User prompt
Make the font for the time look glass like color yellow
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Replicate the RedBonusBall logic to the GreenBonusBall logic
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The game is still ending
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Examine and rectify all the methods for GreenBonusBall to prevent game over
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Rectify the drop method of the GreenBonusBall
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When the time hits 60, increase the speed of falling balls by one
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Correct overlapping logic
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For every bonus ball that enters the correct bucket, add five points to the score and add a sound that says either Yes or Way to go
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Play background music
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Remove the background from the timer
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The font for the timer should be 10
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Add a glass like background for the timer
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The timer and the score font color should be bold maroon
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Add a time at the top right part of the game canvas on the same level as the scores
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Add a glass like maroon background for the the score part
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The GreenBonusBall is collected by the GreenBucket
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Remove the BonusBlueBall class and all it's dependants
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Please fix the bug: 'ReferenceError: BonusBlueBall is not defined' in or related to this line: 'var newBlueBonusBall = new BonusBlueBall();' Line Number: 345
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Collect the BlueBonusBall
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Please fix the bug: 'ReferenceError: BonusBlueBall is not defined' in or related to this line: 'var newBlueBonusBall = new BonusBlueBall();' Line Number: 345
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Make all the necessary corrections
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As long as the ball enters the correct bucket let it settle there instead of bursting or disappear
Code edit (1 edits merged)
Please save this source code
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Please fix the bug: 'ReferenceError: BonusBlueBall is not defined' in or related to this line: 'var newBlueBonusBall = new BonusBlueBall();' Line Number: 343
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BlueBonusBall is collected by Blue bucket
/**** * Classes ****/ var Ball = Container.expand(function (color) { var self = Container.call(this); self.attachAsset(color + 'Ball', { anchorX: 0.5, anchorY: 0.5 }); self.color = color; self.speed = 4; self.dragging = false; self.dragStartX = 0; self.dragStartY = 0; self.update = function () { if (!self.dragging) { self.y += self.speed; } if (self.x < 40) { self.x = 40; } if (self.x > 2008) { self.x = 2008; } }; self.startDrag = function (x, y) { self.dragging = true; self.dragStartX = x - self.x; self.dragStartY = y - self.y; self.speed = 0; }; self.drag = function (x, y) { if (self.dragging) { self.x = x - self.dragStartX; self.y = y - self.dragStartY; } }; self.stopDrag = function () { self.dragging = false; self.drop(); }; self.drop = function () { self.speed = 7; for (var i = 0; i < buckets.length; i++) { if (buckets[i].intersects(self)) { if ((self.color === 'Red' || self.color === 'RedBonus') && buckets[i].color === 'Red' || (self.color === 'Blue' || self.color === 'BlueBonus') && buckets[i].color === 'Blue' || (self.color === 'Green' || self.color === 'GreenBonus') && buckets[i].color === 'Green') { LK.getSound('Poof').play(); score++; scoreTxt.setText(score); if (self.color === 'Blue' && buckets[i].color === 'Blue' || self.color === 'Green' && buckets[i].color === 'Green' || self.color === 'Red' && buckets[i].color === 'Red') { self.speed = 0; self.y = buckets[i].y - buckets[i].height / 2 + self.height / 2 + balls.filter(function (ball) { return ball.color === self.color && ball.settled; }).length * self.height; self.settled = true; } else { LK.effects.flashObject(self, 0xffffff, 500); LK.getSound('GameEnd').play(); self.destroy(); balls.splice(balls.indexOf(self), 1); } break; } else { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); return; } } } }; self.intersects = function (obj) { return obj.x >= self.x - self.width / 2 && obj.x <= self.x + self.width / 2 && obj.y >= self.y - self.height / 2 && obj.y <= self.y + self.height / 2; }; return self; }); var RedBonusBall = Ball.expand(function () { var self = Ball.call(this, 'RedBonus'); self.drop = function () { self.speed = 6; for (var i = 0; i < buckets.length; i++) { if (self.intersects(buckets[i])) { if (buckets[i].color === 'Red') { score += 20; LK.getSound('Poof').play(); scoreTxt.setText(score); for (var j = 0; j < balls.length; j++) { if (balls[j].color === 'Red' && balls[j].settled) { balls[j].destroy(); balls.splice(j, 1); j--; } } LK.getSound('GameEnd').play(); LK.effects.flashObject(buckets[i], 0xff0000, 500); // Flash the RedBucket to indicate explosion LK.effects.flashObject(self, 0xffffff, 500); self.destroy(); balls.splice(balls.indexOf(self), 1); break; } } } }; return self; }); var GreenBonusBall = Ball.expand(function () { var self = Ball.call(this, 'GreenBonus'); self.drop = function () { self.speed = 5; for (var i = 0; i < buckets.length; i++) { if (self.intersects(buckets[i])) { if (buckets[i].color === 'Green') { score += 10; LK.getSound('Poof').play(); scoreTxt.setText(score); for (var j = 0; j < balls.length; j++) { if (balls[j].color === 'Green' && balls[j].settled) { balls[j].destroy(); balls.splice(j, 1); j--; } } self.speed = 0; self.y = buckets[i].y - buckets[i].height / 2 + self.height / 2; self.settled = true; self.destroy(); balls.splice(balls.indexOf(self), 1); break; } } } for (var i = 0; i < buckets.length; i++) { if (self.intersects(buckets[i])) { if (buckets[i].color === 'Green') { score += 10; LK.getSound('Poof').play(); scoreTxt.setText(score); for (var j = 0; j < balls.length; j++) { if (balls[j].color === 'Green' && balls[j].settled) { balls[j].destroy(); balls.splice(j, 1); j--; } } LK.effects.flashObject(self, 0xffffff, 500); self.destroy(); balls.splice(balls.indexOf(self), 1); // Continue the game without ending it break; } } } }; return self; }); // Removed duplicate BonusBlueBall definition var BlueBall = Ball.expand(function () { var self = Ball.call(this, 'Blue'); self.drop = function () { self.speed = 5; for (var i = 0; i < buckets.length; i++) { if (self.intersects(buckets[i])) { if (buckets[i].color === 'Blue') { score += 1; LK.getSound('Poof').play(); scoreTxt.setText(score); self.speed = 0; self.y = buckets[i].y - buckets[i].height / 2 + self.height / 2 + balls.filter(function (ball) { return ball.color === 'Blue' && ball.settled; }).length * self.height; self.settled = true; LK.getSound('GameEnd').play(); break; } else if (buckets[i].color === 'Blue' && self.color === 'BlueBonus') { score += 10; LK.getSound('Poof').play(); scoreTxt.setText(score); self.destroy(); balls.splice(balls.indexOf(self), 1); break; } } } }; return self; }); var BonusBall = Container.expand(function () { var self = Container.call(this); self.update = function () { // Define the update behavior for BonusBall }; return self; }); var Bucket = Container.expand(function (color, xPosition) { var self = Container.call(this); self.attachAsset(color + 'Bucket', { anchorX: 0.5, anchorY: 0.5 }); self.color = color; self.x = xPosition; self.y = 2600; self.intersects = function (obj) { return obj.x >= self.x - self.width / 2 && obj.x <= self.x + self.width / 2 && obj.y >= self.y - self.height / 2 && obj.y <= self.y + self.height / 2; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x40E0D0 // Turquoise background }); /**** * Game Code ****/ // Play cool music in the background at all times LK.playMusic('Cool', { loop: true }); var balls = []; var buckets = []; var score = 0; var scoreBackground = LK.getAsset('scoreBackground', { width: 400, height: 200, color: 0x800000, // Maroon color alpha: 0.5, // Semi-transparent for glass-like effect anchorX: 0.5, anchorY: 0 }); LK.gui.top.addChild(scoreBackground); var scoreTxt = new Text2('0', { size: 150, fill: 0x800000, // Bold maroon color fontWeight: 'bold' // Set font weight to bold }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // Add a timer display at the top right var timerTxt = new Text2('0:00', { size: 150, fill: 0x800000, // Bold maroon color fontWeight: 'bold' // Set font weight to bold }); timerTxt.anchor.set(1, 0); // Anchor to the top right LK.gui.topRight.addChild(timerTxt); // Update the timer every second var startTime = Date.now(); LK.setInterval(function () { var elapsedTime = Math.floor((Date.now() - startTime) / 1000); var minutes = Math.floor(elapsedTime / 60); var seconds = elapsedTime % 60; timerTxt.setText(minutes + ':' + (seconds < 10 ? '0' : '') + seconds); }, 1000); var bucketWidth = 350; // Width of the bucket var bucketSpacing = (2048 - 3 * bucketWidth) / 4; // Calculate spacing between buckets buckets.push(game.addChild(new Bucket('Blue', bucketSpacing + bucketWidth / 2, 2600))); buckets.push(game.addChild(new Bucket('Green', 2 * bucketSpacing + 1.5 * bucketWidth, 2600))); buckets.push(game.addChild(new Bucket('Red', 3 * bucketSpacing + 2.5 * bucketWidth, 2600))); function spawnBall() { var colors = ['Red', 'Blue', 'Green']; var newBall; if (Math.random() < 0.1) { // 10% chance to spawn a bonus ball newBall = new BonusBall(); } else { var color = colors[Math.floor(Math.random() * colors.length)]; newBall = new Ball(color); } var bucketPositions = [400, 1024, 1648]; // x-positions of the buckets var randomOffset = (Math.random() - 0.5) * 200; // Random offset to allow some variation newBall.x = bucketPositions[Math.floor(Math.random() * bucketPositions.length)] + randomOffset; newBall.y = 0; balls.push(newBall); game.addChild(newBall); } game.update = function () { for (var i = balls.length - 1; i >= 0; i--) { balls[i].update(); for (var j = 0; j < buckets.length; j++) { if (balls[i].intersects(buckets[j])) { if (balls[i].color === buckets[j].color || balls[i].color === 'RedBonus' && buckets[j].color === 'Red') { score++; scoreTxt.setText(score); if (balls[i].color === 'Blue' && buckets[j].color === 'Blue') { balls[i].speed = 0; balls[i].y = buckets[j].y - buckets[j].height / 2 + balls[i].height / 2; balls[i].settled = true; } else { balls[i].destroy(); balls.splice(i, 1); } break; } else if (buckets[j].color === 'Green' && (balls[i].color === 'Blue' || balls[i].color === 'Red') || buckets[j].color === 'Blue' && (balls[i].color === 'Green' || balls[i].color === 'Red') || buckets[j].color === 'Red' && (balls[i].color === 'Green' || balls[i].color === 'Blue')) { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); return; } else { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); return; } } } if (balls[i] && balls[i].y > 2600) { balls[i].destroy(); balls.splice(i, 1); } } Ball.prototype.speed = score >= 30 ? 5 : 2 + Math.floor(LK.ticks / 3600); // Increase speed to 5 after 30 points, otherwise increase by 1 every minute if (score >= 40) { if (LK.ticks % 30 === 0) { // Increase spawn rate after score reaches 40 spawnBall(); } } else { if (LK.ticks % 60 === 0) { spawnBall(); } } var bonusBallExists = balls.some(function (ball) { return ball.color && ball.color.includes('Bonus'); }); if (!bonusBallExists) { if (Math.random() < 0.005) { // 1% chance every tick for GreenBonusBall var newGreenBonusBall = new GreenBonusBall(); newGreenBonusBall.x = Math.random() * 2048; newGreenBonusBall.y = 0; balls.push(newGreenBonusBall); game.addChild(newGreenBonusBall); } else if (Math.random() < 0.005) { // 1% chance every tick for RedBonusBall var newRedBonusBall = new RedBonusBall(); newRedBonusBall.x = Math.random() * 2048; newRedBonusBall.y = 0; balls.push(newRedBonusBall); game.addChild(newRedBonusBall); } } }; game.down = function (x, y) { for (var i = 0; i < balls.length; i++) { if (balls[i].intersects({ x: x, y: y })) { balls[i].startDrag(x, y); break; } } }; game.move = function (x, y) { for (var i = 0; i < balls.length; i++) { if (balls[i].dragging) { balls[i].drag(x, y); } } }; game.up = function () { for (var i = 0; i < balls.length; i++) { if (balls[i].dragging) { balls[i].stopDrag(); } } }; // Attach event listeners for dragging game.on('pointerdown', game.down); game.on('pointermove', game.move); game.on('pointerup', game.up);
===================================================================
--- original.js
+++ change.js
@@ -215,9 +215,11 @@
/****
* Game Code
****/
// Play cool music in the background at all times
-LK.playMusic('Cool');
+LK.playMusic('Cool', {
+ loop: true
+});
var balls = [];
var buckets = [];
var score = 0;
var scoreBackground = LK.getAsset('scoreBackground', {
A red ball with the words bonus. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A Green ball written bonus. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Metallic marron clear background. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.