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in checkBucketUpCompletion, use isBucketMovingUp global
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add global flags in moveBucketUp and moveBucketDown and prevent concurent moves
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in moveCamera, wait until bucket is totally up before moving Bucket Down
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add a 1 sec white screen flash in score state
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when 0 lives, wait until bucket is totally up before switching to score state
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in updateSandBlockPosition(), find a way to ensure bucket has finished moving up before running ``` sandBlockDropped = false; isBucketMovingHorizontally = true; // Resume horizontal movement of the bucket moveBucketDown(); // Progressively move the bucket down when the camera reaches the target game.addChild(bucket); // Ensure bucket is above sand blocks ```
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log when bucket move up and down and camera move
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add a global fadeOutStartButtonStartTime = 0;
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rename fadeOutInterval to fadeOutStartButtonInterval
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create a global for fadeOutInterval
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use LK.setInterval instead of LK.setTimeout(fadeOutStartButton, 1000 / 60);
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use a global variable for the test `if (startButton.alpha > 0)` instead of startButton.alpha
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add a flag in cleanNewRoundState to prevent multiple calls
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Please fix the bug: 'TypeError: Cannot set properties of undefined (setting 'height')' in or related to this line: 'self.height = sandBlockAssetHeight * Math.min(1, sandBlockHeightRatio);' Line Number: 300
/**** * Classes ****/ var BeachToys = Container.expand(function () { var self = Container.call(this); var beachToysShadow = self.attachAsset('beachToysShadow', { anchorX: 0.5, anchorY: 0.5, x: 150, y: -150, alpha: 0.3, scaleX: -1, scaleY: 1, tint: 0x000000, rotation: 2.3 }); var beachToysGraphics = self.attachAsset('beachToys', { anchorX: 0.5, anchorY: 1.0 }); }); 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('00', { size: 200, fill: "#03a2c3", weight: 1000 }); self.scoreTxt.anchor.set(0.5, 0); self.scoreTxt.x = 0; self.scoreTxt.y = 330; 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.height = sandBlockAssetHeight * sandBlockHeightBaseRatio; 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 ****/ // Enumeration for game states /****************************************************************************************** */ /************************************** GLOBAL VARIABLES ********************************** */ /****************************************************************************************** */ var isBucketMovingUp = false; // Flag to track if the bucket is moving up var isBucketMovingDown = false; // Flag to track if the bucket is moving down var GAME_STATE = { INIT: 'INIT', MENU: 'MENU', NEW_ROUND: 'NEW_ROUND', PLAYING: 'PLAYING', SCORE: 'SCORE' }; var gameState = GAME_STATE.INIT; var score = 0; var level = 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 sandBlockAssetHeight = 1618; // height of the asset var sandBlockHeightBaseRatio = 0.6; // Extend effect start ratio var sandBlockHeightRatio = sandBlockHeightBaseRatio; // Extend effect current ratio var sandBlockSize = 460; // height of the visible sand block var centralPointY = 1380 - sandBlockSize; var bgHeight = 1152; var bgHalfHeight = 576; var gravity = 2; // Gravity effect for sand block falling var bucketDirection = 1; // 1 for right, -1 for left 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 sandBlockMoveStep = 2; // Step size for sand block horizontal movement var bgMusic; var globalDelta = 0; var beachToys = null; // Global variable for beach toys var fadeOutStartButtonStartTime = 0; var isCleaningNewRound = false; // Flag to prevent multiple calls to cleanNewRoundState /****************************************************************************************** */ /*********************************** 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) { log("Camera is moving. Current y position: " + backgroundImage.y); 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 var checkBucketUpCompletion = function checkBucketUpCompletion() { if (bucket.y <= -bucket.height) { isBucketMovingHorizontally = true; // Resume horizontal movement of the bucket moveBucketDown(); // Progressively move the bucket down when the camera reaches the target game.addChild(bucket); // Ensure bucket is above sand blocks } else { LK.setTimeout(checkBucketUpCompletion, 1000 / 60); // Check again in the next frame } }; checkBucketUpCompletion(); } 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 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: gameScoreDown(x, y, obj); break; } } function gameMenuDown(x, y, obj) { log("gameMenuDown..."); if (gameState != GAME_STATE.MENU) { return; } cleanMenuState(); initNewRoundState(); } function gameNewRoundDown(x, y, obj) { log("gameNewRoundDown..."); if (gameState != GAME_STATE.NEW_ROUND || isCleaningNewRound) { return; } log("gameNewRoundDown Ok clean..."); cleanNewRoundState(); } function gamePlayingDown(x, y, obj) { log("gamePlayingDown...", "state=" + (gameState == GAME_STATE.PLAYING), "playing=" + isPlaying, "dropped=" + !sandBlockDropped, "camera=" + !isCameraMoving, "bucket=" + bucketReady); if (gameState != GAME_STATE.PLAYING || !isPlaying || sandBlockDropped || isCameraMoving || !bucketReady) { return; // Prevent taps during camera movement } sandBlockDropped = true; log("gamePlayingDown OK"); // Pause horizontal movement of the bucket isBucketMovingHorizontally = false; // Move the bucket vertically to hide over the screen top with shake moveBucketUp(); LK.setTimeout(createNewSandBlock, 512); // Delay creating new sand block until after shake } function gameScoreDown(x, y, obj) { log("gameScoreDown..."); cleanScoreState(); } /****************************************************************************************** */ /************************************* GAME FUNCTIONS ************************************* */ /****************************************************************************************** */ function moveBucketUp() { if (isBucketMovingDown) { return; } // Prevent concurrent moves isBucketMovingUp = true; // Set flag to true when bucket starts moving up var bucketMoveStep = 10; // Adjust the step size as needed var shakeStep = 40; // Step size for shake movement var shakeCount = 0; // Counter for shake movement function shakeBucket() { if (shakeCount < 5) { // Shake for 10 frames bucket.y += shakeCount % 2 === 0 ? -shakeStep : shakeStep; shakeCount++; LK.setTimeout(shakeBucket, 100); // Call shakeBucket every 1/60th of a second } else { moveBucketUpAfterShake(); // Move bucket up after shaking } } function moveBucketUpAfterShake() { if (isPlaying && bucket.y > -bucket.height) { isBucketMovingUp = true; // Ensure flag remains true while moving up log("Bucket is moving up. Current y position: " + bucket.y); bucket.y -= bucketMoveStep; game.addChild(bucket); // Ensure bucket is above sand blocks LK.setTimeout(moveBucketUpAfterShake, 5); // Call moveBucketUp every 1/240th of a second } else { isBucketMovingUp = false; // Set flag to false when bucket finishes moving up } } shakeBucket(); // Start shaking the bucket } function moveBucketDown() { if (isBucketMovingUp) { return; } // Prevent concurrent moves isBucketMovingDown = true; // Set flag to true when bucket starts moving down var bucketMoveStep = 15; // Adjust the step size as needed if (isPlaying && bucket.y < 0) { log("Bucket is moving down. Current y position: " + bucket.y); 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 isBucketMovingDown = false; // Set flag to false when bucket finishes moving down } } function createNewSandBlock() { sandBlockHeightRatio = sandBlockHeightBaseRatio; currentSandBlock = new SandBlock(); var sandBlock = currentSandBlock; sandBlock.x = bucket.x; sandBlock.y = 256; 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 updateSandBlockPosition(sandBlock) { bucketReady = false; if (sandBlock.y < 512) { // Restore sand block height when out of bucket if (sandBlockHeightRatio < 1) { sandBlockHeightRatio += 0.05; sandBlock.height = sandBlockAssetHeight * Math.min(1, sandBlockHeightRatio); } else { sandBlockHeightRatio = 1; sandBlock.height = sandBlockAssetHeight; } //log("sandBlockHeightRatio=" + sandBlockHeightRatio); } if (sandBlock.y < centralPointY) { // Start of fall until center sandBlock.velocity += gravity; // Increase velocity due to gravity sandBlock.y += sandBlock.velocity; // Update position based on velocity } else { // Center : Check if on previous block or out if (Math.abs(sandBlock.x - previousBlockX) > sandBlockHalfWidth) { // Out : Continue falling if (sandBlock.y < 2732 + sandBlockSize) { // Fall until botom sandBlock.rotation += 0.07 * Math.sign(sandBlock.x - previousBlockX); sandBlock.x += 20 * Math.sign(sandBlock.x - previousBlockX); sandBlock.velocity += gravity; // Increase velocity due to gravity sandBlock.y += sandBlock.velocity; // Update position based on velocity } else { var checkBucketUpCompletion = function checkBucketUpCompletion() { if (bucket.y <= -bucket.height) { sandBlockDropped = false; isBucketMovingHorizontally = true; // Resume horizontal movement of the bucket moveBucketDown(); // Progressively move the bucket down when the camera reaches the target game.addChild(bucket); // Ensure bucket is above sand blocks } else { LK.setTimeout(checkBucketUpCompletion, 1000 / 60); // Check again in the next frame } }; // Reached bottom checkBlockAlignmentAndUpdate(sandBlock); sandBlock.fallen = true; sandBlock.destroy(); currentSandBlock = null; // Ensure bucket has finished moving up before running the next steps checkBucketUpCompletion(); } } else { // Ok : Stop sandBlocks.push(currentSandBlock); globalDelta = Math.max(globalDelta, Math.abs(currentSandBlock.x - 1024)); sandBlockMoveStep = Math.floor(globalDelta / 100); 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() { if (!level) { return; } if (bucket.x >= 2048 - bucket.width / 2) { bucketDirection = -1; // Change direction to left } else if (bucket.x <= bucket.width / 2) { bucketDirection = 1; // Change direction to right } bucket.x += bucketMoveStep * bucketDirection; } function checkBlockAlignmentAndUpdate(sandBlock) { if (Math.abs(sandBlock.x - previousBlockX) < sandBlockHalfWidth) { LK.getSound('dropped').play(); // Check for perfect alignment level += 1; score += 1; // Bonus points for perfect alignment LK.setScore(score); // Store the score in LK score if (level > 0 && level % 3 === 0) { bucketMoveStep += 4; // Increase bucket speed by 2 units } } else { LK.getSound('missed').play(); lives--; livesIcons[lives].destroy(); livesIcons.pop(); if (lives <= 0) { var checkBucketUpCompletionForScore = function checkBucketUpCompletionForScore() { if (bucket.y <= -bucket.height) { cleanPlayingState(); initScoreState(); } else { LK.setTimeout(checkBucketUpCompletionForScore, 1000 / 60); // Check again in the next frame } }; checkBucketUpCompletionForScore(); return; } } sandBlockDropped = false; // Reset the flag after handling sand block reaching the base 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); level = 0; score = 0; LK.setScore(score); // Initialize LK score to zero at game start bgMusic = LK.getSound('music'); bgMusic.lastPlayTime = 0; 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); beachToys = new BeachToys(); beachToys.x = 2048 / 2; beachToys.y = 2922; game.addChild(beachToys); initMenuState(); if (isDebug) { debugMarker = LK.getAsset('debugMarker', { anchorX: 0.5, anchorY: 0.5, x: 1300, y: 160 }); 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); } } // 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() { if (isCleaningNewRound) { return; } // Prevent multiple calls isCleaningNewRound = true; log("cleanNewRoundState..."); // Animate the start button removal var fadeOutStep = 0.05; function fadeOutStartButton() { log("fadeOutStartButton...", startButton.alpha, "step=" + fadeOutStep); if (startButton.alpha > 0 && Date.now() - fadeOutStartButtonStartTime < 1000) { startButton.alpha -= fadeOutStep; LK.setTimeout(fadeOutStartButton, 1000 / 60); // Call fadeOutStartButton every 1/60th of a second } else { log("fadeOutStartButton End"); startButton.alpha = 0; var fadeOutBeachToys = function fadeOutBeachToys() { log("fadeOutBeachToys..."); if (beachToys.alpha > 0) { beachToys.alpha -= fadeOutStep; LK.setTimeout(fadeOutBeachToys, 1000 / 60); } else { log("fadeOutBeachToys End"); beachToys.visible = false; beachToys.alpha = 1; // Reset alpha for future use var animateSandcastleFall = function animateSandcastleFall() { log("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 { log("animateSandcastleFall End"); sandcastle.y = sandcastleBaseY; // Ensure it stops exactly at the base LK.getSound('dropped').play(); // Play drop sound when it reaches its position initPlayingState(); isCleaningNewRound = false; // Reset the flag after completion } }; startButton.visible = false; startButton.alpha = 1; // Reset alpha for future use sandcastle.velocity = 0; // Initial velocity for natural falling speed increase animateSandcastleFall(); } }; fadeOutBeachToys(); } } fadeOutStartButtonStartTime = Date.now(); // Prevent Bug alpha stucked on tap 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 (level >= 4) { for (var i = 0; i < sandBlocks.length; i++) { var sandBlock = sandBlocks[i]; sandBlock.x += Math.sin(LK.ticks / 20) * sandBlockMoveStep; // Move sand blocks back and forth } } if (bucket && bucket.scoreTxt) { if (score === 0) { bucket.scoreTxt.visible = false; } else { bucket.scoreTxt.visible = true; bucket.scoreTxt.setText(score); } } if (isBucketMovingHorizontally) { moveBucketHorizontally(); // Ensure horizontal movement is restored } if (isDebug) { //debugText.setText("X: " + bucket.x + " Y: " + bucket.y); debugText.setText("Delta: " + globalDelta); } } function cleanPlayingState() { log("cleanPlayingState..."); isPlaying = false; // TODO Remove elements } // SCORE function initScoreState() { log("initScoreState..."); gameState = GAME_STATE.SCORE; // Prepare final animation // Add a 1-second white screen flash LK.effects.flashScreen(0xffffff, 2000); } 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
@@ -246,9 +246,9 @@
/****************************************************************************************** */
/************************************* GAME FUNCTIONS ************************************* */
/****************************************************************************************** */
function moveBucketUp() {
- if (isBucketMovingUp || isBucketMovingDown) {
+ if (isBucketMovingDown) {
return;
} // Prevent concurrent moves
isBucketMovingUp = true; // Set flag to true when bucket starts moving up
var bucketMoveStep = 10; // Adjust the step size as needed
@@ -277,9 +277,9 @@
}
shakeBucket(); // Start shaking the bucket
}
function moveBucketDown() {
- if (isBucketMovingUp || isBucketMovingDown) {
+ if (isBucketMovingUp) {
return;
} // Prevent concurrent moves
isBucketMovingDown = true; // Set flag to true when bucket starts moving down
var bucketMoveStep = 15; // Adjust the step size as needed
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