User prompt
make the coinflip animation smoother
User prompt
make it so when you either hit 2000$ or 100$, the game ends and a picture of an explosion filling the entire screen appears
User prompt
make it so you win or lose 200$ instead of 100$
User prompt
show the results of the coinflip when the animation is done
User prompt
make a rolling animation for the coin when clicking the 'button_heads' or 'button_tails'
User prompt
make a flipping animation for coin, when you click either of the buttons
User prompt
make it so if you hit 2000$ or 100$, the game ends
User prompt
make a counter for the money
User prompt
Fix Bug: 'TypeError: coinGraphics.setTexture is not a function' in this line: 'coinGraphics.setTexture(LK.getAsset('coin_' + result, 'Coin with ' + result + ' side up', 0.5, 0.5));' Line Number: 14
Initial prompt
Coinflip
/**** * Classes ****/ // Counter class to display and update the player's balance var Counter = Container.expand(function (initialValue, posX, posY) { var self = Container.call(this); var text = new Text2(initialValue.toString(), { size: 100, fill: "#ffffff" }); text.anchor.set(0.5, 0); text.x = posX; text.y = posY; self.addChild(text); // Method to update the displayed text self.updateText = function (newValue) { text.setText(newValue.toString()); }; }); // Coin class to represent the coin being flipped var Coin = Container.expand(function () { var self = Container.call(this); var coinGraphics = self.createAsset('coin_heads', 'Coin with heads side up', 0.5, 0.5); self.side = 'heads'; // Initial side of the coin // Function to flip the coin with animation self.flip = function (choice, callback) { var flipCount = 40; // Number of flips before showing the result var flipInterval = 25; // Interval in ms between flips var currentFlip = 0; var flipAnimation = function flipAnimation() { if (currentFlip < flipCount) { coinGraphics.texture = LK.getAsset(currentFlip % 2 === 0 ? 'coin_heads' : 'coin_tails').texture; coinGraphics.rotation += Math.PI / 20; // Add rotation to simulate rolling currentFlip++; LK.setTimeout(flipAnimation, flipInterval); } else { coinGraphics.rotation = 0; // Reset rotation after animation // Randomly choose heads or tails for the final result var result = Math.random() < 0.5 ? 'heads' : 'tails'; // Update the coin graphics based on the result coinGraphics.texture = LK.getAsset('coin_' + result).texture; self.side = result; if (typeof callback === 'function') { callback(result === choice); } } }; // Start the flip animation flipAnimation(); }; }); // Player class to represent the player's state var Player = Container.expand(function () { var self = Container.call(this); self.balance = 1000; // Player starts with $1000 // Function to update the player's balance self.updateBalance = function (amount) { self.balance += amount; }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 // Init game with black background }); /**** * Game Code ****/ // Initialize the coin var coin = game.addChild(new Coin()); coin.x = game.width / 2; coin.y = game.height / 2 - 200; // Initialize the player var player = new Player(); // Create the balance counter using the Counter class var balanceCounter = game.addChild(new Counter(player.balance, game.width / 2, 100)); // Create the Heads button var headsButton = game.addChild(LK.getAsset('button_heads', 'Heads Button', 0.5, 0.5)); headsButton.x = game.width / 4; headsButton.y = game.height - 300; // Create the Tails button var tailsButton = game.addChild(LK.getAsset('button_tails', 'Tails Button', 0.5, 0.5)); tailsButton.x = game.width / 4 * 3; tailsButton.y = game.height - 300; // Function to update the balance counter display function updateBalanceText() { balanceCounter.updateText(player.balance); } // Function to handle the flip result function handleFlipResult(choice) { coin.flip(choice, function (win) { if (win) { player.updateBalance(200); // Win $200 } else { player.updateBalance(-200); // Lose $200 } updateBalanceText(); if (player.balance <= 100 || player.balance >= 2000) { var explosion = game.addChild(LK.getAsset('explosion', 'Explosion filling the screen', 0.5, 0.5)); explosion.width = game.width; explosion.height = game.height; explosion.x = game.width / 2; explosion.y = game.height / 2; LK.setTimeout(function () { LK.showGameOver(); }, 1000); } }); } // Event listener for the Heads button headsButton.on('down', function () { handleFlipResult('heads'); }); // Event listener for the Tails button tailsButton.on('down', function () { handleFlipResult('tails'); }); // No need for a tick function as the game does not have continuous animation or movement
===================================================================
--- original.js
+++ change.js
@@ -23,15 +23,15 @@
var coinGraphics = self.createAsset('coin_heads', 'Coin with heads side up', 0.5, 0.5);
self.side = 'heads'; // Initial side of the coin
// Function to flip the coin with animation
self.flip = function (choice, callback) {
- var flipCount = 20; // Number of flips before showing the result
- var flipInterval = 50; // Interval in ms between flips
+ var flipCount = 40; // Number of flips before showing the result
+ var flipInterval = 25; // Interval in ms between flips
var currentFlip = 0;
var flipAnimation = function flipAnimation() {
if (currentFlip < flipCount) {
coinGraphics.texture = LK.getAsset(currentFlip % 2 === 0 ? 'coin_heads' : 'coin_tails').texture;
- coinGraphics.rotation += Math.PI / 10; // Add rotation to simulate rolling
+ coinGraphics.rotation += Math.PI / 20; // Add rotation to simulate rolling
currentFlip++;
LK.setTimeout(flipAnimation, flipInterval);
} else {
coinGraphics.rotation = 0; // Reset rotation after animation