User prompt
shadow should be a property of the customer and not a separate entity
User prompt
Please fix the bug: 'Timeout.tick error: Cannot read properties of undefined (reading 'length')' in or related to this line: 'self.orderAsset1 = self.attachAsset(order[0], {' Line Number: 169
User prompt
add shadows to the customer entity
User prompt
Please fix the bug: 'Timeout.tick error: Cannot read properties of undefined (reading 'length')' in or related to this line: 'self.orderAsset1 = self.attachAsset(order[0], {' Line Number: 163
User prompt
Please fix the bug: 'Timeout.tick error: Cannot read properties of undefined (reading 'length')' in or related to this line: 'self.orderAsset1 = self.attachAsset(order[0], {' Line Number: 162
User prompt
istead of destroying customers, re use them
User prompt
make sure shadows are only created on a customer and not alone
User prompt
make shadows creation and eleteion more performant
User prompt
destroy all shadows that do not bleong to a customer
User prompt
make sure shadows are properly destroyed with player
User prompt
Ensure that shadows are properly destroyed when their corresponding customers are destroyed
User prompt
Remove event listeners when they are no longer needed
User prompt
Properly manage timers and intervals, ensuring they are cleared when no longer needed
User prompt
- Optimize the update function to minimize computational complexity.
User prompt
- Ensure that objects are properly destroyed and removed when they are no longer needed.
User prompt
make sure shadows are only created when a customer is created
User prompt
for score use lk scoe
Code edit (1 edits merged)
Please save this source code
User prompt
double the size of frefreshment in invetory
Code edit (1 edits merged)
Please save this source code
User prompt
make refreshment asset keep its original dimension on the inventoyr
User prompt
make bubbles a little transparent
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'orderAsset1')' in or related to this line: 'if (customers[i].orderBubble.orderAsset1 && customers[i].orderBubble.orderAsset1.alpha === 1) {' Line Number: 425
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'orderAsset1')' in or related to this line: 'if (customers[i].orderBubble.orderAsset1 && customers[i].orderBubble.orderAsset1.alpha === 1) {' Line Number: 425
User prompt
keep track of all the customers loctaions per level to make sure they keep distance from each other
/****
* Classes
****/
// Customer class
var Customer = Container.expand(function (assetType) {
var self = Container.call(this);
var customerGraphics = self.attachAsset(assetType, {
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 customerLocations = [];
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 customerAssets = ['customer', 'customer2', 'customer3', 'customer4'];
var randomAsset = customerAssets[Math.floor(Math.random() * customerAssets.length)];
var customer = new Customer(randomAsset);
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;
}
}
}
// Track customer locations
customers.push({
x: customer.x,
y: customer.y
});
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, 6, ['towel', 'umbrella', 'refreshment', 'snack']), new Level(6, 7, ['towel', 'umbrella', 'refreshment', 'snack']), new Level(7, 8, ['towel', 'umbrella', 'refreshment', 'snack']), new Level(8, 8, ['towel', 'umbrella', 'refreshment', 'snack']), new Level(9, 8, ['towel', 'umbrella', 'refreshment', 'snack']), new Level(10, 8, ['towel', 'umbrella', 'refreshment', 'snack']), new Level(11, 8, ['towel', 'umbrella', 'refreshment', 'snack']), new Level(12, 8, ['towel', 'umbrella', 'refreshment', 'snack']), new Level(13, 8, ['towel', 'umbrella', 'refreshment', 'snack']), new Level(14, 8, ['towel', 'umbrella', 'refreshment', 'snack']), new Level(15, 8, ['towel', 'umbrella', 'refreshment', 'snack']), new Level(16, 8, ['towel', 'umbrella', 'refreshment', 'snack']), new Level(17, 8, ['towel', 'umbrella', 'refreshment', 'snack']), new Level(18, 8, ['towel', 'umbrella', 'refreshment', 'snack'])];
currentLevel = levels[0];
// Create initial customers
var customerIndex = 0;
function addCustomer() {
if (customerIndex < currentLevel.customerCount) {
createCustomer();
customerIndex++;
LK.setTimeout(addCustomer, 500); // Add a delay of 500ms between each customer
}
}
addCustomer();
// 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
customerIndex = 0;
customerLocations = [];
addCustomer();
// 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 = currentLevel.levelNumber >= 8 ? 27 - currentLevel.levelNumber : 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);
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.