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 = 0; // Keep blade invisible
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 Boss = Container.expand(function () {
var self = Container.call(this);
// Boss properties
self.health = 5;
self.maxHealth = 5;
self.width = 800;
self.height = 800;
self.active = false;
self.attackTimer = 0;
self.attackInterval = 2000; // ms between attacks
// Create boss visual
var bossGraphic = self.attachAsset('watermelon', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 2,
scaleY: 2
});
// Health bar background
var healthBarBg = new Container();
healthBarBg.x = -200;
healthBarBg.y = -450;
var healthBarBack = LK.getAsset('blade', {
anchorX: 0,
anchorY: 0.5,
width: 400,
height: 30
});
healthBarBack.tint = 0x333333;
// Health bar fill
var healthBarFill = LK.getAsset('blade', {
anchorX: 0,
anchorY: 0.5,
width: 400,
height: 30
});
healthBarFill.tint = 0xFF0000;
healthBarBg.addChild(healthBarBack);
healthBarBg.addChild(healthBarFill);
self.addChild(healthBarBg);
self.healthBar = healthBarFill;
// Boss movement
self.vx = 2;
self.targetX = GAME_WIDTH / 2;
self.activate = function () {
self.active = true;
self.health = self.maxHealth;
self.x = GAME_WIDTH / 2;
self.y = GAME_HEIGHT / 3;
self.updateHealthBar();
};
self.updateHealthBar = function () {
self.healthBar.width = self.health / self.maxHealth * 400;
};
self.hit = function () {
if (!self.active) {
return;
}
self.health--;
self.updateHealthBar();
// Flash the boss red
bossGraphic.tint = 0xFF0000;
LK.setTimeout(function () {
bossGraphic.tint = 0xFFFFFF;
}, 200);
// Check if boss is defeated
if (self.health <= 0) {
self.defeat();
return true;
}
return false;
};
self.defeat = function () {
self.active = false;
// Create explosion effect
bossGraphic.tint = 0xFFFFFF;
tween(bossGraphic, {
alpha: 0,
scaleX: 3,
scaleY: 3,
rotation: Math.PI * 2
}, {
duration: 1000,
easing: tween.easeOut,
onFinish: function onFinish() {
// Add bonus points
LK.setScore(LK.getScore() + 25);
scoreTxt.setText(LK.getScore());
LK.effects.flashScreen(0x00FF00, 500);
}
});
// Play explosion sound
LK.getSound('explosion').play();
};
self.throwFruit = function () {
if (!self.active) {
return;
}
// Launch only bombs at the player
var fruit = new Fruit('bomb');
fruit.x = self.x;
fruit.y = self.y;
// Aim downward
var angle = (Math.random() * 0.5 + 0.75) * Math.PI; // Downward angle
var speed = 3 + Math.random();
fruit.vx = Math.cos(angle) * speed;
fruit.vy = Math.sin(angle) * speed;
game.addChild(fruit);
fruits.push(fruit);
};
self.update = function (delta) {
if (!self.active) {
return;
}
// Move boss back and forth
if (Math.abs(self.x - self.targetX) < 10) {
self.targetX = Math.random() * (GAME_WIDTH - 400) + 200;
}
var dirX = self.targetX - self.x;
self.x += dirX / Math.abs(dirX) * self.vx;
// Attack on timer
var currentTime = Date.now();
if (currentTime >= self.attackTimer) {
self.throwFruit();
self.attackTimer = currentTime + self.attackInterval;
}
};
self.down = function (x, y, obj) {
// Allow clicking on boss to damage it
if (self.active) {
self.hit();
}
};
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 = 1.6; // Faster base speed
break;
case 'apple':
self.width = 360;
self.height = 360;
self.points = 4;
self.baseSpeed = 1.7; // Faster base speed
break;
case 'orange':
self.width = 320;
self.height = 320;
self.points = 3;
self.baseSpeed = 1.8; // Faster base speed
break;
case 'kiwi':
self.width = 240;
self.height = 240;
self.points = 2;
self.baseSpeed = 2.0; // Faster base speed
break;
case 'strawberry':
self.width = 200;
self.height = 200;
self.points = 1;
self.baseSpeed = 2.2; // Faster base speed
break;
case 'bomb':
self.width = 320;
self.height = 320;
self.points = -10;
self.baseSpeed = 1.7; // Faster base speed
break;
}
fruitGraphics = self.attachAsset(self.type, {
anchorX: 0.5,
anchorY: 0.5
});
self.vx = 0;
self.vy = 0;
self.gravity = 0.01; // Reduced gravity to make fruits go higher
self.rotationSpeed = (Math.random() - 0.5) * 0.018; // Slightly faster 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 * 1.15; // Slightly faster horizontal movement
self.vy = -Math.sin(angle) * speed - 8; // Higher initial upward velocity
};
self.slice = function () {
if (self.sliced || self.type === 'bomb') {
return;
}
self.sliced = true;
// Create explosive flash effect
fruitGraphics.tint = 0xFFFFFF;
fruitGraphics.alpha = 1;
// Animate explosive flash effect with scaling
tween(fruitGraphics, {
alpha: 0,
scaleX: 1.5,
scaleY: 1.5
}, {
duration: 300,
easing: tween.easeOut,
onUpdate: function onUpdate(progress) {
// Create a pulsing effect with rotation during explosion
fruitGraphics.rotation += 0.1;
},
onFinish: function onFinish() {
// Clean up after animation
fruitGraphics.tint = 0xFFFFFF;
fruitGraphics.scaleX = 1;
fruitGraphics.scaleY = 1;
}
});
// Play slice sound
LK.getSound('slice').play();
return self.points;
};
self.down = function (x, y, obj) {
if (!self.sliced) {
// Slice the fruit when clicked
var points = self.slice();
// Check if it's a bomb
if (self.type === 'bomb') {
// Game over when clicking a bomb
LK.getSound('explosion').play();
LK.effects.flashScreen(0xFF0000, 800);
LK.showGameOver();
return;
}
// Add points to score
LK.setScore(LK.getScore() + points);
scoreTxt.setText(LK.getScore());
// Update combo
comboCount++;
comboTimer = Date.now() + comboTimeout;
}
};
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 {
// No update for sliced fruit since we're just flashing and fading them
}
};
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 boss = null;
var lastSpawnTime = 0;
var nextSpawnTime = 0;
var gameActive = true;
var comboCount = 0;
var comboTimer = 0;
var comboTimeout = 1000; // ms to reset combo
var currentLevel = 1;
var bossActivated = false;
var levelThreshold = 5; // Points needed to trigger boss in level 1
// UI elements
var scoreTxt;
var comboTxt;
function setupGame() {
// Create blade
blade = game.addChild(new Blade());
// Create boss but don't activate it yet
boss = game.addChild(new Boss());
// 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');
// Reset level tracking
currentLevel = 1;
bossActivated = false;
LK.setScore(0);
}
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 / 3) + 300; // Higher position range
fruit.x = x;
fruit.y = y;
fruit.vx = fruit.baseSpeed + Math.random() * 2.5; // Slightly faster
fruit.vy = -Math.random() * 2; // Add slight upward movement
} 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];
// Check boss collision if active
if (boss && boss.active && lineIntersectsCircle(startPoint.x, startPoint.y, endPoint.x, endPoint.y, boss.x, boss.y, boss.width / 3)) {
// Hit the boss
var defeated = boss.hit();
// Play slice sound
LK.getSound('slice').play();
// Update combo
comboCount++;
comboTimer = Date.now() + comboTimeout;
}
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 should activate the boss fight based on score
if (currentLevel === 1 && LK.getScore() >= levelThreshold && !bossActivated) {
bossActivated = true;
boss.activate();
// Clear existing fruits during boss transition
for (var i = fruits.length - 1; i >= 0; i--) {
fruits[i].destroy();
fruits.splice(i, 1);
}
}
// Only spawn normal fruits if we're not in a boss fight
var currentTime = Date.now();
if (currentTime >= nextSpawnTime && (!bossActivated || !boss.active)) {
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();
// Update boss if active
if (boss && boss.active) {
boss.update(1 / 60); // Pass approximate delta time
}
// If boss was defeated, move to next level
if (bossActivated && boss && !boss.active) {
bossActivated = false;
currentLevel++;
// Increase level threshold for next boss
levelThreshold = levelThreshold + 50;
}
// 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
@@ -153,11 +153,10 @@
self.throwFruit = function () {
if (!self.active) {
return;
}
- // Launch a random fruit at the player
- var type = FRUIT_TYPES[Math.floor(Math.random() * FRUIT_TYPES.length)];
- var fruit = new Fruit(type);
+ // Launch only bombs at the player
+ var fruit = new Fruit('bomb');
fruit.x = self.x;
fruit.y = self.y;
// Aim downward
var angle = (Math.random() * 0.5 + 0.75) * Math.PI; // Downward angle
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