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
User prompt
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 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 = 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']), new Level(8, 9, ['towel', 'umbrella', 'refreshment', 'snack']), new Level(9, 9, ['towel', 'umbrella', 'refreshment', 'snack']), new Level(10, 9, ['towel', 'umbrella', 'refreshment', 'snack']), new Level(11, 9, ['towel', 'umbrella', 'refreshment', 'snack']), new Level(12, 9, ['towel', 'umbrella', 'refreshment', 'snack']), new Level(13, 9, ['towel', 'umbrella', 'refreshment', 'snack']), new Level(14, 9, ['towel', 'umbrella', 'refreshment', 'snack']), new Level(15, 9, ['towel', 'umbrella', 'refreshment', 'snack']), new Level(16, 9, ['towel', 'umbrella', 'refreshment', 'snack']), new Level(17, 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 baseTime = 20; if (currentLevel.levelNumber > 7) { baseTime -= currentLevel.levelNumber - 7; } var remainingTime = baseTime - 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) { game.down = null; game.up = null; game.move = null; for (var i = 0; i < customers.length; i++) { customers[i].off('down'); } for (var i = 0; i < items.length; i++) { items[i].off('down'); } var timesupAsset = LK.getAsset('timesup', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 }); game.addChild(timesupAsset); gaugeBar.destroy(); LK.getSound('gameover').play(); LK.setTimeout(function () { game.removeChild(timesupAsset); LK.showGameOver(); }, 2000); 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) { // Calculate remaining time points and add to score var remainingTimePoints = remainingTime * 5; score += remainingTimePoints; scoreTxt.setText(score); // 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(); // Stop the timer and gaugeBar game.startTime = null; gaugeBar.width = 0; LK.setTimeout(function () { game.removeChild(levelupAsset); }, 500); // Show for 2 seconds LK.setTimeout(function () { currentLevel = levels[nextLevelIndex]; // Reset remaining time points and timer for the new level remainingTimePoints = 0; 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);
===================================================================
--- original.js
+++ change.js
@@ -396,11 +396,11 @@
// If all orders are fulfilled, move to the next level
if (allOrdersFulfilled) {
var nextLevelIndex = levels.indexOf(currentLevel) + 1;
if (nextLevelIndex < levels.length) {
- // Calculate and add bonus points for remaining time
- var bonusPoints = remainingTime * 5;
- score += bonusPoints;
+ // Calculate remaining time points and add to score
+ var remainingTimePoints = remainingTime * 5;
+ score += remainingTimePoints;
scoreTxt.setText(score);
// Show levelup asset
var levelupAsset = LK.getAsset('levelup', {
anchorX: 0.5,
@@ -417,11 +417,11 @@
game.removeChild(levelupAsset);
}, 500); // Show for 2 seconds
LK.setTimeout(function () {
currentLevel = levels[nextLevelIndex];
- // Reset timer and gaugeBar width for the new level
+ // Reset remaining time points and timer for the new level
+ remainingTimePoints = 0;
game.startTime = Date.now();
- gaugeBar.width = 2100;
// Clear current customers
for (var i = 0; i < customers.length; i++) {
customers[i].destroy();
}
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.