User prompt
add customers one by one to make sure they keep distance between them
User prompt
add a gauge bar, below each player. it will decrease by time
User prompt
Please fix the bug: 'ReferenceError: safeDistance is not defined' in or related to this line: 'if (distance < safeDistance) {' Line Number: 68
User prompt
if a customer is too close to another customer when they stop moving, move it further
User prompt
mke sure there is more space between customers
User prompt
sun should move even slower
User prompt
add sun that slowly moves from right to left or left to right in the top of the screen
User prompt
for customer use randomly any of the customer assets
User prompt
create level 8 to 18 and all should be like level 7
User prompt
level 8 and up, will be the same as level 7, but will have 1 less second in the timer. So level 8 will have 19 seconds, level 9 18 seconds and so on.
User prompt
when level 7 is complete, restart level one but only with 10 seconds
Code edit (1 edits merged)
Please save this source code
User prompt
Please fix the bug: 'TypeError: Cannot read properties of null (reading 'orderAsset1')' in or related to this line: 'if (customers[i].orderBubble.orderAsset1 && customers[i].orderBubble.orderAsset1.alpha === 1) {' Line Number: 424
User prompt
Please fix the bug: 'TypeError: Cannot read properties of null (reading 'orderAsset1')' in or related to this line: 'if (customers[i].orderBubble.orderAsset1 && customers[i].orderBubble.orderAsset1.alpha === 1) {' Line Number: 424
User prompt
Reuse customer to improve performmnace
User prompt
Improve game performannce
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot set properties of null (setting 'visible')' in or related to this line: 'customer.orderBubble.visible = true;' Line Number: 353
User prompt
instead of destroying customer, re used them, and just make them invisible and have them start eh next level with ne requests
Code edit (1 edits merged)
Please save this source code
User prompt
make level up perfomnce better
User prompt
if customer dont need one of the items ,black it ouot
User prompt
Please fix the bug: 'ReferenceError: customer is not defined' in or related to this line: 'customer.levelTransitionStart = LK.ticks;' Line Number: 431
User prompt
iproove logic for interval an timwout calls
User prompt
stop timer when last customer order is complete
User prompt
do not remoe items from bottom on new level
/**** * 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; self.orderBubble.visible = true; var fadeInInterval = LK.setInterval(function () { if (self.orderBubble.alpha < 1) { self.orderBubble.alpha += 0.1; } if (self.orderBubble.alpha >= 1) { self.orderBubble.alpha = 1; LK.clearInterval(fadeInInterval); } }, 100); 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.clearInterval(timerInterval); 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.orderBubble.destroy(); customer.shadow.destroy(); customer.destroy(); }, 1000); // 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, stop the timer if (allOrdersFulfilled) { LK.clearInterval(timerInterval); } } } // Function to create a new customer function createCustomer() { if (customers.length >= currentLevel.customerCount) { return; } var customer = new Customer(); var safeDistance = 300; // 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); // Ensure items are made visible if any customer needs that item order.forEach(function (item) { var inventoryItem = inventory.find(function (invItem) { return invItem.getType() === item; }); if (inventoryItem) { inventoryItem.visible = true; } }); 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) { // Ensure items are always visible at the bottom of the screen 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 if (!item.parent) { 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, 5, ['towel', 'umbrella', 'refreshment', 'snack']), new Level(5, 5, ['towel', 'umbrella', 'refreshment', 'snack']), new Level(6, 5, ['towel', 'umbrella', 'refreshment', 'snack']), new Level(7, 5, ['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(); }, 500); 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 for (var i = 0; i < customers.length; i++) { customers[i].destroy(); } customers = []; // Ensure items are always visible at the bottom of the screen for (var i = 0; i < items.length; i++) { items[i].visible = true; } // Create new customers for the next level for (var i = 0; i < currentLevel.customerCount; i++) { createCustomer(); } // Ensure items are made visible if any customer needs that item customers.forEach(function (customer) { customer.getOrder().forEach(function (item) { var inventoryItem = inventory.find(function (invItem) { return invItem.getType() === item; }); if (inventoryItem) { inventoryItem.visible = true; } }); }); // 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); }, 500); }, 500); } } else if (LK.ticks % 300 == 0) { createCustomer(); } }; // Initialize items only once if (items.length === 0) { var totalItems = levels[levels.length - 1].items.length; // Maximum number of items across all levels var spacing = (2048 - totalItems * 200) / (totalItems + 1); for (var i = 0; i < totalItems; i++) { createItem(levels[levels.length - 1].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);
===================================================================
--- original.js
+++ change.js
@@ -33,22 +33,18 @@
} else {
self.x = x;
self.y = y;
self.orderBubble.alpha = 0;
- LK.setTimeout(function () {
- if (self.orderBubble) {
- self.orderBubble.visible = true;
+ self.orderBubble.visible = true;
+ var fadeInInterval = LK.setInterval(function () {
+ if (self.orderBubble.alpha < 1) {
+ self.orderBubble.alpha += 0.1;
}
- var fadeInInterval = LK.setInterval(function () {
- if (self.orderBubble.alpha < 1) {
- self.orderBubble.alpha += 0.1;
- }
- if (self.orderBubble.alpha >= 1) {
- self.orderBubble.alpha = 1;
- LK.clearInterval(fadeInInterval);
- }
- }, 100);
- }, 500);
+ if (self.orderBubble.alpha >= 1) {
+ self.orderBubble.alpha = 1;
+ LK.clearInterval(fadeInInterval);
+ }
+ }, 100);
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;
@@ -73,9 +69,9 @@
}
self.orderBubble = new OrderBubble(self.order);
self.orderBubble.x = 0;
self.orderBubble.y = -self.height / 2 - self.orderBubble.height / 2;
- if (self.orderBubble && !self.orderBubble.visible) {
+ if (!self.orderBubble.visible) {
self.orderBubble.visible = false; // Hide order bubble on game start
}
self.addChild(self.orderBubble);
self.update = function () {
@@ -292,15 +288,11 @@
}, 16.67); // Approximately 60 FPS
// Wait for one second and then destroy the customer and order bubble
LK.setTimeout(function () {
LK.clearInterval(spinInterval);
- customer.visible = false;
- if (customer.orderBubble) {
- if (customer.orderBubble) {
- customer.orderBubble.visible = false;
- }
- }
- customer.shadow.visible = false;
+ customer.orderBubble.destroy();
+ customer.shadow.destroy();
+ customer.destroy();
}, 1000);
// Check if all orders are fulfilled
var allOrdersFulfilled = true;
for (var i = 0; i < customers.length; i++) {
@@ -323,21 +315,10 @@
function createCustomer() {
if (customers.length >= currentLevel.customerCount) {
return;
}
- var customer = customers.find(function (c) {
- return !c.visible;
- });
- if (!customer) {
- customer = new Customer();
- customers.push(customer);
- }
- customer.visible = true;
- if (customer.orderBubble) {
- customer.orderBubble.visible = true;
- }
- customer.shadow.visible = true;
- var safeDistance = 500; // Minimum distance between customers
+ var customer = new Customer();
+ var safeDistance = 300; // 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;
@@ -362,9 +343,8 @@
if (inventoryItem) {
inventoryItem.visible = true;
}
});
- customer.setOrder(order);
customers.push(customer);
customer.rotation = 0;
game.addChild(customer);
game.addChild(customer.shadow);
@@ -413,10 +393,10 @@
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.getSound('nextlevel').play();
+ }, 500);
LK.setTimeout(function () {
var levelupAsset = LK.getAsset('levelup', {
anchorX: 0.5,
anchorY: 0.5,
@@ -427,13 +407,12 @@
LK.setTimeout(function () {
levelupAsset.destroy();
currentLevel = levels[nextLevelIndex];
// Clear current customers and items
- customers.forEach(function (customer) {
- customer.visible = false;
- customer.orderBubble.visible = false;
- customer.shadow.visible = false;
- });
+ for (var i = 0; i < customers.length; i++) {
+ customers[i].destroy();
+ }
+ customers = [];
// Ensure items are always visible at the bottom of the screen
for (var i = 0; i < items.length; i++) {
items[i].visible = true;
}
@@ -451,9 +430,8 @@
inventoryItem.visible = true;
}
});
});
- // Ensure items are always visible at the bottom of the screen
// Reset timer for the new level
levelTimer = 20;
timeTxt.setText('Time: ' + levelTimer);
LK.clearInterval(timerInterval);
@@ -476,10 +454,10 @@
LK.showGameOver();
}, 1000);
}
}, 1000);
- }, 1000);
- }, 1000);
+ }, 500);
+ }, 500);
}
} else if (LK.ticks % 300 == 0) {
createCustomer();
}
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.