User prompt
Make bold the text of the missed counter, level counter and scores counter
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Missed counter colors atill not changing. Try fix it by Move everything about the missed counter to its own dedicated function and change the colors from there
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Ava you are doing great but The counter color seems to work for 0 to 3 but doesnt change to orange and then red so fix it. Let missed counter color be green from 0 to 3, change to orange from 4 to 6 and red from 7 to 10. Think deeply.
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Ava you are doing awesome but The counter color still doesnt change so fix it. Let missed counter color be green from 0 to 3 misses, change color to orange from 4 to 6 and change color to red from 7 to 10 misses. Think deeply and fix ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Ava you are doing well but The counter color still doesnt change so fix it. Let missed counter color be green from 0 to 3, change to orange from 4 to 6 and red from 7 to 10
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Please fix the bug: 'missedText.style is undefined' in or related to this line: 'missedText.style.fill = missedColor;' Line Number: 924
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Ava you are doing great but The counter color still doesnt change so fix it. Let missed counter color be green from 0 to 3, change to orange from 4 to 6 and red from 7 to 10
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Please fix the bug: 'missedText.style is undefined' in or related to this line: 'missedText.style.fill = missedColor;' Line Number: 923
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Its still not changing colors. Try using style instead of tint
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Ava you are doing great but The counter color still doesnt change so fix it. Let missed counter color be green from 0 to 3, change to orange from 4 to 6 and red from 7 to 10
User prompt
Please fix the bug: 'missedText.style is undefined' in or related to this line: 'missedText.style.fill = missedColor;' Line Number: 922
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Change missed counter color as misses increase. Let missed counter be green from 0 to 3, change to orange from 4 to 6 and red from 7 to 10 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Put missed counter 10px from top
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Put missed counter 15px from top
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Increase text size of misses and levels counters
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Move hearts 50px tothe left
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Move hearts counter 250px from top and 50px from right
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Move hearts counter 200px from top
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Make hearts, level and missed counters right justified 50px from the right wall
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Move level display 50px to the left. Increase text size of misses and level counters
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Please fix the bug: 'levelDisplay is not defined' in or related to this line: 'levelDisplay.setText('Level: ' + level);' Line Number: 758
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Move the misses counter and lives 50 px to the left and display the level number on the top right
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Fix this: misses counter is not visible
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Move the misses counter 30px from top of screen
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Move the lives display 200 px lower
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.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 (level) { var self = Container.call(this); // Boss properties self.level = level || 1; self.health = 5 + self.level; // Health increases with level self.maxHealth = self.health; self.width = 800; self.height = 800; self.active = false; self.attackTimer = 0; self.attackInterval = 3000 - self.level * 250; // Attacks more frequently with higher levels // Determine boss type based on level var bossType = BOSS_FRUIT_TYPES[self.level - 1] || 'strawberry'; // Create boss visual var bossGraphic = self.attachAsset(bossType, { anchorX: 0.5, anchorY: 0.5, scaleX: 4, scaleY: 4 }); // 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.level * 0.5; // Speed increases with level 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; // Make the health bar transparent healthBarBg.alpha = 0; // 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 (increased for higher level bosses) var bonus = 25 * self.level; LK.setScore(LK.getScore() + bonus); scoreTxt.setText(LK.getScore()); LK.effects.flashScreen(0x00FF00, 500); } }); // Play explosion sound LK.getSound('explosion').play(); }; self.throwFruit = function () { if (!self.active) { return; } // Launch multiple bombs at the player var bombCount = Math.floor(Math.random() * self.level) + 1; // More bombs at higher levels for (var i = 0; i < bombCount; i++) { var fruit = new Fruit('bomb'); // Generate random position on the boss perimeter var spawnAngle = Math.random() * Math.PI * 2; // Full 360 degrees var spawnRadius = self.width / 3; // Radius to spawn from (edge of boss) // Position the bomb on the perimeter fruit.x = self.x + Math.cos(spawnAngle) * spawnRadius; fruit.y = self.y + Math.sin(spawnAngle) * spawnRadius; // Aim outward from the spawn point with spread var angle = spawnAngle + Math.PI + (Math.random() - 0.5); // Outward direction with randomness var speed = 3 + Math.random() * 2 + self.level * 0.5; // Faster bombs at higher levels 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') { // Lose a life when clicking a bomb LK.getSound('explosion').play(); LK.effects.flashScreen(0xFF0000, 500); playerLives--; // Reduce lives by 1 updateLivesDisplay(); // Update hearts display // If no lives left, game over if (playerLives <= 0) { // Update high score if current score is higher if (LK.getScore() > highScore) { highScore = LK.getScore(); storage.highScore = highScore; } // Add score to global leaderboard addScoreToLeaderboard(LK.getScore()); // Pass the current score and high score to game over display LK.showGameOver({ score: LK.getScore(), highScore: highScore }); } 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; }); var Heart = Container.expand(function () { var self = Container.call(this); // Create a red heart shape (using blade asset tinted red) var heartShape = self.attachAsset('blade', { anchorX: 0.5, anchorY: 0.5, width: 60, height: 60 }); heartShape.tint = 0xFF0000; return self; }); var Leaderboard = Container.expand(function () { var self = Container.call(this); self.visible = false; // Background panel var panel = self.attachAsset('blade', { anchorX: 0.5, anchorY: 0.5, width: 1500, height: 1800 }); panel.tint = 0x2c3e50; panel.alpha = 0.9; // Title var title = new Text2('GLOBAL LEADERBOARD', { size: 100, fill: 0xFFFFFF }); title.anchor.set(0.5, 0); title.y = -800; self.addChild(title); // Scores container var scoresContainer = new Container(); scoresContainer.y = -650; self.addChild(scoresContainer); self.scoresContainer = scoresContainer; // Close button var closeBtn = self.attachAsset('blade', { anchorX: 0.5, anchorY: 0.5, width: 80, height: 80 }); closeBtn.tint = 0xFF0000; closeBtn.x = 700; closeBtn.y = -800; // X symbol on close button var closeX1 = self.attachAsset('blade', { anchorX: 0.5, anchorY: 0.5, width: 40, height: 8 }); closeX1.tint = 0xFFFFFF; closeX1.rotation = Math.PI / 4; closeX1.x = 700; closeX1.y = -800; var closeX2 = self.attachAsset('blade', { anchorX: 0.5, anchorY: 0.5, width: 40, height: 8 }); closeX2.tint = 0xFFFFFF; closeX2.rotation = -Math.PI / 4; closeX2.x = 700; closeX2.y = -800; // Close button interaction closeBtn.interactive = true; closeBtn.down = function (x, y, obj) { self.hide(); }; // Show leaderboard self.show = function (scores) { self.visible = true; self.updateScores(scores); }; // Hide leaderboard self.hide = function () { self.visible = false; }; // Update scores display self.updateScores = function (scores) { // Clear existing score entries while (scoresContainer.children.length > 0) { scoresContainer.removeChildAt(0); } // Add score entries for (var i = 0; i < scores.length; i++) { var entry = scores[i]; var yPos = i * 120; // Rank var rank = new Text2(i + 1 + '.', { size: 80, fill: 0xFFFFFF }); rank.anchor.set(1, 0); rank.x = -600; rank.y = yPos; scoresContainer.addChild(rank); // Username var username = entry.username || "Player"; var usernameText = new Text2(username, { size: 60, fill: 0xFFFFFF }); usernameText.anchor.set(0, 0); usernameText.x = -500; usernameText.y = yPos; scoresContainer.addChild(usernameText); // Score value var scoreText = new Text2(entry.score.toString(), { size: 80, fill: 0xFFD700 }); scoreText.anchor.set(0, 0); scoreText.x = 0; scoreText.y = yPos; scoresContainer.addChild(scoreText); } // Add message if no scores if (scores.length === 0) { var noScores = new Text2("No scores yet!", { size: 80, fill: 0xFFFFFF }); noScores.anchor.set(0.5, 0); noScores.y = 100; scoresContainer.addChild(noScores); } }; return self; }); var LeaderboardButton = Container.expand(function () { var self = Container.call(this); // Create button background var buttonBg = self.attachAsset('blade', { anchorX: 0.5, anchorY: 0.5, width: 400, height: 120 }); buttonBg.tint = 0x3498db; // Create button text that says LEADERBOARD var buttonText = new Text2('LEADERBOARD', { size: 60, fill: 0xFFFFFF }); buttonText.anchor.set(0.5, 0.5); self.addChild(buttonText); // Button interaction self.down = function (x, y, obj) { // Scale down effect on press tween(self, { scaleX: 0.9, scaleY: 0.9 }, { duration: 100 }); // Show leaderboard showLeaderboard(); }; self.up = function (x, y, obj) { // Scale back to normal on release tween(self, { scaleX: 1, scaleY: 1 }, { duration: 100 }); }; return self; }); var PlayAreaBoundary = Container.expand(function (isTop) { var self = Container.call(this); var line = self.attachAsset('blade', { anchorX: 0, anchorY: 0.5, width: GAME_WIDTH, height: 10 }); line.tint = 0xFFFFFF; line.alpha = 0.7; 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 = 1000; // Decreased spawn interval minimum for more frequent spawning var SPAWN_INTERVAL_MAX = 2000; // Decreased spawn interval maximum for more frequent spawning var SPAWN_COUNT_MIN = 1; var SPAWN_COUNT_MAX = 2; // Increased to spawn more fruits at once var FRUIT_TYPES = ['watermelon', 'apple', 'orange', 'kiwi', 'strawberry']; var BOSS_FRUIT_TYPES = ['strawberry', 'kiwi', 'orange', 'apple']; // Boss fruit for each level var LEVEL_THRESHOLDS = [5, 50, 150, 300]; // Score thresholds for each level boss var LEVEL_FRUITS = [['strawberry'], // Level 1 fruits ['strawberry', 'kiwi'], // Level 2 fruits ['strawberry', 'kiwi', 'orange'], // Level 3 fruits ['strawberry', 'kiwi', 'orange', 'apple'] // Level 4 fruits ]; var BOMB_PROBABILITY = 0.2; // Increased bomb probability // 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 nextLevelNotified = false; var showingLevelText = false; var levelTextTimer = 0; var levelText; // Level notification text var missedFruits = 0; // Counter for missed fruits var missedText; // Text to display missed count var highScore = storage.highScore || 0; // Get high score from storage or default to 0 var highScoreText; // Text to display high score var leaderboardButton; // Button to open leaderboard var leaderboard; // Leaderboard UI component var playerLives = 3; // Player starts with 3 lives var heartsDisplay; // Container for heart icons // Parse leaderboard scores from storage or use empty array if none exists var leaderboardScores = []; if (storage.leaderboardScores) { var scoresArray = storage.leaderboardScores.split(';'); for (var i = 0; i < scoresArray.length; i++) { if (scoresArray[i]) { var parts = scoresArray[i].split(','); var scoreObj = { score: parseInt(parts[0]) }; if (parts.length > 1) { scoreObj.username = parts[1]; } leaderboardScores.push(scoreObj); } } } // Global leaderboard data var playerName = storage.playerName || "Player"; // Get saved player name or use default // UI elements var scoreTxt; var comboTxt; function setupGame() { // Prompt for player name if not already stored if (!storage.playerName) { var defaultName = "Player"; // Skip popup for now and just use default name // LK.showPopup is not available in the current version storage.playerName = defaultName; playerName = defaultName; } // Create blade blade = game.addChild(new Blade()); // Create boss but don't activate it yet boss = game.addChild(new Boss(currentLevel)); // Set up score display scoreTxt = new Text2('0', { size: 100, fill: 0xFFFFFF, weight: 'bold' // Make text bold }); 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 up level text display levelText = new Text2('Level 1', { size: 120, fill: 0xFFFFFF }); levelText.anchor.set(0.5, 0.5); levelText.x = GAME_WIDTH / 2; levelText.y = GAME_HEIGHT / 2; levelText.alpha = 0; game.addChild(levelText); // Add level display to top right levelDisplay = new Text2('Level: 1', { size: 100, fill: 0xFFFFFF, weight: 'bold' // Make text bold }); levelDisplay.anchor.set(1, 0); levelDisplay.x = GAME_WIDTH - 50; // Right justified 50px from right wall levelDisplay.y = 100; game.addChild(levelDisplay); // Initialize missed counter missedFruits = 0; // Initialize the missed counter display through the dedicated function updateMissedCounter(); // Set up high score display highScoreText = new Text2('Your High Score: ' + highScore, { size: 60, fill: 0xFFFFFF }); highScoreText.anchor.set(0, 1); highScoreText.x = 50; highScoreText.y = -30; // Position at the bottom, moved 20 pixels below LK.gui.bottomLeft.addChild(highScoreText); // Create hearts display for lives heartsDisplay = new Container(); heartsDisplay.x = GAME_WIDTH - 100; // Right justified 100px from right wall heartsDisplay.y = 250; // 250px from top game.addChild(heartsDisplay); // Add initial hearts (3 lives) updateLivesDisplay(); // Set up leaderboard button leaderboardButton = new LeaderboardButton(); leaderboardButton.x = GAME_WIDTH - 220; leaderboardButton.y = GAME_HEIGHT - 100; game.addChild(leaderboardButton); // Create and position leaderboard UI leaderboard = new Leaderboard(); leaderboard.x = GAME_WIDTH / 2; leaderboard.y = GAME_HEIGHT / 2; leaderboard.visible = false; game.addChild(leaderboard); // 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; nextLevelNotified = false; LK.setScore(0); missedFruits = 0; playerLives = 3; // Reset lives to 3 // Add play area boundary lines var topBoundary = new PlayAreaBoundary(true); topBoundary.y = 300; // Position 300px from the top game.addChild(topBoundary); var bottomBoundary = new PlayAreaBoundary(false); bottomBoundary.y = GAME_HEIGHT - 200; // Position 200px from the bottom game.addChild(bottomBoundary); // Show level 1 text at start showLevelText(1); } // Function to display level text function showLevelText(level) { levelText.setText('Level ' + level); levelText.alpha = 0; showingLevelText = true; // Update level display in top right levelDisplay.setText('Level: ' + level); // Animate the level text tween(levelText, { alpha: 1 }, { duration: 500, easing: tween.easeOut, onFinish: function onFinish() { // Hold the text visible for a moment levelTextTimer = Date.now() + 2000; } }); } function spawnFruits() { var count = Math.floor(Math.random() * (SPAWN_COUNT_MAX - SPAWN_COUNT_MIN + 1)) + SPAWN_COUNT_MIN; // Get appropriate fruit types for current level var availableFruits = LEVEL_FRUITS[currentLevel - 1] || ['strawberry']; for (var i = 0; i < count; i++) { var isBomb = Math.random() < BOMB_PROBABILITY; var type = isBomb ? 'bomb' : availableFruits[Math.floor(Math.random() * availableFruits.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') { // Lose a life when hitting a bomb LK.getSound('explosion').play(); LK.effects.flashScreen(0xFF0000, 500); playerLives--; // Reduce lives by 1 updateLivesDisplay(); // Update hearts display // If no lives left, game over if (playerLives <= 0) { // Update high score if current score is higher if (LK.getScore() > highScore) { highScore = LK.getScore(); storage.highScore = highScore; } // Add score to global leaderboard addScoreToLeaderboard(LK.getScore()); // Pass the current score and high score to game over display LK.showGameOver({ score: LK.getScore(), highScore: highScore }); } 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; } // Show the leaderboard UI function showLeaderboard() { if (leaderboard) { leaderboard.show(leaderboardScores); } } // Update the hearts display based on current lives function updateLivesDisplay() { // Clear existing hearts while (heartsDisplay.children.length > 0) { heartsDisplay.removeChildAt(0); } // Add new hearts based on current lives for (var i = 0; i < playerLives; i++) { var heart = new Heart(); heart.x = -i * 80; // Space hearts horizontally from right to left heartsDisplay.addChild(heart); } // Update the missed counter updateMissedCounter(); } // Dedicated function to update missed fruits counter and its color function updateMissedCounter() { // Determine color based on missed count var missedColor; if (missedFruits <= 3) { missedColor = 0x00FF00; // Green for 0-3 misses } else if (missedFruits <= 6) { missedColor = 0xFFA500; // Orange for 4-6 misses } else { missedColor = 0xFF0000; // Red for 7-10 misses } // Remove old text from parent if it exists if (missedText && missedText.parent) { missedText.parent.removeChild(missedText); } // Create new Text2 with the appropriate color missedText = new Text2('Missed: ' + missedFruits + '/10', { size: 100, fill: missedColor, // Apply the color based on missed count weight: 'bold' // Make text bold }); missedText.anchor.set(1, 0); missedText.x = GAME_WIDTH - 50; missedText.y = 10; game.addChild(missedText); } // Add a score to the leaderboard function addScoreToLeaderboard(score) { // Only add score if it's greater than 0 if (score <= 0) { return; } // Add new score to leaderboard with Upit username or 'Anon' var username = LK.getUptUsername ? LK.getUptUsername() : 'Anon'; leaderboardScores.push({ score: score, username: username }); // Sort leaderboard by score (highest first) leaderboardScores.sort(function (a, b) { return b.score - a.score; }); // Limit to top 10 scores if (leaderboardScores.length > 10) { leaderboardScores = leaderboardScores.slice(0, 10); } // Save to storage - convert to simple string format to avoid undefined JSON error var scoresString = ''; for (var i = 0; i < leaderboardScores.length; i++) { scoresString += leaderboardScores[i].score + "," + (leaderboardScores[i].username || "Player"); if (i < leaderboardScores.length - 1) { scoresString += ';'; } } storage.leaderboardScores = scoresString; } ; // Game update function game.update = function () { var currentTime = Date.now(); // Handle level text animation if (showingLevelText && currentTime > levelTextTimer && levelText.alpha > 0) { tween(levelText, { alpha: 0 }, { duration: 500, easing: tween.easeIn, onFinish: function onFinish() { showingLevelText = false; } }); } // Check if we should activate the boss fight based on score if (currentLevel <= 4 && LK.getScore() >= LEVEL_THRESHOLDS[currentLevel - 1] && !bossActivated && !nextLevelNotified) { bossActivated = true; // Create a new boss for the current level if (boss) { boss.destroy(); } boss = game.addChild(new Boss(currentLevel)); 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 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()) { // Only count missed fruits that aren't bombs or already sliced if (!fruit.sliced && fruit.type !== 'bomb') { missedFruits++; // Update the missed counter with new value and color updateMissedCounter(); // Game over if 10 fruits are missed if (missedFruits >= 10) { LK.effects.flashScreen(0xFF0000, 800); // Update high score if current score is higher if (LK.getScore() > highScore) { highScore = LK.getScore(); storage.highScore = highScore; } // Add score to global leaderboard addScoreToLeaderboard(LK.getScore()); // Pass the current score and high score to game over display LK.showGameOver({ score: LK.getScore(), highScore: highScore }); } } 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; nextLevelNotified = false; // Move to next level if we haven't reached level 4 yet if (currentLevel < 4) { currentLevel++; // Show level notification showLevelText(currentLevel); } else if (currentLevel === 4) { // Player has beaten all levels LK.effects.flashScreen(0x00FF00, 800); // Show "You Win" screen after completing all levels if (LK.getScore() > highScore) { highScore = LK.getScore(); storage.highScore = highScore; } // Add score to global leaderboard addScoreToLeaderboard(LK.getScore()); // Show you win screen LK.showYouWin({ score: LK.getScore(), highScore: highScore }); } } // 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
@@ -638,9 +638,10 @@
boss = game.addChild(new Boss(currentLevel));
// Set up score display
scoreTxt = new Text2('0', {
size: 100,
- fill: 0xFFFFFF
+ fill: 0xFFFFFF,
+ weight: 'bold' // Make text bold
});
scoreTxt.anchor.set(0.5, 0);
scoreTxt.y = 30;
LK.gui.top.addChild(scoreTxt);
@@ -665,9 +666,10 @@
game.addChild(levelText);
// Add level display to top right
levelDisplay = new Text2('Level: 1', {
size: 100,
- fill: 0xFFFFFF
+ fill: 0xFFFFFF,
+ weight: 'bold' // Make text bold
});
levelDisplay.anchor.set(1, 0);
levelDisplay.x = GAME_WIDTH - 50; // Right justified 50px from right wall
levelDisplay.y = 100;
@@ -905,9 +907,11 @@
}
// Create new Text2 with the appropriate color
missedText = new Text2('Missed: ' + missedFruits + '/10', {
size: 100,
- fill: missedColor // Apply the color based on missed count
+ fill: missedColor,
+ // Apply the color based on missed count
+ weight: 'bold' // Make text bold
});
missedText.anchor.set(1, 0);
missedText.x = GAME_WIDTH - 50;
missedText.y = 10;
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