User prompt
timer should start in 20 seconds
User prompt
move level to the left corner and in the right put a timer. each level will have a timer countdown
User prompt
add 5 levels more
User prompt
when order is complete, hide bubble and shadow
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'height')' in or related to this line: 'var progressBar = LK.getAsset('gaugeBar', {' Line Number: 198
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'height')' in or related to this line: 'var progressBar = LK.getAsset('gaugeBar', {' Line Number: 198
User prompt
add a progres bar below the top background
User prompt
aligne inventory items to be equidistant from each other and the sides
User prompt
make inventory items 30% bigger
User prompt
move items inside of customer bubble 20 pixels up
User prompt
make bubble transparent
Code edit (1 edits merged)
Please save this source code
User prompt
make sure after level 1 is complete we move to level2
User prompt
show inventoy all the time with all the items, resfreshmet, icecream, snacks and umbrella
User prompt
every level show all the items availabe in the bottom
User prompt
show all items in the bottom on game start
User prompt
add transaperncy to bubble
User prompt
move items inside buble 20 pixels up
User prompt
move item on bubble 20 pixels up
User prompt
show all items in inventroy bottom all the time
User prompt
add trasnparecny to bottom backtorund
User prompt
add transparecny to top background
User prompt
make sure bubble is positioned on top of customer
User prompt
move bubble closer to customer
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
/****
* 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.shadow = LK.getAsset('shadow', {
anchorX: 0.5,
anchorY: 0.5
});
self.shadow.alpha = 0.5;
self.addChild(self.shadow);
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,
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) {
if (order && Array.isArray(order) && 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;
} else {
self.orderAsset1 = null;
}
}
if (order.length > 1) {
if (order && Array.isArray(order) && 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.orderAsset2 = null;
}
}
} 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
****/
function destroyOrphanShadows() {
var allShadows = game.children.filter(function (child) {
return child.assetType === 'shadow';
});
allShadows.forEach(function (shadow) {
var belongsToCustomer = customers.some(function (customer) {
return customer.shadow === shadow;
});
if (!belongsToCustomer) {
shadow.destroy();
}
});
}
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 shadowPool = [];
var items = [];
var customerPool = [];
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.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.orderBubble.destroy();
// Shadow is now a property of the customer, no need to destroy it separately
customer.visible = false;
customerPool.push(customer);
}, 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;
if (customerPool.length > 0) {
customer = customerPool.pop();
customer.visible = true;
customer.setOrder(order);
} else {
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);
// Shadow is now a property of the customer, no need to add it separately
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) {
allOrdersFulfilled = false;
break;
destroyOrphanShadows();
}
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 = 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.