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); // Clear all fruits from the screen for (var i = fruits.length - 1; i >= 0; i--) { fruits[i].destroy(); fruits.splice(i, 1); } // Display level advancement message var levelTxt = new Text2('LEVEL ' + (currentLevel + 1), { size: 150, fill: 0xFFFFFF }); levelTxt.anchor.set(0.5, 0.5); levelTxt.x = GAME_WIDTH / 2; levelTxt.y = GAME_HEIGHT / 2; game.addChild(levelTxt); // Animate level text and then remove it tween(levelTxt, { alpha: 0, scaleX: 2, scaleY: 2 }, { delay: 1000, duration: 1000, easing: tween.easeOut, onFinish: function onFinish() { levelTxt.destroy(); } }); } }); // 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; // Force immediate spawn of new fruits for the next level nextSpawnTime = Date.now(); } // 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
@@ -144,8 +144,35 @@
// Add bonus points
LK.setScore(LK.getScore() + 25);
scoreTxt.setText(LK.getScore());
LK.effects.flashScreen(0x00FF00, 500);
+ // Clear all fruits from the screen
+ for (var i = fruits.length - 1; i >= 0; i--) {
+ fruits[i].destroy();
+ fruits.splice(i, 1);
+ }
+ // Display level advancement message
+ var levelTxt = new Text2('LEVEL ' + (currentLevel + 1), {
+ size: 150,
+ fill: 0xFFFFFF
+ });
+ levelTxt.anchor.set(0.5, 0.5);
+ levelTxt.x = GAME_WIDTH / 2;
+ levelTxt.y = GAME_HEIGHT / 2;
+ game.addChild(levelTxt);
+ // Animate level text and then remove it
+ tween(levelTxt, {
+ alpha: 0,
+ scaleX: 2,
+ scaleY: 2
+ }, {
+ delay: 1000,
+ duration: 1000,
+ easing: tween.easeOut,
+ onFinish: function onFinish() {
+ levelTxt.destroy();
+ }
+ });
}
});
// Play explosion sound
LK.getSound('explosion').play();
@@ -545,8 +572,10 @@
bossActivated = false;
currentLevel++;
// Increase level threshold for next boss
levelThreshold = levelThreshold + 50;
+ // Force immediate spawn of new fruits for the next level
+ nextSpawnTime = Date.now();
}
// Check combo timer
if (comboCount > 0 && Date.now() > comboTimer) {
updateCombo();
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