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
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add 5 levels more
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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
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add a progres bar below the top background
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aligne inventory items to be equidistant from each other and the sides
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make inventory items 30% bigger
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move items inside of customer bubble 20 pixels up
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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
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show inventoy all the time with all the items, resfreshmet, icecream, snacks and umbrella
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every level show all the items availabe in the bottom
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show all items in the bottom on game start
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add transaperncy to bubble
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move items inside buble 20 pixels up
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move item on bubble 20 pixels up
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show all items in inventroy bottom all the time
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add trasnparecny to bottom backtorund
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add transparecny to top background
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make sure bubble is positioned on top of customer
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move bubble closer to customer
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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 () { var self = Container.call(this); var customerGraphics = self.attachAsset('customer', { anchorX: 0.5, anchorY: 0.5 }); var shadow = self.attachAsset('shadow', { anchorX: 0.5, anchorY: 0 }); shadow.y = customerGraphics.height / 2; 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; } else { self.x = x; self.y = y; self.orderBubble.alpha = 0; LK.setTimeout(function () { 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); }, 500); self.update = function () { // Add small up and down movement to the customers self.y += Math.sin(LK.ticks / 10) * 0.5; shadow.y = customerGraphics.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) { 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) { 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; } 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; } } else { self.orderAsset = self.attachAsset(order, { anchorX: 0.5, anchorY: 0.5 }); self.orderAsset.x = 0; } }); /**** * 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: 0.5 // Set transparency to 50% }); game.addChild(backgroundTop); var backgroundBottom = LK.getAsset('backgroundBottom', { anchorX: 0.5, anchorY: 1, x: 2048 / 2, y: 2732, alpha: 0.5 // Set transparency to 50% }); 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 }); 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 }); levelTxt.anchor.set(1, 0); LK.gui.topRight.addChild(levelTxt); // 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) { // 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(); }, 1000); } } // Function to create a new customer function createCustomer() { if (customers.length >= currentLevel.customerCount) { return; } 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); 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) { if (!currentLevel.items.includes(type)) { return; } var item = new Item(type); item.x = x; item.y = y; item.width = 200; item.height = 200; items.push(item); inventory.push(item); // Add item to inventory array item.visible = true; // Show item on game start game.addChild(item); } // Initialize level data var levels = [new Level(1, 3, ['towel', 'umbrella']), new Level(3, 4, ['towel', 'umbrella', 'refreshment']), new Level(4, 5, ['towel', 'umbrella']) // Add more levels as needed ]; 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 () { currentLevel = levels[nextLevelIndex]; // Clear current customers and items for (var i = 0; i < customers.length; i++) { customers[i].destroy(); } customers = []; for (var i = 0; i < items.length; i++) { items[i].destroy(); } items = []; // Create new customers and items for the next level for (var i = 0; i < currentLevel.customerCount; i++) { createCustomer(); } var totalItems = currentLevel.items.length; var startingPoint = (2048 - totalItems * 250) / 2; for (var i = 0; i < totalItems; i++) { createItem(currentLevel.items[i], startingPoint + i * 250, 2732 - 200); } }, 1000); } } else if (LK.ticks % 300 == 0) { createCustomer(); } }; // Create initial items for (var i = 0; i < currentLevel.items.length; i++) { createItem(currentLevel.items[i], 2048 / 2 - 500 + i * 250, 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
@@ -181,9 +181,10 @@
var backgroundBottom = LK.getAsset('backgroundBottom', {
anchorX: 0.5,
anchorY: 1,
x: 2048 / 2,
- y: 2732
+ y: 2732,
+ alpha: 0.5 // Set transparency to 50%
});
game.addChild(backgroundBottom);
// Level class
//<Assets used in the game will automatically appear here>
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.