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In the BlockL class, attach both blockL1 and blockL2 assets (do not randomize)
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Please fix the bug: 'blockTypes is undefined' in or related to this line: 'blockTypes.forEach(function (BlockType, index) {' Line Number: 101
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display all Block child types uniformly spaced down the center of the screen
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In the BlockLine class, attach both blockLine1 and blockLine2 assets (do not randomize)
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In the BlockLine class, attach two assets; blockLine1 and blockLine2
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set the BlockBlank's randomAssest width and height to BLOCK_SIZE
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create a global constant BLOCK_SIZE = 100
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for the blockblank class, randomly attach either blockBlank1-3 asset with an anchor of 0.5,0.5
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Create empty BlockX class that inherits from the Block class
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Create empty BlockT class that inherits from the Block class
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Create empty BlockLine class that inherits from the Block class
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stop deleting the damn other classes
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Create empty BlockBlank class that inherits from the Block class
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Create empty BlockL class that inherits from the Block class
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Create an empty block class that inherits from the configContaienr
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Remove all existing functionality and assets
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Lava Lamp
===================================================================
--- original.js
+++ change.js
@@ -1,80 +1,8 @@
/****
-* Classes
+* Initialize Game
****/
//<Assets used in the game will automatically appear here>
// Rune class to represent each rune in the game
-var Rune = Container.expand(function () {
- var self = Container.call(this);
- // Attach rune asset
- var runeGraphics = self.attachAsset('rune', {
- anchorX: 0.5,
- anchorY: 0.5
- });
- // Set initial properties
- self.rotationSpeed = 0.1; // Speed of rotation
- self.sinkingSpeed = 1; // Speed of sinking
- self.poweredUp = false; // Whether the rune is powered up
- // Update function called every game tick
- self.update = function () {
- // Rotate the rune
- runeGraphics.rotation += self.rotationSpeed;
- // Sink the rune
- self.y += self.sinkingSpeed;
- // Check if rune is powered up
- if (self.poweredUp) {
- // Change color to indicate powered up state
- runeGraphics.tint = 0x00ff00;
- } else {
- runeGraphics.tint = 0xffffff;
- }
- // Check if rune has sunk into the lava
- if (self.y > 2732) {
- // Trigger game over
- LK.effects.flashScreen(0xff0000, 1000);
- LK.showGameOver();
- }
- };
- // Function to power up the rune
- self.powerUp = function () {
- self.poweredUp = true;
- };
-});
-
-/****
-* Initialize Game
-****/
var game = new LK.Game({
- backgroundColor: 0x000000 //Init game with black background
-});
-
-/****
-* Game Code
-****/
-// Array to hold all runes
-var runes = [];
-// Function to create a new rune
-function createRune(x, y) {
- var newRune = new Rune();
- newRune.x = x;
- newRune.y = y;
- runes.push(newRune);
- game.addChild(newRune);
-}
-// Initialize runes
-for (var i = 0; i < 5; i++) {
- createRune(2048 / 2, i * 200);
-}
-// Handle tap event to power up runes
-game.down = function (x, y, obj) {
- for (var i = 0; i < runes.length; i++) {
- if (runes[i].intersects(obj)) {
- runes[i].powerUp();
- }
- }
-};
-// Update function called every game tick
-game.update = function () {
- for (var i = 0; i < runes.length; i++) {
- runes[i].update();
- }
-};
\ No newline at end of file
+ backgroundColor: 0x000000
+});
\ No newline at end of file
background
Music
light
Sound effect
rotate
Sound effect
error
Sound effect
crack
Sound effect
break
Sound effect
flow
Sound effect
bubble1
Sound effect
bubble2
Sound effect
bubble3
Sound effect
bubble4
Sound effect
bubble5
Sound effect
gong
Sound effect