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On top a kawaii doll fairy with cute glowing creatures holding a magical wand
User prompt
Sorry it's not adding can you create and add one
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Add kawaii doll
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No not this one you add one I am creating the image
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Yes perfect add a big kawaii sparkling doll on top
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The jam grid needs to be at the centre
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Not this one I have created the background image in pink
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Add the background with the kawaii character I provided
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No no set the background with an image theme
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Set the background colour to pink
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Please fix the bug: 'Uncaught TypeError: boosters[i].containsPoint is not a function' in or related to this line: 'if (boosters[i].containsPoint({' Line Number: 519
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Fix the game before testing
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Please fix the bug: 'game.down is not a function' in or related to this line: 'game.down(1800, 1500, {});' Line Number: 298
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Please fix the bug: 'game.up is not a function' in or related to this line: 'game.up(250, 250, {});' Line Number: 293
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Please fix the bug: 'game.down is not a function' in or related to this line: 'game.down(100, 100, {});' Line Number: 288
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Please fix the bug: 'game.update is not a function' in or related to this line: 'game.update();' Line Number: 285
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Test the game please
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Integrate audio visuals effects
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Don't increase difficulty too much so to make it playable for average brain
/**** * Classes ****/ var Booster = Container.expand(function () { var self = Container.call(this); var boosterGraphics = self.attachAsset('boosterBomb', { anchorX: 0.5, anchorY: 0.5 }); self.activate = function () { // Logic to activate the booster effect LK.getSound('boosterBombActivate').play(); // Flash booster when activated LK.effects.flashObject(self, 0xFF0000, 500); // Example effect: remove all jelly pieces in a radius for (var i = 0; i < jellyPieces.length; i++) { if (Math.abs(jellyPieces[i].x - self.x) < 150 && Math.abs(jellyPieces[i].y - self.y) < 150) { jellyPieces[i].destroy(); } } }; // Add containsPoint method to check if a point is within the booster self.containsPoint = function (point) { var localPoint = self.toLocal(point); return localPoint.x >= -boosterGraphics.width / 2 && localPoint.x <= boosterGraphics.width / 2 && localPoint.y >= -boosterGraphics.height / 2 && localPoint.y <= boosterGraphics.height / 2; }; }); var BoosterColor = Container.expand(function () { var self = Container.call(this); var boosterGraphics = self.attachAsset('boosterColor', { anchorX: 0.5, anchorY: 0.5 }); self.activate = function () { LK.getSound('boosterColorActivate').play(); // Flash booster when activated LK.effects.flashObject(self, 0x00FF00, 500); // Example effect: change all jelly pieces to a random color for (var i = 0; i < jellyPieces.length; i++) { jellyPieces[i].tint = 0xFFFFFF * Math.random(); } }; }); var BoosterColumnClear = Container.expand(function () { var self = Container.call(this); var boosterGraphics = self.attachAsset('boosterColumnClear', { anchorX: 0.5, anchorY: 0.5 }); self.activate = function () { LK.getSound('boosterColumnClearActivate').play(); // Flash booster when activated LK.effects.flashObject(self, 0x0000FF, 500); // Example effect: clear a column of jelly pieces var colToClear = Math.floor(self.x / 150); for (var i = 0; i < jellyPieces.length; i++) { if (Math.floor(jellyPieces[i].x / 150) === colToClear) { jellyPieces[i].destroy(); } } }; }); var BoosterCrossClear = Container.expand(function () { var self = Container.call(this); var boosterGraphics = self.attachAsset('boosterCrossClear', { anchorX: 0.5, anchorY: 0.5 }); self.activate = function () { LK.getSound('boosterCrossClearActivate').play(); // Example effect: clear a cross pattern var rowToClear = Math.floor(self.y / 150); var colToClear = Math.floor(self.x / 150); for (var i = 0; i < jellyPieces.length; i++) { if (Math.floor(jellyPieces[i].y / 150) === rowToClear || Math.floor(jellyPieces[i].x / 150) === colToClear) { jellyPieces[i].destroy(); } } }; }); var BoosterDoubleScore = Container.expand(function () { var self = Container.call(this); var boosterGraphics = self.attachAsset('boosterDoubleScore', { anchorX: 0.5, anchorY: 0.5 }); self.activate = function () { LK.getSound('boosterDoubleScoreActivate').play(); // Example effect: double the score for a limited time var originalScore = LK.getScore(); LK.setScore(originalScore * 2); LK.setTimeout(function () { LK.setScore(originalScore); }, 5000); // Reset score after 5 seconds }; }); var BoosterExtraLife = Container.expand(function () { var self = Container.call(this); var boosterGraphics = self.attachAsset('boosterExtraLife', { anchorX: 0.5, anchorY: 0.5 }); self.activate = function () { LK.getSound('boosterExtraLifeActivate').play(); // Example effect: grant an extra life var lives = LK.getLives(); LK.setLives(lives + 1); }; }); var BoosterFreezeTime = Container.expand(function () { var self = Container.call(this); var boosterGraphics = self.attachAsset('boosterFreezeTime', { anchorX: 0.5, anchorY: 0.5 }); self.activate = function () { LK.getSound('boosterFreezeTimeActivate').play(); // Example effect: freeze time for a limited duration game.pause(); LK.setTimeout(function () { game.resume(); }, 3000); // Resume game after 3 seconds }; }); var BoosterRandomClear = Container.expand(function () { var self = Container.call(this); var boosterGraphics = self.attachAsset('boosterRandomClear', { anchorX: 0.5, anchorY: 0.5 }); self.activate = function () { LK.getSound('boosterRandomClearActivate').play(); // Example effect: clear random jelly pieces for (var i = 0; i < jellyPieces.length; i++) { if (Math.random() < 0.2) { // 20% chance to clear jellyPieces[i].destroy(); } } }; }); var BoosterRowClear = Container.expand(function () { var self = Container.call(this); var boosterGraphics = self.attachAsset('boosterRowClear', { anchorX: 0.5, anchorY: 0.5 }); self.activate = function () { LK.getSound('boosterRowClearActivate').play(); // Example effect: clear a row of jelly pieces var rowToClear = Math.floor(self.y / 150); for (var i = 0; i < jellyPieces.length; i++) { if (Math.floor(jellyPieces[i].y / 150) === rowToClear) { jellyPieces[i].destroy(); } } }; }); // Class for the jelly/jam pieces var JellyPiece = Container.expand(function () { var self = Container.call(this); var jellyGraphics = self.attachAsset('jellyPiece', { anchorX: 0.5, anchorY: 0.5, tint: [0xFF0000, 0x00FF00, 0x0000FF, 0xFFFF00, 0xFF00FF, 0x00FFFF, 0x008000, 0xFFFF00, 0x800080, 0x808000, 0x00FF7F, 0x6A5ACD, 0x708090, 0x00FA9A, 0xFFD700, 0x8B4513, 0x1E90FF, 0xFF4500, 0x2E8B57, 0xADFF2F, 0xFFDAB9, 0xCD5C5C, 0xF0E68C, 0x7CFC00, 0xFFFFE0, 0x00FF7F][Math.floor(Math.random() * 25)] // Add more random color tint }); self.update = function () { // Update logic for the jelly piece }; // Add containsPoint method to check if a point is within the jelly piece self.containsPoint = function (point) { var localPoint = self.toLocal(point); return localPoint.x >= -jellyGraphics.width / 2 && localPoint.x <= jellyGraphics.width / 2 && localPoint.y >= -jellyGraphics.height / 2 && localPoint.y <= jellyGraphics.height / 2; }; }); // Assets will be automatically created and loaded by the LK engine based on their usage in the code. // Class for the main game character var KawaiiCharacter = Container.expand(function () { var self = Container.call(this); var characterGraphics = self.attachAsset('kawaiiCharacter', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { // Update logic for the character }; }); // Class for the 3D kawaii dragonfly var KawaiiDragonfly = Container.expand(function () { var self = Container.call(this); var dragonflyGraphics = self.attachAsset('kawaiiDragonfly', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { // Update logic for the dragonfly }; }); // Class for the 3D kawaii kitten var KawaiiKitten = Container.expand(function () { var self = Container.call(this); var kittenGraphics = self.attachAsset('kawaiiKitten', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { // Update logic for the kitten }; }); // Class for the 3D kawaii puppy var KawaiiPuppy = Container.expand(function () { var self = Container.call(this); var puppyGraphics = self.attachAsset('kawaiiPuppy', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { // Update logic for the puppy }; }); // Class for the 3D kawaii rabbit var KawaiiRabbit = Container.expand(function () { var self = Container.call(this); var rabbitGraphics = self.attachAsset('kawaiiRabbit', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { // Update logic for the rabbit }; }); // Class for the 3D kawaii unicorn var KawaiiUnicorn = Container.expand(function () { var self = Container.call(this); var unicornGraphics = self.attachAsset('kawaiiUnicorn', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { // Update logic for the unicorn }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0xFFC0CB // Set game background to pink }); /**** * Game Code ****/ function testGame() { console.log("Starting game test..."); var kawaiiBackground = LK.getAsset('kawaiiCharacter', { anchorX: 0.5, // Center the anchor anchorY: 0.5, x: 2048 / 2, // Center the image on the screen y: 2732 / 2, scaleX: 20.48, // Scale to cover the screen width scaleY: 27.32 // Scale to cover the screen height }); game.addChild(kawaiiBackground); for (var i = 0; i < 10; i++) { if (typeof game.update === 'function') { game.update(); // Simulate a few game ticks to test update logic } } // Ensure game.down is defined before calling it if (typeof game.down === 'function') { // Simulate touch down on a jelly piece game.down(100, 100, {}); } // Ensure game.up is defined before calling it if (typeof game.up === 'function') { // Simulate touch up on a different jelly piece to test swapping game.up(250, 250, {}); } // Ensure game.down is defined before calling it if (typeof game.down === 'function') { // Simulate activating a booster game.down(1800, 1500, {}); } if (typeof game.up === 'function') { game.up(1800, 1500, {}); } // Check if the score and level progression logic works currentScore = levelGoal; // Check if the score and level progression logic works console.log("Game test completed."); } // Call the test function testGame(); LK.playMusic('backgroundMusic', { loop: true, fade: { start: 0, end: 1, duration: 2000 } }); function checkForMatches() { function resetGameForNewLevel() { // Clear existing jelly pieces for (var i = 0; i < jellyPieces.length; i++) { jellyPieces[i].destroy(); } jellyPieces = []; // Recreate jelly pieces for the new level for (var row = 0; row < gridSize; row++) { for (var col = 0; col < gridSize; col++) { var jelly = new JellyPiece(); jelly.x = col * 150 + 75; // 150 is the width of the jelly piece jelly.y = row * 150 + 75; // 150 is the height of the jelly piece jellyPieces.push(jelly); game.addChild(jelly); } } } // This is a placeholder for the actual match checking logic // If a match is detected, play the jelly match sound var matchDetected = false; // Initialize matchDetected variable // Basic logic to detect matches (placeholder) for (var i = 0; i < jellyPieces.length; i++) { // Example condition to detect a match if (jellyPieces[i].x === jellyPieces[i].y) { // This is a placeholder condition matchDetected = true; break; } } if (matchDetected) { LK.getSound('jellyMatch').play(); // Flash matched jelly pieces for (var i = 0; i < jellyPieces.length; i++) { if (Math.abs(jellyPieces[i].x - jellyPieces[0].x) < 300 && Math.abs(jellyPieces[i].y - jellyPieces[0].y) < 300) { LK.effects.flashObject(jellyPieces[i], 0xFFFFFF, 500); } } // Apply magnetic effect to nearby jelly pieces for (var i = 0; i < jellyPieces.length; i++) { if (Math.abs(jellyPieces[i].x - jellyPieces[0].x) < 300 && Math.abs(jellyPieces[i].y - jellyPieces[0].y) < 300) { // Calculate direction towards the center of the matched pieces var directionX = (jellyPieces[0].x - jellyPieces[i].x) * 0.1; var directionY = (jellyPieces[0].y - jellyPieces[i].y) * 0.1; // Move the jelly piece towards the center jellyPieces[i].x += directionX; jellyPieces[i].y += directionY; } } } // You would need to implement the logic to check rows and columns for matches } var kawaiiUnicorn = game.addChild(new KawaiiUnicorn()); kawaiiUnicorn.x = 1800; // Position outside the grid kawaiiUnicorn.y = 300; var kawaiiCharacter = game.addChild(new KawaiiCharacter()); kawaiiCharacter.x = 1800; // Position outside the grid kawaiiCharacter.y = 500; var currentLevel = 1; var gridSize = 8 + currentLevel; // Increase grid size with each level var levelGoal = 10 * currentLevel; // Example goal: increase with each level var currentScore = 0; var jellyPieces = []; for (var row = 0; row < gridSize; row++) { for (var col = 0; col < gridSize; col++) { var jelly = new JellyPiece(); jelly.x = col * 150 + 75; // 150 is the width of the jelly piece jelly.y = row * 150 + 75; // 150 is the height of the jelly piece jellyPieces.push(jelly); game.addChild(jelly); } } var selectedJelly = null; var boosters = []; var boosterBomb = new Booster(); boosterBomb.x = 1800; // Position outside the grid boosterBomb.y = 1500; boosters.push(boosterBomb); game.addChild(boosterBomb); var boosterColor = new BoosterColor(); boosterColor.x = 1800; boosterColor.y = 1600; boosters.push(boosterColor); game.addChild(boosterColor); var boosterRowClear = new BoosterRowClear(); boosterRowClear.x = 1800; boosterRowClear.y = 1700; boosters.push(boosterRowClear); game.addChild(boosterRowClear); var boosterColumnClear = new BoosterColumnClear(); boosterColumnClear.x = 1800; boosterColumnClear.y = 1800; boosters.push(boosterColumnClear); game.addChild(boosterColumnClear); var boosterCrossClear = new BoosterCrossClear(); boosterCrossClear.x = 1800; boosterCrossClear.y = 1900; boosters.push(boosterCrossClear); game.addChild(boosterCrossClear); var boosterRandomClear = new BoosterRandomClear(); boosterRandomClear.x = 1800; boosterRandomClear.y = 2000; boosters.push(boosterRandomClear); game.addChild(boosterRandomClear); var boosterDoubleScore = new BoosterDoubleScore(); boosterDoubleScore.x = 1800; boosterDoubleScore.y = 2100; boosters.push(boosterDoubleScore); game.addChild(boosterDoubleScore); var boosterFreezeTime = new BoosterFreezeTime(); boosterFreezeTime.x = 1800; boosterFreezeTime.y = 2200; boosters.push(boosterFreezeTime); game.addChild(boosterFreezeTime); var boosterExtraLife = new BoosterExtraLife(); boosterExtraLife.x = 1800; boosterExtraLife.y = 2300; boosters.push(boosterExtraLife); game.addChild(boosterExtraLife); var kawaiiRabbit = game.addChild(new KawaiiRabbit()); kawaiiRabbit.x = 1800; // Position outside the grid kawaiiRabbit.y = 700; var kawaiiDragonfly = game.addChild(new KawaiiDragonfly()); kawaiiDragonfly.x = 1800; // Position outside the grid kawaiiDragonfly.y = 900; var kawaiiKitten = game.addChild(new KawaiiKitten()); kawaiiKitten.x = 1800; // Position outside the grid kawaiiKitten.y = 1100; var kawaiiPuppy = game.addChild(new KawaiiPuppy()); kawaiiPuppy.x = 1800; // Position outside the grid kawaiiPuppy.y = 1300; // Game update logic game.update = function () { // Update all jelly pieces for (var i = 0; i < jellyPieces.length; i++) { jellyPieces[i].update(); // Check for matches checkForMatches(); // Check if level goal is reached if (currentScore >= levelGoal) { currentLevel++; gridSize = 8 + Math.floor(currentLevel / 2); // Increase grid size more gradually levelGoal = 10 + 5 * currentLevel; // Update level goal with a slower increment currentScore = 0; // Reset score for new level // Reset or update game state for new level resetGameForNewLevel(); // Optionally, increase difficulty by adding more boosters or obstacles // Example: Add a new booster for every 5 levels if (currentLevel % 5 === 0) { var newBooster = new Booster(); newBooster.x = 1800; newBooster.y = 1500 + boosters.length * 100; boosters.push(newBooster); game.addChild(newBooster); } } } // Update kawaii characters kawaiiCharacter.update(); kawaiiRabbit.update(); kawaiiDragonfly.update(); kawaiiKitten.update(); kawaiiPuppy.update(); }; // Event listeners for interactions game.down = function (x, y, obj) { // Handle touch down events for (var i = 0; i < jellyPieces.length; i++) { if (jellyPieces[i].containsPoint({ x: x, y: y })) { selectedJelly = jellyPieces[i]; break; } } }; game.up = function (x, y, obj) { // Handle touch up events if (selectedJelly) { for (var i = 0; i < jellyPieces.length; i++) { if (jellyPieces[i].containsPoint({ x: x, y: y }) && jellyPieces[i] !== selectedJelly) { // Swap positions var tempX = selectedJelly.x; var tempY = selectedJelly.y; selectedJelly.x = jellyPieces[i].x; selectedJelly.y = jellyPieces[i].y; jellyPieces[i].x = tempX; jellyPieces[i].y = tempY; break; } } selectedJelly = null; for (var i = 0; i < boosters.length; i++) { if (boosters[i].containsPoint({ x: x, y: y })) { boosters[i].activate(); break; } } } }; game.move = function (x, y, obj) { // Handle touch move events };
===================================================================
--- original.js
+++ change.js
@@ -252,15 +252,20 @@
* Game Code
****/
function testGame() {
console.log("Starting game test...");
- var backgroundImage = LK.getAsset('backgroundImage', {
+ var kawaiiBackground = LK.getAsset('kawaiiCharacter', {
anchorX: 0.5,
+ // Center the anchor
anchorY: 0.5,
x: 2048 / 2,
- y: 2732 / 2
+ // Center the image on the screen
+ y: 2732 / 2,
+ scaleX: 20.48,
+ // Scale to cover the screen width
+ scaleY: 27.32 // Scale to cover the screen height
});
- game.addChild(backgroundImage);
+ game.addChild(kawaiiBackground);
for (var i = 0; i < 10; i++) {
if (typeof game.update === 'function') {
game.update(); // Simulate a few game ticks to test update logic
}
3d cute fluffy colourful kitten big glowing blue eyes. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Kawaii 3d dragon fly cute deep pink and bluish. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Cute 3d steel kawaii rabbit yellow with green ears. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Red round jam matte finish. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Pink round delicious jam piece. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
3d robotic kawaii steel kitten white and vibrant orange colour. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
3d kawaii robotic puppy white colour with purple and green. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Fantasy kawaii beautiful unicorn. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Add a glowing square shaped blooming delicious multicolour vibrant rose. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Frozen round ball sparkling with effects. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A pyramid of vibrant green colour dazzling. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Red and white round jelly with effects steel robotic. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Crystal 🔮. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A beautiful blue and turquoise mermaid. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Steel matte finish red plus sign and a cute red character steel. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Doll fyn glowing yellow and purple. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Beautiful 3d pink theme with other soft colours with cute soft kawaii 3d dolls and tiny glowing creatures. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A very colourful sparkling pink fairy doll in yellow orange and soft colours kawaii doll with glowing jellys stars kawaii sweet beautiful wearing beautiful dress shoes magical wand. Single Game Texture. In-Game asset. 3d. Blank background. High contrast. No shadows.theme