User prompt
Ensure that the number 6 does not appear during the first 10 seconds of gameplay
User prompt
Create a custom dice roll logic where the numbers 2, 3, 4, and 5 have equal and higher probability, while numbers 1 and 6 also have equal probability but appear less frequently than the others
User prompt
Design the dice roll so that 1 appears more frequently and 6 appears less frequently. Adjust the probability distribution accordingly
User prompt
Hide the 'penalty' text so it doesn't appear
User prompt
Create a user interface for setscore and timeleft
User prompt
Let the bomb trap die also be able to collide with the other dice
User prompt
Let the dice be able to collide in the air.
User prompt
Please fix the bug: 'ReferenceError: physics is not defined' in or related to this line: 'if (physics && physics.step) {' Line Number: 369
User prompt
Please fix the bug: 'ReferenceError: physics is not defined' in or related to this line: 'if (physics && physics.step) {' Line Number: 369
User prompt
Please fix the bug: 'ReferenceError: physics is not defined' in or related to this line: 'if (physics && physics.step) {' Line Number: 369
User prompt
Please fix the bug: 'ReferenceError: physics is not defined' in or related to this line: 'if (physics && physics.step) {' Line Number: 369
User prompt
Please fix the bug: 'ReferenceError: physics is not defined' in or related to this line: 'if (physics && physics.step) {' Line Number: 369
User prompt
Please fix the bug: 'ReferenceError: physics is not defined' in or related to this line: 'if (physics && physics.step) {' Line Number: 369
User prompt
Please fix the bug: 'ReferenceError: physics is not defined' in or related to this line: 'if (physics && physics.step) {' Line Number: 369
User prompt
Please fix the bug: 'ReferenceError: physics is not defined' in or related to this line: 'if (physics && physics.step) {' Line Number: 369
User prompt
Please fix the bug: 'ReferenceError: physics is not defined' in or related to this line: 'if (physics && physics.step) {' Line Number: 369
User prompt
Let the dice have physics so they can collide in the air and tumble if necessary
User prompt
As time progresses, let the number of dice increase
User prompt
As time progresses, let the number of dice increase, and let the falling speed of each die double
User prompt
When time runs out, play a sound effect. Add it to the assets section
User prompt
I want to add sound from the assets section. Code and write it that way
User prompt
Write and add the code
User prompt
Fix the code so that clicking the 6th die gives 6 points and the bonuses are not applied
User prompt
The background photo's sizing is wrong, can you fix it?
User prompt
I want the timer to increase by +2 seconds when I can click on the 6th die, but it's not working
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // BombDice class var BombDice = Container.expand(function () { var self = Container.call(this); self.isBomb = true; // Attach bomb asset, anchor center self.bombAsset = self.attachAsset('bomb', { anchorX: 0.5, anchorY: 0.5 }); // Add bomb label self.label = new Text2('', { size: 100, fill: 0xFFFFFF }); self.label.anchor.set(0.5, 0.5); self.label.x = 0; self.label.y = 0; self.addChild(self.label); // Called every tick self.update = function () { self.y += self.fallSpeed; }; // On tap self.down = function (x, y, obj) { // Score: subtract 5 (minimum 0) var newScore = LK.getScore() - 5; if (newScore < 0) { newScore = 0; } LK.setScore(newScore); LK.getSound('bombTap').play(); // Set penalty state for 90 ticks (~1.5s at 60fps) isPenalty = true; penaltyTicksLeft = 90; // penaltyTxt.visible = true; // Do not show penalty text // Subtract 2 seconds from timer (minimum 0) timeLeft -= 2; if (timeLeft < 0) { timeLeft = 0; } timerTxt.setText(timeLeft); // Animate: shake and fade out tween(self, { x: self.x + 30 }, { duration: 60, easing: tween.easeOut, onFinish: function onFinish() { tween(self, { x: self.x - 60 }, { duration: 80, easing: tween.easeIn, onFinish: function onFinish() { tween(self, { x: self.x + 30, alpha: 0 }, { duration: 100, onFinish: function onFinish() { self.destroy(); LK.effects.flashScreen(0xffffff, 120); // Quick white flash after explosion // Manual screen shake using tween plugin var originalX = game.x || 0; var originalY = game.y || 0; var shakeDuration = 400; var shakeAmplitude = 16; var shakeTicks = Math.floor(shakeDuration / 16); // ~60fps var shakeCount = 0; function doShake() { if (shakeCount >= shakeTicks) { game.x = originalX; game.y = originalY; return; } // Random offset game.x = originalX + (Math.random() - 0.5) * shakeAmplitude; game.y = originalY + (Math.random() - 0.5) * shakeAmplitude; shakeCount++; LK.setTimeout(doShake, 16); } doShake(); } }); } }); } }); // Remove from dice array in main game removeDice(self); }; return self; }); // Dice class (for dice 1-6) var Dice = Container.expand(function () { var self = Container.call(this); // Dice value (1-6) self.value = 1; self.isBomb = false; // Attach dice asset, anchor center self.diceAsset = null; // Dice label (number) self.label = null; // Set up dice self.setup = function (value) { self.value = value; self.isBomb = false; var assetId = 'dice' + value; self.diceAsset = self.attachAsset(assetId, { anchorX: 0.5, anchorY: 0.5 }); // Add number label self.label = new Text2('' + value, { size: 28, fill: 0x222222 }); self.label.anchor.set(0.5, 0.5); self.label.x = 0; self.label.y = 0; self.addChild(self.label); }; // Called every tick self.update = function () { self.y += self.fallSpeed; }; // On tap self.down = function (x, y, obj) { if (self.isBomb) { return; } // Should not happen, but safety // Score: add dice value (1-6) LK.setScore(LK.getScore() + self.value); LK.getSound('diceTap').play(); // If this is the 6th die, add +2 seconds to timer (max 999 for safety) if (self.value === 6) { timeLeft += 2; if (timeLeft > 999) { timeLeft = 999; } timerTxt.setText(timeLeft); } // Animate: scale up and fade out tween(self, { scaleX: 1.4, scaleY: 1.4, alpha: 0 }, { duration: 200, easing: tween.easeOut, onFinish: function onFinish() { self.destroy(); } }); // Remove from dice array in main game removeDice(self); }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ // No title, no description // Always backgroundColor is black backgroundColor: 0x000000 }); /**** * Game Code ****/ // Add background photo image var bgPhoto = LK.getAsset('backgroundPhoto', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2, scaleX: 2048 / 1500, scaleY: 2732 / 4000 }); game.addChild(bgPhoto); // Play background music // Dice assets: 6 dice (1-6), all box shapes, different colors // Bomb dice: ellipse, red // Sounds // Music (background, desert style) LK.playMusic('desertbg'); // Dice array (all falling dice) var diceArr = []; // Remove dice helper function removeDice(diceObj) { for (var i = diceArr.length - 1; i >= 0; i--) { if (diceArr[i] === diceObj) { diceArr.splice(i, 1); break; } } } // Score label var scoreLabelTxt = new Text2('Score', { size: 60, fill: 0x7C4A03 }); scoreLabelTxt.anchor.set(0.5, 0); scoreLabelTxt.x = 0; scoreLabelTxt.y = 0; LK.gui.top.addChild(scoreLabelTxt); // Score value var scoreTxt = new Text2('0', { size: 120, fill: 0x7C4A03 }); scoreTxt.anchor.set(0.5, 0); scoreTxt.x = 0; scoreTxt.y = 60; LK.gui.top.addChild(scoreTxt); // Timer label var timerLabelTxt = new Text2('Time Left', { size: 60, fill: 0x7C4A03 }); timerLabelTxt.anchor.set(0.5, 0); timerLabelTxt.x = 0; timerLabelTxt.y = 200; LK.gui.top.addChild(timerLabelTxt); // Timer value var timerTxt = new Text2('60', { size: 90, fill: 0x7C4A03 }); timerTxt.anchor.set(0.5, 0); timerTxt.x = 0; timerTxt.y = 260; LK.gui.top.addChild(timerTxt); // Penalty indicator (hidden and never shown) var penaltyTxt = new Text2('PENALTY!', { size: 90, fill: 0xff2222 }); penaltyTxt.anchor.set(0.5, 0); penaltyTxt.visible = false; penaltyTxt.x = 0; penaltyTxt.y = 140; // Do NOT add penaltyTxt to LK.gui.top, so it never appears // Penalty state var isPenalty = false; var penaltyTicksLeft = 0; // Score bonus state removed // Game timer var timeLeft = 60; // seconds var timerInterval = LK.setInterval(function () { timeLeft--; if (timeLeft < 0) { timeLeft = 0; } timerTxt.setText(timeLeft); if (timeLeft === 0) { // Play timer end sound effect LK.getSound('timerEnd').play(); // End game LK.showGameOver(); } }, 1000); // Dice spawn timer var spawnTick = 0; var spawnInterval = 36; // ~0.6s at 60fps, will randomize // Helper: spawn a dice (random type) function spawnDice() { // Random X position (avoid edges) var margin = 120; var x = margin + Math.random() * (2048 - 2 * margin); var y = -100; // Bomb chance: 1 in 8 var isBomb = Math.random() < 0.125; var diceObj; if (isBomb) { diceObj = new BombDice(); } else { // Weighted random dice value: 2,3,4,5 are most likely, 1 and 6 are less likely // Probabilities: 1 (10%), 2 (20%), 3 (20%), 4 (20%), 5 (20%), 6 (10%) // Prevent 6 from spawning in first 10 seconds var r = Math.random(); var value; var elapsedTime = 60 - timeLeft; if (elapsedTime < 10) { // Only allow 1-5, reweight probabilities // 1 (11.1%), 2 (22.2%), 3 (22.2%), 4 (22.2%), 5 (22.2%) if (r < 0.111) { value = 1; } else if (r < 0.333) { value = 2; } else if (r < 0.555) { value = 3; } else if (r < 0.777) { value = 4; } else { value = 5; } } else { if (r < 0.10) { value = 1; } else if (r < 0.30) { value = 2; } else if (r < 0.50) { value = 3; } else if (r < 0.70) { value = 4; } else if (r < 0.90) { value = 5; } else { value = 6; } } diceObj = new Dice(); diceObj.setup(value); } diceObj.x = x; diceObj.y = y; diceObj.scaleX = 1; diceObj.scaleY = 1; diceObj.alpha = 1; // Set fall speed: dice value 1 falls slowest, 6 fastest if (!isBomb) { // Value 1: slowest (6 px/frame), Value 6: fastest (12 px/frame) diceObj.fallSpeed = 6 + (diceObj.value - 1) * (6 / 5); } else { // Bombs: fall speed matches die value 6 (fastest) diceObj.fallSpeed = 12; } // Add to game game.addChild(diceObj); diceArr.push(diceObj); } // Touch/click handler game.down = function (x, y, obj) { // Check if any dice is tapped (from topmost to bottom) for (var i = diceArr.length - 1; i >= 0; i--) { var d = diceArr[i]; // Convert global to local for dice var local = d.toLocal(game.toGlobal({ x: x, y: y })); // Check if inside dice bounds (centered) if (Math.abs(local.x) <= d.width / 2 && Math.abs(local.y) <= d.height / 2) { // Call dice down handler d.down(x, y, obj); return; } } }; // Main update loop game.update = function () { // Play sound every 100 points milestone if (typeof lastScoreSound === "undefined") { lastScoreSound = 0; } var currentScore = LK.getScore(); if (currentScore >= 100 && Math.floor(currentScore / 100) > Math.floor(lastScoreSound / 100)) { LK.getSound('milestone100').play(); lastScoreSound = currentScore; } // Penalty effect: apply penalty during penaltyTicksLeft if (isPenalty) { penaltyTicksLeft--; // During penalty, subtract 1 point every 15 ticks (~0.25s) if (penaltyTicksLeft % 15 === 0 && LK.getScore() > 0) { LK.setScore(Math.max(0, LK.getScore() - 1)); } if (penaltyTicksLeft <= 0) { isPenalty = false; // penaltyTxt.visible = false;//{29} // Already hidden, do nothing } } // Score bonus effect removed // Update score text scoreTxt.setText(LK.getScore()); // Spawn dice at intervals (randomize interval for variety) spawnTick++; if (spawnTick >= spawnInterval) { // Determine how many dice to spawn based on elapsed time // Start with 1, add 1 every 20 seconds (max 6 at 100+ seconds) var elapsed = 60 - timeLeft; var diceToSpawn = 1 + Math.floor(elapsed / 20); if (diceToSpawn > 6) diceToSpawn = 6; for (var i = 0; i < diceToSpawn; i++) { spawnDice(); } spawnTick = 0; // Next interval: 24-48 ticks (~0.4-0.8s) spawnInterval = 24 + Math.floor(Math.random() * 25); } // Update all dice, remove if off screen for (var i = diceArr.length - 1; i >= 0; i--) { var d = diceArr[i]; d.update(); // --- Dice collision detection and response --- // Now allow all dice (including bombs) to collide with each other for (var j = i - 1; j >= 0; j--) { var d2 = diceArr[j]; // Only check if both are not destroyed and not the same object if (d !== d2) { // Simple circle collision (use half width as radius) var dx = d.x - d2.x; var dy = d.y - d2.y; var dist = Math.sqrt(dx * dx + dy * dy); var minDist = (d.width + d2.width) / 2 * 0.85; // 0.85 fudge for overlap if (dist < minDist && dist > 0) { // Push them apart equally var overlap = (minDist - dist) / 2; var nx = dx / dist; var ny = dy / dist; d.x += nx * overlap; d.y += ny * overlap; d2.x -= nx * overlap; d2.y -= ny * overlap; // Exchange a bit of fallSpeed (simulate bounce) var temp = d.fallSpeed; d.fallSpeed = d2.fallSpeed; d2.fallSpeed = temp; } } } if (d.y > 2732 + 120) { // Missed dice, just remove d.destroy(); diceArr.splice(i, 1); } } }; // On game over, clear timers game.on('destroy', function () { LK.clearInterval(timerInterval); // Remove all dice for (var i = diceArr.length - 1; i >= 0; i--) { diceArr[i].destroy(); } diceArr = []; });
===================================================================
--- original.js
+++ change.js
@@ -286,22 +286,40 @@
diceObj = new BombDice();
} else {
// Weighted random dice value: 2,3,4,5 are most likely, 1 and 6 are less likely
// Probabilities: 1 (10%), 2 (20%), 3 (20%), 4 (20%), 5 (20%), 6 (10%)
+ // Prevent 6 from spawning in first 10 seconds
var r = Math.random();
var value;
- if (r < 0.10) {
- value = 1;
- } else if (r < 0.30) {
- value = 2;
- } else if (r < 0.50) {
- value = 3;
- } else if (r < 0.70) {
- value = 4;
- } else if (r < 0.90) {
- value = 5;
+ var elapsedTime = 60 - timeLeft;
+ if (elapsedTime < 10) {
+ // Only allow 1-5, reweight probabilities
+ // 1 (11.1%), 2 (22.2%), 3 (22.2%), 4 (22.2%), 5 (22.2%)
+ if (r < 0.111) {
+ value = 1;
+ } else if (r < 0.333) {
+ value = 2;
+ } else if (r < 0.555) {
+ value = 3;
+ } else if (r < 0.777) {
+ value = 4;
+ } else {
+ value = 5;
+ }
} else {
- value = 6;
+ if (r < 0.10) {
+ value = 1;
+ } else if (r < 0.30) {
+ value = 2;
+ } else if (r < 0.50) {
+ value = 3;
+ } else if (r < 0.70) {
+ value = 4;
+ } else if (r < 0.90) {
+ value = 5;
+ } else {
+ value = 6;
+ }
}
diceObj = new Dice();
diceObj.setup(value);
}