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the timer should count down untill it reaches 0 and a message saying play again shows
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when the game starts the counter counts from 120 backwards till it reaches 0
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where is the button ?
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on the left bottom of the screen add a button asset. when clicked it produces an other asset from the middle of the screen that falls down.
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nothing happened
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on the bottom left corner add a button
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on the top right corner add a counter that counts from 120 to 0 once the game starts. under the counter add an icon and on the same line of the left of the icon add the number 0.00 , both the icon and the number are seen on the scree
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Add a background that fills all the screen.
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next to the order Icon add the number 0.00 they are on the same line and the number is on the right side of the icon
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Fix Bug: 'Uncaught ReferenceError: Timer is not defined' in this line: 'var gameTimer = new Timer();' Line Number: 36
Code edit (1 edits merged)
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the order icon is on the foreground
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remove the orderIcon and keep the coinIcon
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the 0.00 does not appear on the screen
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Adjust OrderIcon class to display icon and value text on the same line
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the icon and the 0.00 appear on the same line
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the icon is next to the 0.00 and the 0.00 is inside the screen
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on the top right corner, under the timer, add an icon and the number 0.00
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on the top right corner add a counter that starts from 120 and counts down till it reaches zero. under it add a image and next to the image 0.00 float. The image and the float are on the same line and height with a very small space between them
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where is it ?
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under the timer add a coin icon and next to it 0.00
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So it counts from 3, 2, 1 and the top right counter starts. The numbers are shown on the screen in the middle before you can start playing you have to wait for the count down
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in the middle of the screen add a counter that starts from 3 till it reaches 1. Once it reaches one the counter on the top right corner starts counting
/**** * Classes ****/ // Create a background class var Background = Container.expand(function () { var self = Container.call(this); var backgroundGraphics = self.createAsset('background', 'Game Background', 0, 0); backgroundGraphics.width = 2048; backgroundGraphics.height = 2732; self.addChild(backgroundGraphics); }); // Add background to the game // Create a countdown timer class var CountdownTimer = Container.expand(function () { var self = Container.call(this); var timerText = new Text2('120', { size: 100, fill: "#ffffff" }); timerText.anchor.set(1, 0); self.addChild(timerText); var timeLeft = 120; self.update = function () { if (timeLeft > 0) { timeLeft -= 1 / 60; timerText.setText(Math.ceil(timeLeft).toString()); } }; }); // Add the countdown timer to the top right of the screen // Create a score display class var ScoreDisplay = Container.expand(function () { var self = Container.call(this); var scoreText = new Text2('0.00', { size: 80, fill: "#ffffff" }); scoreText.anchor.set(1, 0); self.addChild(scoreText); var icon = self.createAsset('icon', 'Score Icon', 1, 0); icon.x = -scoreText.width - 20; // 20 pixels padding self.updateScore = function (score) { scoreText.setText(score.toFixed(2)); }; }); // Create a button class var Button = Container.expand(function () { var self = Container.call(this); var buttonGraphics = self.createAsset('button', 'Button Graphics', 0.5, 0.5); buttonGraphics.y = 2732 - buttonGraphics.height / 2; buttonGraphics.x = 2048 / 2; self.addChild(buttonGraphics); self.interactive = true; self.on('down', function (obj) { // Instantiate a falling object var fallingObject = new FallingObject(); fallingObject.x = 2048 / 2; fallingObject.y = 0; game.addChild(fallingObject); }); }); // Create a class for the falling object var FallingObject = Container.expand(function () { var self = Container.call(this); var objectGraphics = self.createAsset('fallingObject', 'Falling Object Graphics', 0.5, 0.5); self.addChild(objectGraphics); self.update = function () { self.y += 5; if (self.y > 2732) { self.destroy(); } }; }); /**** * Initialize Game ****/ // Add the score display to the top right of the screen, below the countdown timer // Add background to the game var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ // Instantiate the button and add it to the bottom left of the screen var actionButton = new Button(); LK.gui.bottomLeft.addChild(actionButton); // Add the countdown timer to the top right of the screen var countdownTimer = new CountdownTimer(); LK.gui.topRight.addChild(countdownTimer); var gameBackground = game.addChild(new Background()); // Position the background to fill the screen gameBackground.x = 0; gameBackground.y = 0; // Add the score display to the top right of the screen, below the countdown timer var scoreDisplay = new ScoreDisplay(); scoreDisplay.y = 120; // Assuming the timer text height is around 100 pixels LK.gui.topRight.addChild(scoreDisplay);
===================================================================
--- original.js
+++ change.js
@@ -47,9 +47,9 @@
var Button = Container.expand(function () {
var self = Container.call(this);
var buttonGraphics = self.createAsset('button', 'Button Graphics', 0.5, 0.5);
buttonGraphics.y = 2732 - buttonGraphics.height / 2;
- buttonGraphics.x = buttonGraphics.width / 2;
+ buttonGraphics.x = 2048 / 2;
self.addChild(buttonGraphics);
self.interactive = true;
self.on('down', function (obj) {
// Instantiate a falling object
pixel butterfly. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
pixel butterfly looking left, showing the left profile. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Remove it and make it transparent
pixel sunny field height is bigger than width.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.