User prompt
Please fix the bug: 'Timeout.tick error: LK.showPopup is not a function' in or related to this line: 'LK.showPopup({' Line Number: 615
User prompt
Please fix the bug: 'window.prompt is not a function' in or related to this line: 'var userName = window.prompt("Enter your name for the leaderboard:", defaultName);' Line Number: 613
User prompt
add the user name in the leaderboard
User prompt
Please fix the bug: 'TypeError: JSON is undefined' in or related to this line: 'storage.leaderboardScores = JSON.stringify(leaderboardScores);' Line Number: 786
User prompt
Please fix the bug: 'Error: Invalid value. Only literals or 1-level deep objects/arrays containing literals are allowed.' in or related to this line: 'storage.leaderboardScores = leaderboardScores;' Line Number: 785
User prompt
add a global leaderboard and a button to open it ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
add a global leaderboard and a button to open it
User prompt
slow down the rate of spawning the bombs
User prompt
let the bombs spawn from random parts of the boss
User prompt
show high score below missed counter
User prompt
display high score and final score on game over
User prompt
save/display user high score on game over ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
add counter for missed. when a user misses 10 fruits the game is over
User prompt
increase balls and bombs frequency of spawning
User prompt
make the boss health bar transparent after boss defeat
User prompt
after the boss is defeated clear the entire screen and move to the next level
User prompt
let boss spawn only bombs
User prompt
boss fight after 5 points in level one
User prompt
dont show the blade
User prompt
make the fruit explode when it is slashed by tweening to a flash slash image
User prompt
do not use the sliced assets when a fruit is slashed, instead use a white flash over the fruit and then it disappears ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
user clicks on a fruit to slice it. each slice earns one point
User prompt
let them go higher and a little bit faster
User prompt
double the size ofthe balls
User prompt
make the balls slower
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var Blade = Container.expand(function () { var self = Container.call(this); self.active = false; self.points = []; self.maxPoints = 10; self.trail = []; for (var i = 0; i < self.maxPoints; i++) { var trailPart = self.attachAsset('blade', { anchorX: 0.5, anchorY: 0.5, alpha: 0 }); self.trail.push(trailPart); } self.update = function () { // Update trail visuals for (var i = 0; i < self.trail.length; i++) { if (i < self.points.length) { var point = self.points[i]; var trailPart = self.trail[i]; trailPart.x = point.x; trailPart.y = point.y; trailPart.alpha = 1 - i / self.points.length; if (i > 0) { var prevPoint = self.points[i - 1]; var angle = Math.atan2(point.y - prevPoint.y, point.x - prevPoint.x); trailPart.rotation = angle; } } else { self.trail[i].alpha = 0; } } }; self.addPoint = function (x, y) { self.points.unshift({ x: x, y: y }); if (self.points.length > self.maxPoints) { self.points.pop(); } }; self.reset = function () { self.points = []; self.active = false; for (var i = 0; i < self.trail.length; i++) { self.trail[i].alpha = 0; } }; return self; }); var Fruit = Container.expand(function (type) { var self = Container.call(this); self.type = type || 'apple'; self.sliced = false; self.width = 0; self.height = 0; self.points = 0; self.baseSpeed = 0; var fruitGraphics; switch (self.type) { case 'watermelon': self.width = 480; self.height = 480; self.points = 5; self.baseSpeed = 1.2; // Even slower base speed break; case 'apple': self.width = 360; self.height = 360; self.points = 4; self.baseSpeed = 1.3; // Even slower base speed break; case 'orange': self.width = 320; self.height = 320; self.points = 3; self.baseSpeed = 1.4; // Even slower base speed break; case 'kiwi': self.width = 240; self.height = 240; self.points = 2; self.baseSpeed = 1.6; // Even slower base speed break; case 'strawberry': self.width = 200; self.height = 200; self.points = 1; self.baseSpeed = 1.8; // Even slower base speed break; case 'bomb': self.width = 320; self.height = 320; self.points = -10; self.baseSpeed = 1.3; // Even slower base speed break; } fruitGraphics = self.attachAsset(self.type, { anchorX: 0.5, anchorY: 0.5 }); self.vx = 0; self.vy = 0; self.gravity = 0.015; // Further reduced gravity for even slower falling self.rotationSpeed = (Math.random() - 0.5) * 0.015; // Even slower rotation self.init = function (x, y, direction) { self.x = x; self.y = y; var angle = direction * (Math.PI / 4) + Math.random() * Math.PI / 8 - Math.PI / 16; var currentLevel = Math.floor(LK.getScore() / 50) + 1; var levelMultiplier = 1 + (currentLevel - 1) * 0.1; // 10% increase per level var speed = (self.baseSpeed + Math.random() * 0.8) * levelMultiplier; // Further reduced random speed component self.vx = Math.cos(angle) * speed; self.vy = -Math.sin(angle) * speed - 6; // Even more reduced initial upward velocity }; self.slice = function () { if (self.sliced || self.type === 'bomb') { return; } self.sliced = true; // Remove the whole fruit fruitGraphics.alpha = 0; // Create two halves var half1 = self.attachAsset(self.type + '_half', { anchorX: 0.5, anchorY: 0, y: -self.height / 4 }); var half2 = self.attachAsset(self.type + '_half', { anchorX: 0.5, anchorY: 0, y: -self.height / 4, rotation: Math.PI }); // Apply different physics to the halves half1.vx = self.vx + (Math.random() - 0.5) * 2; half1.vy = self.vy; half1.rotationSpeed = (Math.random() - 0.5) * 0.2; half2.vx = self.vx - (Math.random() - 0.5) * 2; half2.vy = self.vy; half2.rotationSpeed = (Math.random() - 0.5) * 0.2; self.half1 = half1; self.half2 = half2; return self.points; }; self.update = function () { if (!self.sliced) { // Update whole fruit self.vy += self.gravity; self.x += self.vx; self.y += self.vy; self.rotation += self.rotationSpeed; // Bounce off walls if not sliced if (self.x < self.width / 2 && self.vx < 0) { self.vx = -self.vx * 0.8; // Bounce with some energy loss self.x = self.width / 2; } if (self.x > GAME_WIDTH - self.width / 2 && self.vx > 0) { self.vx = -self.vx * 0.8; // Bounce with some energy loss self.x = GAME_WIDTH - self.width / 2; } } else { // Update halves self.half1.vy += self.gravity; self.half1.x += self.half1.vx; self.half1.y += self.half1.vy; self.half1.rotation += self.half1.rotationSpeed; self.half2.vy += self.gravity; self.half2.x += self.half2.vx; self.half2.y += self.half2.vy; self.half2.rotation += self.half2.rotationSpeed; } }; self.isOffScreen = function () { return self.y > 2732 + self.height || self.x > GAME_WIDTH + self.width; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x3498DB }); /**** * Game Code ****/ // Game constants var GAME_WIDTH = 2048; var GAME_HEIGHT = 2732; var SPAWN_INTERVAL_MIN = 3000; // Even longer spawn intervals for slower fruits var SPAWN_INTERVAL_MAX = 5000; var SPAWN_COUNT_MIN = 1; var SPAWN_COUNT_MAX = 1; // Reduced to 1 for even less overcrowding with doubled-size fruits var FRUIT_TYPES = ['watermelon', 'apple', 'orange', 'kiwi', 'strawberry']; var BOMB_PROBABILITY = 0.1; // Game variables var fruits = []; var blade = null; var lastSpawnTime = 0; var nextSpawnTime = 0; var gameActive = true; var comboCount = 0; var comboTimer = 0; var comboTimeout = 1000; // ms to reset combo // UI elements var scoreTxt; var comboTxt; function setupGame() { // Create blade blade = game.addChild(new Blade()); // Set up score display scoreTxt = new Text2('0', { size: 100, fill: 0xFFFFFF }); scoreTxt.anchor.set(0.5, 0); scoreTxt.y = 30; LK.gui.top.addChild(scoreTxt); // Set up combo display comboTxt = new Text2('', { size: 60, fill: 0xFFFF00 }); comboTxt.anchor.set(0.5, 0); comboTxt.y = 140; comboTxt.alpha = 0; LK.gui.top.addChild(comboTxt); // Set initial spawn time nextSpawnTime = Date.now() + Math.random() * (SPAWN_INTERVAL_MAX - SPAWN_INTERVAL_MIN) + SPAWN_INTERVAL_MIN; // Play background music LK.playMusic('gameMusic'); } function spawnFruits() { var count = Math.floor(Math.random() * (SPAWN_COUNT_MAX - SPAWN_COUNT_MIN + 1)) + SPAWN_COUNT_MIN; for (var i = 0; i < count; i++) { var isBomb = Math.random() < BOMB_PROBABILITY; var type = isBomb ? 'bomb' : FRUIT_TYPES[Math.floor(Math.random() * FRUIT_TYPES.length)]; var fruit = new Fruit(type); // Determine flight pattern var pattern = Math.random(); if (pattern < 0.5) { // Horizontal flight from left to right var x = -fruit.width; var y = Math.random() * (GAME_HEIGHT / 2) + 300; fruit.x = x; fruit.y = y; fruit.vx = fruit.baseSpeed + Math.random() * 2; fruit.vy = 0; } else { // Vertical drop var x = Math.random() * (GAME_WIDTH - 200) + 100; var direction = Math.random(); // Random direction between 0 and 1 fruit.init(x, GAME_HEIGHT, direction); } game.addChild(fruit); fruits.push(fruit); } // Schedule next spawn nextSpawnTime = Date.now() + Math.random() * (SPAWN_INTERVAL_MAX - SPAWN_INTERVAL_MIN) + SPAWN_INTERVAL_MIN; } function updateCombo() { if (comboCount > 1) { comboTxt.setText('COMBO x' + comboCount + '!'); comboTxt.alpha = 1; // Add combo bonus points LK.setScore(LK.getScore() + comboCount * 2); // Play combo sound LK.getSound('combo').play(); // Animate combo text tween(comboTxt, { alpha: 0 }, { duration: 1000, easing: tween.easeOut }); } comboCount = 0; } function handleBladeCollisions() { if (!blade.active || blade.points.length < 2) { return; } var startPoint = blade.points[0]; var endPoint = blade.points[1]; for (var i = 0; i < fruits.length; i++) { var fruit = fruits[i]; if (!fruit.sliced && lineIntersectsCircle(startPoint.x, startPoint.y, endPoint.x, endPoint.y, fruit.x, fruit.y, fruit.width / 2)) { if (fruit.type === 'bomb') { // Game over when hitting a bomb LK.getSound('explosion').play(); LK.effects.flashScreen(0xFF0000, 800); LK.showGameOver(); return; } // Slice the fruit var points = fruit.slice(); LK.setScore(LK.getScore() + points); scoreTxt.setText(LK.getScore()); // Play slice sound LK.getSound('slice').play(); // Update combo comboCount++; comboTimer = Date.now() + comboTimeout; } } } function lineIntersectsCircle(x1, y1, x2, y2, cx, cy, r) { // Find the closest point on the line segment to the circle center var dx = x2 - x1; var dy = y2 - y1; var len = Math.sqrt(dx * dx + dy * dy); // Normalize direction vector dx /= len; dy /= len; // Vector from line start to circle center var vx = cx - x1; var vy = cy - y1; // Project this vector onto the line direction var projection = vx * dx + vy * dy; // Clamp projection to line segment projection = Math.max(0, Math.min(len, projection)); // Find the closest point on the line segment var closestX = x1 + projection * dx; var closestY = y1 + projection * dy; // Check if this point is within the circle var distanceSquared = (cx - closestX) * (cx - closestX) + (cy - closestY) * (cy - closestY); return distanceSquared <= r * r; } // Game update function game.update = function () { // Check if we need to spawn new fruits var currentTime = Date.now(); if (currentTime >= nextSpawnTime) { spawnFruits(); } // Update all fruits for (var i = fruits.length - 1; i >= 0; i--) { var fruit = fruits[i]; fruit.update(); // Remove fruits that are off-screen if (fruit.isOffScreen()) { fruit.destroy(); fruits.splice(i, 1); } } // Check for blade collisions handleBladeCollisions(); // Update blade blade.update(); // Check combo timer if (comboCount > 0 && Date.now() > comboTimer) { updateCombo(); } }; // Handle touch/mouse events game.down = function (x, y, obj) { blade.active = true; blade.reset(); blade.addPoint(x, y); }; game.move = function (x, y, obj) { if (blade.active) { blade.addPoint(x, y); handleBladeCollisions(); } }; game.up = function (x, y, obj) { blade.active = false; }; // Start the game setupGame();
===================================================================
--- original.js
+++ change.js
@@ -67,40 +67,40 @@
self.baseSpeed = 0;
var fruitGraphics;
switch (self.type) {
case 'watermelon':
- self.width = 240;
- self.height = 240;
+ self.width = 480;
+ self.height = 480;
self.points = 5;
self.baseSpeed = 1.2; // Even slower base speed
break;
case 'apple':
- self.width = 180;
- self.height = 180;
+ self.width = 360;
+ self.height = 360;
self.points = 4;
self.baseSpeed = 1.3; // Even slower base speed
break;
case 'orange':
- self.width = 160;
- self.height = 160;
+ self.width = 320;
+ self.height = 320;
self.points = 3;
self.baseSpeed = 1.4; // Even slower base speed
break;
case 'kiwi':
- self.width = 120;
- self.height = 120;
+ self.width = 240;
+ self.height = 240;
self.points = 2;
self.baseSpeed = 1.6; // Even slower base speed
break;
case 'strawberry':
- self.width = 100;
- self.height = 100;
+ self.width = 200;
+ self.height = 200;
self.points = 1;
self.baseSpeed = 1.8; // Even slower base speed
break;
case 'bomb':
- self.width = 160;
- self.height = 160;
+ self.width = 320;
+ self.height = 320;
self.points = -10;
self.baseSpeed = 1.3; // Even slower base speed
break;
}
@@ -201,9 +201,9 @@
var GAME_HEIGHT = 2732;
var SPAWN_INTERVAL_MIN = 3000; // Even longer spawn intervals for slower fruits
var SPAWN_INTERVAL_MAX = 5000;
var SPAWN_COUNT_MIN = 1;
-var SPAWN_COUNT_MAX = 2; // Fewer fruits at once to avoid overcrowding with larger fruits
+var SPAWN_COUNT_MAX = 1; // Reduced to 1 for even less overcrowding with doubled-size fruits
var FRUIT_TYPES = ['watermelon', 'apple', 'orange', 'kiwi', 'strawberry'];
var BOMB_PROBABILITY = 0.1;
// Game variables
var fruits = [];
red bomb. In-Game asset. 2d. High contrast. No shadows
Head of pepe meme. each face shaped as a marble shaped face made in blender 3D. In-Game asset. 2d. High contrast. No shadows
Head of doge meme. face shaped as a marble shaped face made in blender 3D. In-Game asset. 2d. High contrast. No shadows
Head of troll face meme. face shaped as a marble shaped face made in blender 3D. In-Game asset. 2d. High contrast. No shadows
Head of think smart guy meme. face shaped as a marble shaped face made in blender 3D. In-Game asset. 2d. High contrast. No shadows
Head of white y u no meme. face shaped as a marble shaped face made in blender 3D. In-Game asset. 2d. High contrast. No shadows
Explosion. In-Game asset. 2d. High contrast. No shadows
Clock. In-Game asset. 3d. High contrast. No shadows
Red Heart. In-Game asset. 3d. High contrast. No shadows
gattling gun. In-Game asset. 2d. High contrast. No shadows