User prompt
customers should not be positioned int he top 10% or bottom 10% of the screen
User prompt
add more space between each inventroy item
User prompt
add 100 more pixels between invetory items
User prompt
double the size of inventory items
User prompt
double size of items on the bottom of the screen and add 100 pixels between each item
User prompt
items should start dimmed
User prompt
dim items when unselected and undime when selected
User prompt
when item scale is updated make sure item render is run again
User prompt
when an item is selected, just add a visual update to its asset, that makes it bigger. this should not affect any logic of the game
User prompt
do not reset the scale after an item is deliever
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when item is selected, player can use it to deliver it to as many customers as he wants, not only one
User prompt
instead of deleting items on order that are delivered, make them dim
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'length')' in or related to this line: 'self.orderAsset1 = self.attachAsset(order[0], {' Line Number: 93
User prompt
once the order buble is visible after the first touch of the customer, it should not be hidden again
User prompt
order bubble should not be hidden when partially fullfilled
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order bubble should not be set to visible false when fullfilled
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when an item of an order is delivered, dime that item in the order bubble
User prompt
order bubble should not be hidden after customer is touched for the first time
User prompt
do not destroy item when used on an order, they can be used endlessly
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make sure all items of an order are delivered to for it to be fullfilled
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add logic for oreder fullfilment
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log which item is selected. only one item can be selected at a time
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hitems have the same shape and size
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when item is selected increase its size
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when items are clicked on select them
/**** * Classes ****/ //<Assets used in the game will automatically appear here> // Customer class var Customer = Container.expand(function () { var self = Container.call(this); var customerGraphics = self.attachAsset('customer', { anchorX: 0.5, anchorY: 0.5 }); self.orderBubble = null; self.setOrder = function (order) { if (self.orderBubble) { self.removeChild(self.orderBubble); } self.order = Array.isArray(order) ? order : [order]; 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.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 = -60; } 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 }); } }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x87CEEB // Init game with sky blue background }); /**** * Game Code ****/ // Initialize arrays and variables var selectedItem = null; // Variable to track the currently selected item var customers = []; var items = []; var inventory = []; // Inventory array to hold all items from the bar var score = 0; var scoreTxt = new Text2('0', { size: 150, fill: "#ffffff" }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // 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 score += 10; scoreTxt.setText(score); } } // Function to create a new customer function createCustomer() { var customer = new Customer(); customer.x = Math.random() * 2048; customer.y = Math.random() * 0.8 * 2732 + 0.1 * 2732; 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); game.addChild(customer); } // Function to create a new item function createItem(type, x, y) { 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); } // Create initial customers for (var i = 0; i < 5; i++) { createCustomer(); } // Update function game.update = function () { if (LK.ticks % 300 == 0 && customers.length < 5) { createCustomer(); } }; // Create initial items createItem('towel', 2048 / 2 - 500, 2732 - 200); createItem('umbrella', 2048 / 2 - 250, 2732 - 200); createItem('refreshment', 2048 / 2, 2732 - 200); createItem('snack', 2048 / 2 + 250, 2732 - 200);
===================================================================
--- original.js
+++ change.js
@@ -142,9 +142,9 @@
// Function to create a new customer
function createCustomer() {
var customer = new Customer();
customer.x = Math.random() * 2048;
- customer.y = Math.random() * 2732;
+ customer.y = Math.random() * 0.8 * 2732 + 0.1 * 2732;
var order = ['towel', 'umbrella', 'refreshment', 'snack'].sort(function () {
return 0.5 - Math.random();
}).slice(0, Math.floor(Math.random() * 2) + 1);
customer.setOrder(order);
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.