User prompt
allways show the 4 items in the bottom of the screen
User prompt
make sure items are made visible on level start if any customer needs that item
User prompt
refactor items creation so that they dotn blink in the beginning of every level
User prompt
Please fix the bug: 'Uncaught ReferenceError: customerGraphics is not defined' in or related to this line: 'customer.shadow.y = customer.y + customerGraphics.height / 2;' Line Number: 351
User prompt
ensure shadows are correctly positioned
User prompt
clear cache after every level
User prompt
make sure all items required are displayed in the l evel
User prompt
Please fix the bug: 'Timeout.tick error: Cannot read properties of undefined (reading 'type')' in or related to this line: 'if (currentLevel.items.includes(item.type)) {' Line Number: 429
User prompt
only create items once on game start and reposition or hide depending on the level needs
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot set properties of null (setting 'visible')' in or related to this line: 'customer.orderBubble.visible = false;' Line Number: 345
User prompt
reuse customers intead of destroying them
User prompt
remove redundancies
User prompt
fix how items are created each level
User prompt
improve game perfromnace without afecting the core of the game
User prompt
fix items from blinking on every level start
User prompt
Please fix the bug: 'Uncaught RangeError: Maximum call stack size exceeded' in or related to this line: 'createItemsAtBottom();' Line Number: 463
User prompt
refactor how items are created in the bottom of the screen
User prompt
improve game performance by reusing customers
User prompt
imrpove game performance by reusingcustomers
User prompt
make sure shadow is shown under customer
User prompt
Please fix the bug: 'TypeError: Cannot set properties of null (setting 'x')' in or related to this line: 'self.shadow.x = self.x;' Line Number: 54
User prompt
improve performance when a lot of customer are in screen by reusing customer
User prompt
refactor how items are recreated on level up
User prompt
fix items flickering when level up
User prompt
fix game performance
/****
* Classes
****/
// Customer class
var Customer = Container.expand(function () {
var self = Container.call(this);
var customerGraphics = self.attachAsset('customer', {
anchorX: 0.5,
anchorY: 0.5
});
self.shadow = LK.getAsset('shadow', {
anchorX: 0.5,
anchorY: 0
});
self.shadow.y = customerGraphics.height / 2;
self.shadow.alpha = 0.5;
self.orderBubble = null;
self.gaugeBar = null;
self.moveToPosition = function (x, y) {
var distance = Math.sqrt(Math.pow(self.x - x, 2) + Math.pow(self.y - y, 2));
var speed = distance / 120; // 60 frames per second
var dx = (x - self.x) / distance * speed;
var dy = (y - self.y) / distance * speed;
self.update = function () {
if (Math.abs(self.x - x) > speed || Math.abs(self.y - y) > speed) {
self.x += dx;
self.y += dy;
self.orderBubble.visible = false;
self.shadow.x = self.x;
self.shadow.y = self.y + customerGraphics.height / 2;
self.orderBubble.x = self.x;
self.orderBubble.y = self.y - self.height / 2 - self.orderBubble.height / 2;
} else {
self.x = x;
self.y = y;
self.orderBubble.alpha = 0;
LK.setTimeout(function () {
self.orderBubble.visible = true;
self.orderBubble.alpha = 1;
}, 500);
self.update = function () {
// Add small up and down movement to the customers
self.y += Math.sin(LK.ticks / 10) * 0.5;
self.shadow.x = self.x;
self.shadow.y = self.y + customerGraphics.height / 2;
self.orderBubble.x = self.x;
self.orderBubble.y = self.y - self.height / 2 - self.orderBubble.height / 2;
};
}
};
};
self.setOrder = function (order) {
if (self.orderBubble) {
self.removeChild(self.orderBubble);
}
// Filter the order to only include items available in the current level
self.order = Array.isArray(order) ? order.filter(function (item) {
return currentLevel.items.includes(item);
}) : [order];
// Ensure that all customers have at least one item in their order
if (self.order.length === 0) {
self.order.push(currentLevel.items[Math.floor(Math.random() * currentLevel.items.length)]);
}
self.orderBubble = new OrderBubble(self.order);
self.orderBubble.x = 0;
self.orderBubble.y = -self.height / 2 - self.orderBubble.height / 2;
if (!self.orderBubble.visible) {
self.orderBubble.visible = false; // Hide order bubble on game start
}
self.addChild(self.orderBubble);
self.update = function () {
// Add small up and down movement to the customers
self.y += Math.sin(LK.ticks / 10) * 0.5;
};
};
self.getOrder = function () {
return self.order;
};
self.on('down', function (x, y, obj) {
LK.getSound('tap').play(); // Play tap sound when customer is touched
if (self.orderBubble && !self.orderBubble.visible) {
self.orderBubble.visible = true;
}
if (selectedItem && self.order.includes(selectedItem.getType())) {
// Dim the item in the order bubble
if (self.orderBubble.orderAsset1 && self.orderBubble.orderAsset1.type === selectedItem.getType()) {
self.orderBubble.orderAsset1.alpha = 0.5;
}
if (self.orderBubble.orderAsset2 && self.orderBubble.orderAsset2.type === selectedItem.getType()) {
self.orderBubble.orderAsset2.alpha = 0.5;
}
// Check if the order is fulfilled
checkOrderFulfillment(self);
}
});
});
// Item class
var Item = Container.expand(function (type) {
var self = Container.call(this);
var itemGraphics = self.attachAsset(type, {
anchorX: 0.5,
anchorY: 0.5
});
self.type = type;
self.getType = function () {
return self.type;
};
self.alpha = 0.5; // Start items as dimmed
self.on('down', function (x, y, obj) {
LK.getSound('tap').play(); // Play tap sound when item is touched
if (selectedItem) {
selectedItem.scaleX = 1;
selectedItem.scaleY = 1;
selectedItem.alpha = 0.5; // Dim the previously selected item
}
selectedItem = self;
console.log("Item selected:", self.type);
self.scaleX = 1.2;
self.scaleY = 1.2;
self.alpha = 1; // Undim the selected item
});
});
// OrderBubble class
var OrderBubble = Container.expand(function (order) {
var self = Container.call(this);
var bubbleGraphics = self.attachAsset('bubble', {
anchorX: 0.5,
anchorY: 0.5
});
self.order = order;
if (Array.isArray(order)) {
if (order.length > 0) {
self.orderAsset1 = self.attachAsset(order[0], {
anchorX: 0.5,
anchorY: 0.5
});
self.orderAsset1.type = order[0];
self.orderAsset1.x = order.length > 1 ? -60 : 0;
self.orderAsset1.y -= 20;
}
if (order.length > 1) {
self.orderAsset2 = self.attachAsset(order[1], {
anchorX: 0.5,
anchorY: 0.5
});
self.orderAsset2.type = order[1];
self.orderAsset2.x = 60;
self.orderAsset2.y -= 20;
}
} else {
self.orderAsset = self.attachAsset(order, {
anchorX: 0.5,
anchorY: 0.5
});
self.orderAsset.x = 0;
self.orderAsset.y -= 20;
}
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x87CEEB // Init game with sky blue background
});
/****
* Game Code
****/
var background = LK.getAsset('background', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2
});
game.addChild(background);
var backgroundTop = LK.getAsset('backgroundTop', {
anchorX: 0.5,
anchorY: 0,
x: 2048 / 2,
y: 0,
alpha: 0.6 // Set alpha to 0.5
});
game.addChild(backgroundTop);
var backgroundBottom = LK.getAsset('backgroundBottom', {
anchorX: 0.5,
anchorY: 1,
x: 2048 / 2,
y: 2732,
alpha: 0.6 // Set alpha to 0.5
});
game.addChild(backgroundBottom);
// Level class
//<Assets used in the game will automatically appear here>
// Initialize arrays and variables
var Level = function Level(levelNumber, customerCount, items) {
this.levelNumber = levelNumber;
this.customerCount = customerCount;
this.items = items;
};
var selectedItem = null; // Variable to track the currently selected item
var currentLevel = null; // Variable to track the current level
var customers = [];
var items = [];
var inventory = []; // Inventory array to hold all items from the bar
var score = 0;
var scoreTxt = new Text2('0', {
size: 90,
fill: "#ffffff",
stroke: "#000000",
strokeThickness: 5,
font: "monospace"
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
var levelTxt = new Text2('LVL 1', {
size: 80,
fill: "#ffffff",
stroke: "#000000",
strokeThickness: 5,
font: "monospace"
});
levelTxt.anchor.set(0, 0);
LK.gui.topLeft.addChild(levelTxt);
var timeTxt = new Text2('Time: 20', {
size: 80,
fill: "#ffffff",
stroke: "#000000",
strokeThickness: 5,
font: "monospace"
});
timeTxt.anchor.set(1, 0);
LK.gui.topRight.addChild(timeTxt);
var levelTimer = 20; // Initialize level timer to 20 seconds
var timerInterval = LK.setInterval(function () {
if (levelTimer > 0) {
levelTimer--;
timeTxt.setText('Time: ' + levelTimer);
} else {
// Handle level timeout (e.g., end game or move to next level)
LK.clearInterval(timerInterval);
// Disable customer clicks
customers.forEach(function (customer) {
customer.interactive = false;
});
var timesupAsset = LK.getAsset('timesup', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2
});
game.addChild(timesupAsset);
LK.getSound('gameover').play(); // Play game over sound
LK.setTimeout(function () {
timesupAsset.destroy();
LK.showGameOver();
}, 2000);
}
}, 2000);
// Function to check if all items of an order are delivered
function checkOrderFulfillment(customer) {
// Check if all items are dimmed
var allDimmed = true;
if (customer.orderBubble.orderAsset1 && customer.orderBubble.orderAsset1.alpha === 1) {
allDimmed = false;
}
if (customer.orderBubble.orderAsset2 && customer.orderBubble.orderAsset2.alpha === 1) {
allDimmed = false;
}
if (allDimmed) {
LK.getSound('ordercomplete').play(); // Play ordercomplete sound when an order is complete
// Increase score only if it hasn't been increased for this customer
if (!customer.scoreAdded) {
score += 10;
scoreTxt.setText(score);
customer.scoreAdded = true; // Mark that score has been added for this customer
}
// Spin the customer on its axis
var spinInterval = LK.setInterval(function () {
customer.rotation += 0.1;
}, 16.67); // Approximately 60 FPS
// Wait for one second and then destroy the customer and order bubble
LK.setTimeout(function () {
LK.clearInterval(spinInterval);
customer.destroy();
customer.orderBubble.destroy();
customer.shadow.destroy();
}, 1000);
}
}
// Function to create a new customer
function createCustomer() {
var customer = new Customer();
var safeDistance = 500; // Minimum distance between customers
var validPosition = false;
while (!validPosition) {
customer.x = Math.random() * (2048 * 0.8) + 2048 * 0.1; // Spawn customers within the middle 80% of the screen
customer.y = Math.random() * (2200 - 646.4) + 646.4;
validPosition = true;
for (var i = 0; i < customers.length; i++) {
var distance = Math.sqrt(Math.pow(customers[i].x - customer.x, 2) + Math.pow(customers[i].y - customer.y, 2));
if (distance < safeDistance) {
validPosition = false;
break;
}
}
}
var order = ['towel', 'umbrella', 'refreshment', 'snack'].sort(function () {
return 0.5 - Math.random();
}).slice(0, Math.floor(Math.random() * 2) + 1);
customer.setOrder(order);
customers.push(customer);
customer.rotation = 0;
game.addChild(customer);
game.addChild(customer.shadow);
game.addChild(customer.orderBubble);
customer.x = Math.random() < 0.5 ? -200 : 2048 + 200; // Spawn customers from left or right side of the screen
customer.y = Math.random() * (2200 - 646.4) + 646.4;
customer.moveToPosition(Math.random() * (2048 * 0.8) + 2048 * 0.1, Math.random() * (2200 - 646.4) + 646.4);
}
// Function to create a new item
function createItem(type, x, y) {
var item = new Item(type);
item.x = x;
item.y = y;
item.width = 260; // Increase width by 30%
item.height = 260; // Increase height by 30%
items.push(item);
inventory.push(item); // Add item to inventory array
game.addChild(item);
}
// Initialize level data
var levels = [new Level(1, 3, ['towel', 'umbrella']), new Level(2, 4, ['towel', 'umbrella', 'refreshment']), new Level(3, 5, ['towel', 'umbrella', 'refreshment', 'snack']), new Level(4, 6, ['towel', 'umbrella', 'refreshment', 'snack']), new Level(5, 7, ['towel', 'umbrella', 'refreshment', 'snack']), new Level(6, 8, ['towel', 'umbrella', 'refreshment', 'snack']), new Level(7, 9, ['towel', 'umbrella', 'refreshment', 'snack'])];
currentLevel = levels[0];
// Create initial customers
for (var i = 0; i < currentLevel.customerCount; i++) {
createCustomer();
}
// Update function
game.update = function () {
levelTxt.setText('LVL ' + currentLevel.levelNumber);
// Check if all orders are fulfilled
var allOrdersFulfilled = true;
for (var i = 0; i < customers.length; i++) {
if (customers[i].orderBubble.orderAsset1 && customers[i].orderBubble.orderAsset1.alpha === 1) {
allOrdersFulfilled = false;
break;
}
if (customers[i].orderBubble.orderAsset2 && customers[i].orderBubble.orderAsset2.alpha === 1) {
allOrdersFulfilled = false;
break;
}
}
// If all orders are fulfilled, move to the next level
if (allOrdersFulfilled) {
var nextLevelIndex = levels.indexOf(currentLevel) + 1;
if (nextLevelIndex < levels.length) {
LK.setTimeout(function () {
LK.getSound('nextlevel').play(); // Play next level sound when moving to the next level
}, 1000);
LK.setTimeout(function () {
var levelupAsset = LK.getAsset('levelup', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2
});
game.addChild(levelupAsset);
LK.setTimeout(function () {
levelupAsset.destroy();
currentLevel = levels[nextLevelIndex];
// Clear current customers and items
customers.forEach(function (customer) {
customer.destroy();
});
customers = [];
items.forEach(function (item) {
item.visible = false;
});
// Create new customers and items for the next level
for (var i = 0; i < currentLevel.customerCount; i++) {
createCustomer();
}
var totalItems = currentLevel.items.length;
var spacing = (2048 - totalItems * 200) / (totalItems + 1);
for (var i = 0; i < totalItems; i++) {
createItem(currentLevel.items[i], spacing + i * (200 + spacing) + 100, 2732 - 200);
}
// Reset timer for the new level
levelTimer = 20;
timeTxt.setText('Time: ' + levelTimer);
LK.clearInterval(timerInterval);
timerInterval = LK.setInterval(function () {
if (levelTimer > 0) {
levelTimer--;
timeTxt.setText('Time: ' + levelTimer);
} else {
// Handle level timeout (e.g., end game or move to next level)
LK.clearInterval(timerInterval);
var timesupAsset = LK.getAsset('timesup', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2
});
game.addChild(timesupAsset);
LK.setTimeout(function () {
timesupAsset.destroy();
LK.showGameOver();
}, 1000);
}
}, 1000);
}, 1000);
}, 1000);
}
} else if (LK.ticks % 300 == 0) {
createCustomer();
}
};
// Create initial items
var totalItems = currentLevel.items.length;
var spacing = (2048 - totalItems * 200) / (totalItems + 1);
for (var i = 0; i < totalItems; i++) {
createItem(currentLevel.items[i], spacing + i * (200 + spacing) + 100, 2732 - 200);
}
var backgroundBottom = LK.getAsset('backgroundBottom', {
anchorX: 0.5,
anchorY: 1,
x: 2048 / 2,
y: 2732
});
game.addChildAt(backgroundBottom, 0);
var backgroundTop = LK.getAsset('backgroundTop', {
anchorX: 0.5,
anchorY: 0,
x: 2048 / 2,
y: 0
});
game.addChildAt(backgroundTop, 0);
8bit. cartoon. icecream. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
cartoon and 8 bit message. reads: Time's Up!. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
8bit. cartoon. palm tree.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.