User prompt
Please fix the bug: 'Script error.' in or related to this line: 'liquids.push(liquid);' Line Number: 112
User prompt
Please fix the bug: 'Script error.' in or related to this line: 'self.liquids[i].y = -i * 100;' Line Number: 33
User prompt
Remove liquid class and notions of potions
User prompt
The system is not well designed. Rework that by creating a Tube class that will handle the tube and liquids within it.
User prompt
Clean code
User prompt
After creating tubes and liquids, change z-index because Liquids should be rendered prior to tubes to appear inside them
User prompt
Please fix the bug: 'Script error.' in or related to this line: 'tubes[0].addLiquid(createLiquid('liquidRed'));' Line Number: 137
User prompt
Liquids should be rendered prior to tubes to appear inside them
User prompt
Now fix red and blue liquids aren’t visible
User prompt
Tube selection still not working. Change the system by using down event on tube class instead of global down event
User prompt
Highlight selected tube by making it bigger (w & h)
User prompt
Fix tube selection not working
User prompt
Please fix the bug: 'Script error.' in or related to this line: 'if (tubes[i].containsPoint({' Line Number: 140
User prompt
Please fix the bug: 'ReferenceError: Can't find variable: score' in or related to this line: 'updateScore(score + 10); // Increase score by 10 for each potion created' Line Number: 134
User prompt
Please fix the bug: 'ReferenceError: Can't find variable: createPotion' in or related to this line: 'createPotion(newPotionX, newPotionY);' Line Number: 122
User prompt
Please fix the bug: 'ReferenceError: Can't find variable: timeLeft' in or related to this line: 'updateTimer(timeLeft - 1);' Line Number: 158
User prompt
Please fix the bug: 'ReferenceError: Can't find variable: liquids' in or related to this line: 'for (var i = 0; i < liquids.length; i++) {' Line Number: 161
User prompt
No no no. Start all over with this principle : it’s a puzzle game were you have tubes containing multiple liquids and one or more empty tubes. Tap one vial to select it, then tap the vial you want to pour the liquid into. Only one color at a time will be poured into the vial. You can only pour a color onto the same color. Your goal is to separate all the colors into different vials!
Initial prompt
Mystic Mix
/**** * Classes ****/ //<Assets used in the game will automatically appear here> // Class for magical liquids var Liquid = Container.expand(function () { var self = Container.call(this); var liquidGraphics = self.attachAsset('liquid', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { // Liquid specific update logic }; }); // Class for potions var Potion = Container.expand(function () { var self = Container.call(this); var potionGraphics = self.attachAsset('potion', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { // Potion specific update logic }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 //Init game with black background }); /**** * Game Code ****/ // Initialize arrays and variables var liquids = []; var potions = []; var score = 0; var timeLeft = 60; // 60 seconds timer // Create score display var scoreTxt = new Text2('Score: 0', { size: 100, fill: "#ffffff" }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // Create timer display var timerTxt = new Text2('Time: 60', { size: 100, fill: "#ffffff" }); timerTxt.anchor.set(0.5, 0); LK.gui.topRight.addChild(timerTxt); // Function to update score function updateScore(newScore) { score = newScore; scoreTxt.setText('Score: ' + score); } // Function to update timer function updateTimer(newTime) { timeLeft = newTime; timerTxt.setText('Time: ' + timeLeft); } // Function to create a new liquid function createLiquid(x, y) { var newLiquid = new Liquid(); newLiquid.x = x; newLiquid.y = y; liquids.push(newLiquid); game.addChild(newLiquid); } // Function to create a new potion function createPotion(x, y) { var newPotion = new Potion(); newPotion.x = x; newPotion.y = y; potions.push(newPotion); game.addChild(newPotion); } // Function to handle combining liquids function combineLiquids(liquid1, liquid2) { // Logic to combine liquids and create a potion var newPotionX = (liquid1.x + liquid2.x) / 2; var newPotionY = (liquid1.y + liquid2.y) / 2; createPotion(newPotionX, newPotionY); liquid1.destroy(); liquid2.destroy(); liquids.splice(liquids.indexOf(liquid1), 1); liquids.splice(liquids.indexOf(liquid2), 1); updateScore(score + 10); // Increase score by 10 for each potion created } // Event handler for touch/mouse down game.down = function (x, y, obj) { createLiquid(x, y); }; // Event handler for touch/mouse up game.up = function (x, y, obj) { // Logic to handle releasing touch/mouse }; // Event handler for touch/mouse move game.move = function (x, y, obj) { // Logic to handle moving touch/mouse }; // Game update function game.update = function () { // Update timer if (LK.ticks % 60 == 0) { // Decrease time every second updateTimer(timeLeft - 1); if (timeLeft <= 0) { LK.showGameOver(); } } // Check for liquid combinations for (var i = 0; i < liquids.length; i++) { for (var j = i + 1; j < liquids.length; j++) { if (liquids[i].intersects(liquids[j])) { combineLiquids(liquids[i], liquids[j]); } } } };
/****
* Classes
****/
//<Assets used in the game will automatically appear here>
// Class for magical liquids
var Liquid = Container.expand(function () {
var self = Container.call(this);
var liquidGraphics = self.attachAsset('liquid', {
anchorX: 0.5,
anchorY: 0.5
});
self.update = function () {
// Liquid specific update logic
};
});
// Class for potions
var Potion = Container.expand(function () {
var self = Container.call(this);
var potionGraphics = self.attachAsset('potion', {
anchorX: 0.5,
anchorY: 0.5
});
self.update = function () {
// Potion specific update logic
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000 //Init game with black background
});
/****
* Game Code
****/
// Initialize arrays and variables
var liquids = [];
var potions = [];
var score = 0;
var timeLeft = 60; // 60 seconds timer
// Create score display
var scoreTxt = new Text2('Score: 0', {
size: 100,
fill: "#ffffff"
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
// Create timer display
var timerTxt = new Text2('Time: 60', {
size: 100,
fill: "#ffffff"
});
timerTxt.anchor.set(0.5, 0);
LK.gui.topRight.addChild(timerTxt);
// Function to update score
function updateScore(newScore) {
score = newScore;
scoreTxt.setText('Score: ' + score);
}
// Function to update timer
function updateTimer(newTime) {
timeLeft = newTime;
timerTxt.setText('Time: ' + timeLeft);
}
// Function to create a new liquid
function createLiquid(x, y) {
var newLiquid = new Liquid();
newLiquid.x = x;
newLiquid.y = y;
liquids.push(newLiquid);
game.addChild(newLiquid);
}
// Function to create a new potion
function createPotion(x, y) {
var newPotion = new Potion();
newPotion.x = x;
newPotion.y = y;
potions.push(newPotion);
game.addChild(newPotion);
}
// Function to handle combining liquids
function combineLiquids(liquid1, liquid2) {
// Logic to combine liquids and create a potion
var newPotionX = (liquid1.x + liquid2.x) / 2;
var newPotionY = (liquid1.y + liquid2.y) / 2;
createPotion(newPotionX, newPotionY);
liquid1.destroy();
liquid2.destroy();
liquids.splice(liquids.indexOf(liquid1), 1);
liquids.splice(liquids.indexOf(liquid2), 1);
updateScore(score + 10); // Increase score by 10 for each potion created
}
// Event handler for touch/mouse down
game.down = function (x, y, obj) {
createLiquid(x, y);
};
// Event handler for touch/mouse up
game.up = function (x, y, obj) {
// Logic to handle releasing touch/mouse
};
// Event handler for touch/mouse move
game.move = function (x, y, obj) {
// Logic to handle moving touch/mouse
};
// Game update function
game.update = function () {
// Update timer
if (LK.ticks % 60 == 0) {
// Decrease time every second
updateTimer(timeLeft - 1);
if (timeLeft <= 0) {
LK.showGameOver();
}
}
// Check for liquid combinations
for (var i = 0; i < liquids.length; i++) {
for (var j = i + 1; j < liquids.length; j++) {
if (liquids[i].intersects(liquids[j])) {
combineLiquids(liquids[i], liquids[j]);
}
}
}
};
Basic white Restart icon (rounded arrow). UI
Une classe d’une école de sorcière sans les élèves.
un sablier de sorcière.
a bubble.
exploded broken glass
Yound generously beautifull teacher witch smiling, with glasses, a black witch hat, holding a little brown book in her hands and looking at the camera. wearing light black clothes. Torso head and hat should appear.
tap
Sound effect
drop
Sound effect
reset
Sound effect
wrong
Sound effect
yes
Sound effect
goodJob
Sound effect
pouring
Sound effect
welcome
Sound effect
rememberTheRules
Sound effect
letsgo
Sound effect
hurryUp
Sound effect
boom
Sound effect
tryAgain
Sound effect
rainbowBoom
Sound effect
youDidIt
Sound effect
letmetry
Sound effect
rainbowMix
Sound effect
thankYou1
Sound effect
thankYou2
Sound effect
thankYou3
Sound effect
thankYou4
Sound effect
bonusTime
Sound effect