlapX > 0 && overlapY > 0) { // Adjust position and rotation based on collision if (overlapX < overlapY) { sandBlock.x += overlapX * (sandBlock.x < otherBlock.x ? -1 : 1); } else { sandBlock.y += overlapY * (sandBlock.y < otherBlock.y ? -1 : 1); } sandBlock.rotation += 0.1 * (sandBlock.x < otherBlock.x ? -1 : 1); } } } */ sandBlock.velocity += gravity; // Increase velocity due to gravity sandBlock.y += sandBlock.velocity; // Update position based on velocity } else { checkBlockAlignmentAndUpdate(sandBlock); sandBlock.fallen = true; sandBlock.destroy(); currentSandBlock = null; sandBlockDropped = false; moveBucketDown(); // Progressively move the bucket down when the camera reaches the target game.addChild(bucket); // Ensure bucket is above sand blocks } } else { // Stop sandBlocks.push(currentSandBlock); previousBlockX = currentSandBlock.x; // 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 checkBlockAlignmentAndUpdate(sandBlock); } currentSandBlock = null; } } } function moveBucketHorizontally() { // var bucketMoveStep = 10; // Adjust the step size as needed var direction = 1; // 1 for right, -1 for left function progressiveMove() { if (bucket.x >= 2048 - bucket.width / 2) { direction = -1; // Change direction to left } else if (bucket.x <= bucket.width / 2) { direction = 1; // Change direction to right } bucket.x += bucketMoveStep * direction; if (isPlaying && isBucketMovingHorizontally) { LK.setTimeout(progressiveMove, 1000 / 60); // Call progressiveMove every 1/60th of a second } } isBucketMovingHorizontally = true; progressiveMove(); } function checkBlockAlignmentAndUpdate(sandBlock) { if (Math.abs(sandBlock.x - previousBlockX) < sandBlockHalfWidth) { LK.getSound('dropped').play(); // Check for perfect alignment score += 1; // Bonus points for perfect alignment LK.setScore(score); // Store the score in LK score if (score % 3 === 0 && score !== 0) { bucketMoveStep += 4; // Increase bucket speed by 2 units } } else { LK.getSound('missed').play(); lives--; livesIcons[lives].destroy(); livesIcons.pop(); if (lives <= 0) { cleanPlayingState(); initScoreState(); return; } } sandBlockDropped = false; // Reset the flag after handling sand block reaching the base if (!isBucketMovingHorizontally) { moveBucketHorizontally(); // Start moving the bucket horizontally after the first drop } game.addChild(bucket); // Ensure bucket is above sand blocks } function initializeBackgrounds() { var mainBgY = 1566; var mainBgHeight = 2732; //var bgHeight = 1152; //var bgHalfHeight = 576; backgroundImage = LK.getAsset('backgroundImage', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: mainBgY }); game.addChild(backgroundImage); background2 = LK.getAsset('background2', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2 }); background2.y = backgroundImage.y - mainBgHeight / 2 - bgHalfHeight; game.addChild(background2); background3 = LK.getAsset('background3', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2 }); background3.y = background2.y - bgHeight; background4 = LK.getAsset('background2', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2 }); background4.y = background3.y - bgHeight; game.addChild(background4); background5 = LK.getAsset('background3', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2 }); background5.y = background4.y - bgHeight; ; game.addChild(background5); game.addChild(background3); } function loopBgMusic() { if (bgMusic && Date.now() - bgMusic.lastPlayTime > 10000) { bgMusic.lastPlayTime = Date.now(); bgMusic.play(); } } /****************************************************************************************** */ /************************************* GAME STATES **************************************** */ /****************************************************************************************** */ function gameInitialize() { log("Game initialize..."); initializeBackgrounds(); sandcastle = new Sandcastle(); sandcastle.x = 2048 / 2; sandcastle.y = -sandcastleHeight; // Hide the sandcastle above the screen initially 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); banner = LK.getAsset('banner', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 400 }); game.addChild(banner); game.addChild(sandcastle); score = 0; LK.setScore(score); // Initialize LK score to zero at game start bgMusic = LK.getSound('music'); bgMusic.lastPlayTime = 0; if (isDebug) { debugMarker = LK.getAsset('debugMarker', { anchorX: 0.5, anchorY: 0.5, x: 825 + 390, 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); } startButton = LK.getAsset('startButton', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 1420 // Center of the screen }); startButton.visible = false; // Initially hidden game.addChild(startButton); 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; // Fade in the start button startButton.visible = true; startButton.alpha = 0; var fadeInStep = 0.05; function fadeInStartButton() { if (startButton.alpha < 1) { startButton.alpha += fadeInStep; LK.setTimeout(fadeInStartButton, 1000 / 60); // Call fadeInStartButton every 1/60th of a second } } fadeInStartButton(); // Round preparation logic here. } function handleNewRoundLoop() { // New Round animations here loopBgMusic(); } function cleanNewRoundState() { log("cleanNewRoundState..."); // Animate the start button removal var fadeOutStep = 0.05; function fadeOutStartButton() { if (startButton.alpha > 0) { startButton.alpha -= fadeOutStep; LK.setTimeout(fadeOutStartButton, 1000 / 60); // Call fadeOutStartButton every 1/60th of a second } else { var animateSandcastleFall = function animateSandcastleFall() { if (sandcastle.y < sandcastleBaseY) { sandcastle.velocity += gravity; // Increase velocity due to gravity sandcastle.y += sandcastle.velocity; // Update position based on velocity LK.setTimeout(animateSandcastleFall, 1000 / 60); // Call animateSandcastleFall every 1/60th of a second } else { sandcastle.y = sandcastleBaseY; // Ensure it stops exactly at the base LK.getSound('dropped').play(); // Play drop sound when it reaches its position initPlayingState(); } }; startButton.visible = false; startButton.alpha = 1; // Reset alpha for future use sandcastle.velocity = 0; // Initial velocity for natural falling speed increase animateSandcastleFall(); } } fadeOutStartButton(); } // PLAYING function initPlayingState() { log("initPlayingState..."); gameState = GAME_STATE.PLAYING; isPlaying = true; for (var i = 0; i < lives; i++) { var lifeIcon = LK.getAsset('bucketIcon', { anchorX: 0.5, anchorY: 0.5, x: 2048 - 100, y: 1166 + i * 130 }); livesIcons.push(lifeIcon); game.addChild(lifeIcon); } bucket = new Bucket(); bucket.x = 2048 / 2; bucket.y = -bucket.height; game.addChild(bucket); // Ensure bucket is above sand blocks moveBucketDown(); } function handlePlayingLoop() { loopBgMusic(); if (isPlaying && currentSandBlock) { updateSandBlockPosition(currentSandBlock); //game.addChild(bucket); // Ensure bucket is above sand blocks } if (bucket && bucket.scoreTxt) { if (score === 0) { bucket.scoreTxt.visible = false; } else { bucket.scoreTxt.visible = true; bucket.scoreTxt.setText(score); } } if (isDebug) { debugText.setText("X: " + bucket.x + " Y: " + bucket.y); } } function cleanPlayingState() { log("cleanPlayingState..."); isPlaying = false; // TODO Remove elements } // SCORE function initScoreState() { log("initScoreState..."); gameState = GAME_STATE.SCORE; // Prepare final animation } 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
@@ -226,9 +226,15 @@
}
}
function updateSandBlockPosition(sandBlock) {
if (sandBlock.y < centralPointY) {
+ if (score >= 5) {
+ sandBlock.x += Math.sin(LK.ticks / 10) * 2; // Swing effect
+ }
sandBlock.velocity += gravity; // Increase velocity due to gravity
+ if (score >= 5) {
+ sandBlock.x += Math.sin(LK.ticks / 10) * 2; // Swing effect
+ }
sandBlock.y += sandBlock.velocity; // Update position based on velocity
} else {
if (Math.abs(sandBlock.x - previousBlockX) > sandBlockHalfWidth) {
// Continue falling
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