User prompt
When I step on the 6th die, let the score increase by +2 points per second
User prompt
I'm correcting it - let there be a 2-second penalty
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When I step on the bomb, let 10 seconds be subtracted during the rewinding time
User prompt
When I step on the bomb, let a penalty be applied during the rewinding time as well, and indicate this
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The hourglass looks upside down, can you fix it ?
User prompt
Could you code this? I will add the visuals later
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Let's increase the size of the dice
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I want to add a photo to the background
Code edit (3 edits merged)
Please save this source code
User prompt
Let the sizing of the bomb and the dice be the same
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Please fix the bug: 'TypeError: LK.effects.shakeScreen is not a function' in or related to this line: 'LK.effects.shakeScreen(400, 16); // Screen shake: 400ms, 16px amplitude' Line Number: 75
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and screen shake effect ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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quick flash effect
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yes
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Let the trap bomb die behave like the 6th die
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Let the first die fall more slowly, while the sixth, which is the last die, falls more quickly
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Let the numbers written on the dice be very small." or "Make the numbers written on the dice very small
User prompt
The scoring should be set so that if the die has an internal value of 1, it gives 1 point, and if it has a value of 6, it gives 6 points
User prompt
Reduce the score when a bomb is tapped
Code edit (1 edits merged)
Please save this source code
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Please save this source code
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please save this source code
Code edit (1 edits merged)
Please save this source code
User prompt
Desert Dice Dash
Initial prompt
In a mobile arcade game set against a desert-like background, dice fall randomly from the top. Each die has a value between 1 and 6. The player taps high-value dice to score points. Some dice are traps—bomb dice—that penalize the player when tapped. The goal is to get the highest score within 1 minute. Suggest a game AI logic that manages real-time tap detection, score tracking, and random dice spawning, including rare but strategic appearances of bomb dice.
/**** * 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(); // 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(); } }); } }); } }); // 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: 90, 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 LK.setScore(LK.getScore() + self.value); LK.getSound('diceTap').play(); // 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 ****/ // 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 text var scoreTxt = new Text2('0', { size: 120, fill: 0x7C4A03 }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // Timer text var timerTxt = new Text2('60', { size: 90, fill: 0x7C4A03 }); timerTxt.anchor.set(0.5, 0); LK.gui.top.addChild(timerTxt); timerTxt.y = 120; // Position GUI elements (score center top, timer below) scoreTxt.x = 0; scoreTxt.y = 0; timerTxt.x = 0; // Game timer var timeLeft = 60; // seconds var timerInterval = LK.setInterval(function () { timeLeft--; if (timeLeft < 0) timeLeft = 0; timerTxt.setText(timeLeft); if (timeLeft === 0) { // 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 { // Random dice value 1-6 var value = 1 + Math.floor(Math.random() * 6); diceObj = new Dice(); diceObj.setup(value); } diceObj.x = x; diceObj.y = y; diceObj.scaleX = 1; diceObj.scaleY = 1; diceObj.alpha = 1; // Random fall speed (6-12 px per frame) diceObj.fallSpeed = 6 + Math.random() * 6; // 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 () { // Update score text scoreTxt.setText(LK.getScore()); // Spawn dice at intervals (randomize interval for variety) spawnTick++; if (spawnTick >= spawnInterval) { 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(); 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
@@ -134,13 +134,13 @@
/****
* Game Code
****/
-// Music (background, desert style)
-// Sounds
-// Bomb dice: ellipse, red
-// Dice assets: 6 dice (1-6), all box shapes, different colors
// 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