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.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; } 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; } else { 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, alpha: 0.8 // Set alpha to 0.8 to make it a little transparent }); 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 scoreTxt = new Text2(LK.getScore(), { 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.off('down'); 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) { LK.setScore(LK.getScore() + 10); scoreTxt.setText(LK.getScore()); 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.off('down'); 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; } } } 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); customer.shadow = LK.getAsset('shadow', { anchorX: 0.5, anchorY: 0 }); customer.shadow.y = customer.height / 2; customer.shadow.alpha = 0.5; 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 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 || 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].off('down'); 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].off('down'); items[i].off('down'); 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 = 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);
===================================================================
--- original.js
+++ change.js
@@ -235,8 +235,9 @@
// Handle level timeout (e.g., end game or move to next level)
LK.clearInterval(timerInterval);
// Disable customer clicks
customers.forEach(function (customer) {
+ customer.off('down');
customer.interactive = false;
});
var timesupAsset = LK.getAsset('timesup', {
anchorX: 0.5,
@@ -277,8 +278,9 @@
}, 16.67); // Approximately 60 FPS
// Wait for one second and then destroy the customer and order bubble
LK.setTimeout(function () {
LK.clearInterval(spinInterval);
+ customer.off('down');
customer.orderBubble.destroy();
customer.shadow.destroy();
customer.destroy();
}, 1000);
@@ -401,13 +403,16 @@
levelupAsset.destroy();
currentLevel = levels[nextLevelIndex];
// Clear current customers and items
for (var i = 0; i < customers.length; i++) {
+ customers[i].off('down');
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].off('down');
+ items[i].off('down');
items[i].visible = true;
}
// Create new customers for the next level
for (var i = 0; i < currentLevel.customerCount; i++) {
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.