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timer should start in 20 seconds
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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
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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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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
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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
===================================================================
--- original.js
+++ change.js
@@ -63,9 +63,9 @@
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 - 20;
+ 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);
@@ -93,25 +93,8 @@
checkOrderFulfillment(self);
}
});
});
-// Inventory class
-var Inventory = Container.expand(function () {
- var self = Container.call(this);
- self.items = [];
- self.addItem = function (item) {
- self.items.push(item);
- self.addChild(item);
- };
- self.updateLayout = function () {
- var totalItems = self.items.length;
- var startingPoint = (2048 - totalItems * 250) / 2;
- for (var i = 0; i < totalItems; i++) {
- self.items[i].x = startingPoint + i * 250;
- self.items[i].y = 2732 - 200;
- }
- };
-});
// Item class
var Item = Container.expand(function (type) {
var self = Container.call(this);
var itemGraphics = self.attachAsset(type, {
@@ -140,10 +123,9 @@
var OrderBubble = Container.expand(function (order) {
var self = Container.call(this);
var bubbleGraphics = self.attachAsset('bubble', {
anchorX: 0.5,
- anchorY: 0.5,
- alpha: 0.5 // Set transparency to 50%
+ anchorY: 0.5
});
self.order = order;
if (Array.isArray(order)) {
if (order.length > 0) {
@@ -215,10 +197,9 @@
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 = new Inventory();
-game.addChild(inventory);
+var inventory = []; // Inventory array to hold all items from the bar
var score = 0;
var scoreTxt = new Text2('0', {
size: 90,
fill: "#ffffff",
@@ -305,15 +286,14 @@
item.y = y;
item.width = 200;
item.height = 200;
items.push(item);
- inventory.addItem(item); // Add item to inventory container
- inventory.updateLayout(); // Update inventory layout
+ 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'])
+var levels = [new Level(1, 3, ['towel', 'umbrella']), new Level(2, 4, ['towel', 'umbrella', 'refreshment']), new Level(3, 5, ['towel', 'umbrella'])
// Add more levels as needed
];
currentLevel = levels[0];
// Create initial customers
@@ -353,27 +333,23 @@
// Create new customers and items for the next level
for (var i = 0; i < currentLevel.customerCount; i++) {
createCustomer();
}
- var allItems = ['towel', 'umbrella', 'refreshment', 'snack'];
- for (var i = 0; i < allItems.length; i++) {
- createItem(allItems[i], 0, 2732 - 200); // Position will be set by inventory.updateLayout()
+ 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);
}
- inventory.updateLayout(); // Update inventory layout
}, 1000);
- } else {
- LK.showGameOver(); // Show game over if no more levels
}
} else if (LK.ticks % 300 == 0) {
createCustomer();
}
};
// Create initial items
-var allItems = ['towel', 'umbrella', 'refreshment', 'snack'];
-for (var i = 0; i < allItems.length; i++) {
- createItem(allItems[i], 0, 2732 - 200); // Position will be set by inventory.updateLayout()
+for (var i = 0; i < currentLevel.items.length; i++) {
+ createItem(currentLevel.items[i], 2048 / 2 - 500 + i * 250, 2732 - 200);
}
-inventory.updateLayout(); // Update inventory layout
var backgroundBottom = LK.getAsset('backgroundBottom', {
anchorX: 0.5,
anchorY: 1,
x: 2048 / 2,
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.