User prompt
add 3 palm trees randomply ont he top of the screen on game start
User prompt
add customers one by one to make sure the distance safety is considered
User prompt
customers be positions far from each other
User prompt
when a a new level starts, wait for 2 seconds before countdown starts
User prompt
when a level is done turn seconds remaining into score. add 5 points per second remaining on that counter.
User prompt
add 5 points when an item in an order is delivered
User prompt
add 10 extra points when an order is complete
User prompt
add points per how fast the level is complete. keep in mind the current scoring to make it make sense
User prompt
when time reaches 0, do not go to negative number
User prompt
when time remaining is added make sure it is only 1 point per second remaining
User prompt
when a level si complete also add time remaining to the score
User prompt
when a level is complete, multiply seconds remaining by 5 and add that as points to the score.
User prompt
add 5 extra points per seconds remanining when a level is complete
User prompt
stop gagugebar when level up
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when level up, stop timer
User prompt
after level 7, reduce 1 second per level in the time
Code edit (1 edits merged)
Please save this source code
User prompt
add 10 more levels
User prompt
when item is not selected make it lighter
Code edit (1 edits merged)
Please save this source code
User prompt
when timesup asset is displayed, also destroy gaguebar and play gameover sound.
User prompt
when timesup play gameover sound
User prompt
when times up destroy gaugebar
User prompt
when time is up, prevent player from touching customer or items, and show timesup for 1 second. then game over.
User prompt
when customer is spining also recude its size
/****
* Classes
****/
// Customer class
var Customer = Container.expand(function () {
var self = Container.call(this);
var customerAssets = ['customer', 'customer2', 'customer3', 'customer4'];
var randomCustomerAsset = customerAssets[Math.floor(Math.random() * customerAssets.length)];
var customerGraphics = self.attachAsset(randomCustomerAsset, {
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) {
LK.getSound('tap').play();
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();
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: 0.5 // Set transparency to 50%
});
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 gaugeBar = LK.getAsset('gaugeBar', {
anchorX: 0.5,
anchorY: 0,
x: 2048 / 2,
y: 170
});
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);
game.addChild(gaugeBar);
// 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(0, 0);
LK.gui.topLeft.addChild(levelTxt);
var timerTxt = new Text2('Time: 60', {
size: 80,
fill: "#ffffff",
stroke: "#000000",
strokeThickness: 5
});
timerTxt.anchor.set(1, 0);
LK.gui.topRight.addChild(timerTxt);
// 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();
// 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 and reduce its size
var spinInterval = LK.setInterval(function () {
customer.rotation += 0.1;
customer.scaleX -= 0.01;
customer.scaleY -= 0.01;
}, 16.67); // Approximately 60 FPS
// Wait for one second and then destroy the customer and order bubble
LK.setTimeout(function () {
LK.clearInterval(spinInterval);
customer.scaleX = 1;
customer.scaleY = 1;
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 = items.find(function (i) {
return i.type === type;
});
if (item) {
item.x = x;
item.y = y;
item.visible = true;
} else {
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
item.visible = true; // Show item on game start
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', 'snack']), new Level(4, 6, ['towel', 'umbrella', 'refreshment', 'snack']), new Level(5, 7, ['towel', 'umbrella', 'refreshment', 'snack']), new Level(6, 8, ['towel', 'umbrella', 'refreshment', 'snack']), new Level(7, 9, ['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);
// Timer countdown logic
if (!game.startTime) {
game.startTime = Date.now();
}
var elapsedTime = Math.floor((Date.now() - game.startTime) / 1000);
var remainingTime = 20 - elapsedTime;
gaugeBar.width -= 2048 / 20 / 60; // Smoothly decrease the gauge bar width over time
// Calculate the percentage of the gauge bar remaining
var gaugePercentage = gaugeBar.width / 2100 * 100;
// Change the tint of the gauge bar based on the percentage
if (gaugePercentage > 60) {
gaugeBar.tint = 0x66FF66; // Soft Green
} else if (gaugePercentage > 20) {
gaugeBar.tint = 0xFFFF66; // Soft Yellow
} else {
gaugeBar.tint = 0xFF6666; // Soft Red
}
timerTxt.setText('Time: ' + remainingTime);
if (remainingTime <= 0) {
LK.showGameOver();
return;
}
// 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) {
// Show levelup asset
var levelupAsset = LK.getAsset('levelup', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2
});
game.addChild(levelupAsset);
LK.getSound('nextlevel').play();
LK.setTimeout(function () {
game.removeChild(levelupAsset);
}, 500); // Show for 2 seconds
LK.setTimeout(function () {
currentLevel = levels[nextLevelIndex];
// Reset timer for the new level
game.startTime = Date.now();
// Clear current customers
for (var i = 0; i < customers.length; i++) {
customers[i].destroy();
}
customers = [];
// Hide current items instead of destroying them
for (var i = 0; i < items.length; i++) {
items[i].visible = false;
}
// Reset gaugeBar width and tint for the new level
gaugeBar.width = 2100;
gaugeBar.tint = 0x00FF00; // Reset to green
// Create new customers and items for the next level
for (var i = 0; i < currentLevel.customerCount; i++) {
createCustomer();
}
var totalItems = currentLevel.items.length;
var totalItems = currentLevel.items.length;
var spacing = (2048 - totalItems * 260) / (totalItems + 1);
for (var i = 0; i < totalItems; i++) {
createItem(currentLevel.items[i], spacing + i * (260 + spacing) + 130, 2732 - 200);
}
}, 1000);
}
} else if (LK.ticks % 300 == 0) {
createCustomer();
}
};
// Create initial items
var totalItems = currentLevel.items.length;
var spacing = (2048 - totalItems * 260) / (totalItems + 1);
for (var i = 0; i < totalItems; i++) {
createItem(currentLevel.items[i], spacing + i * (260 + spacing) + 130, 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.