User prompt
Please fix the bug: 'ReferenceError: intromusic is not defined' in or related to this line: 'if (!intromusic.playing) {' Line Number: 212
Code edit (3 edits merged)
Please save this source code
User prompt
play intromusic on game start
User prompt
Please fix the bug: 'Uncaught ReferenceError: customerGraphics is not defined' in or related to this line: 'shadow.y = customerGraphics.height / 2;' Line Number: 47
User prompt
Please fix the bug: 'Timeout.tick error: customerGraphics is not defined' in or related to this line: 'customerGraphics.rotation += 0.1;' Line Number: 305
User prompt
customer should only spin and not the shadow and the bubble
User prompt
make background sky blue
User prompt
sun can be randomly set 600 pixels to either side range.
User prompt
make pinks softer
User prompt
make pink bakground more electric
User prompt
move sun 400 pixels down
User prompt
add sun behind backgound on the top of the screen
User prompt
make background color pink
User prompt
use lk score for score
Code edit (1 edits merged)
Please save this source code
User prompt
palmtrees should be created aftee the first customers are created
User prompt
make sure palmtrees are behind customers
User prompt
add radom crabs moving across the screen very randomly
User prompt
momove palm trees 300 pixels down
User prompt
make palmtrees move slightli to the sides but keeping the bottom fix, like rotating
User prompt
make sure palmtrees are created before custoemrs
User prompt
palm tress can also be 100 pixels higher or lower randomly
User prompt
move palm trees 500 pixels down
/****
* 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;
score += 5; // Add 5 points for delivering an item
scoreTxt.setText(score);
}
if (self.orderBubble.orderAsset2 && self.orderBubble.orderAsset2.type === selectedItem.getType()) {
self.orderBubble.orderAsset2.alpha = 0.5;
score += 5; // Add 5 points for delivering an item
scoreTxt.setText(score);
}
// 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 = 800; // 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 one by one ensuring safe distance
function createInitialCustomers() {
for (var i = 0; i < currentLevel.customerCount; i++) {
createCustomer();
}
}
createInitialCustomers();
// Function to create a palm tree at a random position at the top of the screen
function createPalmTree() {
var palmTree = LK.getAsset('palmTree', {
anchorX: 0.5,
anchorY: 0,
x: Math.random() * 2048,
y: 500
});
game.addChild(palmTree);
}
// Create 3 palm trees at random positions at the top of the screen
for (var i = 0; i < 3; i++) {
createPalmTree();
}
// 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: ' + Math.max(remainingTime, 0));
if (remainingTime <= 0) {
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) {
// 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 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.