User prompt
wait for 1 second before showing levelup asset
User prompt
do not flicker items on bottom when a level starts
User prompt
add level up asset for 2 seconds when level up
User prompt
add alpha to bckgourund
User prompt
when level up wait for one second before playing music
Code edit (1 edits merged)
Please save this source code
User prompt
make icons int he bottom of the screen 30% bigger
Code edit (1 edits merged)
Please save this source code
User prompt
use game over sound when times up is shown
User prompt
show times up message for 2 seconds before game over. also when times up message is on, customers are not clickable anymore
User prompt
disable touch on screen when time is up
User prompt
if game over because time is over, then show asset timesup for one second and then game over
User prompt
set initial timer to 20
User prompt
time should start at 20 seconds
User prompt
make font more square
User prompt
remove background music
User prompt
play next level sound when moving to next level
User prompt
play backgroundmusic on game start
User prompt
play ordercomplete sound when an order is complete
User prompt
play tap sound when the customer or items are touched
User prompt
Please fix the bug: 'ReferenceError: backgroundMusic is not defined' in or related to this line: 'if (!backgroundMusic.playing) {' Line Number: 218
Code edit (1 edits merged)
Please save this source code
User prompt
make sure items in the bottom are equidistant from each other and the edge of the screen
User prompt
instead of diming an item when is selected in the bottom of the screen, increase its size
User prompt
items should not be dimmed
/****
* Classes
****/
// Customer class
var Customer = Container.expand(function () {
var self = Container.call(this);
var customerGraphics = self.attachAsset('customer', {
anchorX: 0.5,
anchorY: 0.5
});
self.shadow = LK.getAsset('shadow', {
anchorX: 0.5,
anchorY: 0
});
self.shadow.y = customerGraphics.height / 2;
self.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;
self.shadow.x = self.x;
self.shadow.y = self.y + customerGraphics.height / 2;
self.orderBubble.x = self.x;
self.orderBubble.y = self.y - self.height / 2 - self.orderBubble.height / 2;
} 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;
self.shadow.x = self.x;
self.shadow.y = self.y + customerGraphics.height / 2;
self.orderBubble.x = self.x;
self.orderBubble.y = self.y - self.height / 2 - self.orderBubble.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(); // Play tap sound when customer is touched
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(); // Play tap sound when item is touched
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 = 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 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: 0.6 // Set alpha to 0.5
});
game.addChild(backgroundTop);
var backgroundBottom = LK.getAsset('backgroundBottom', {
anchorX: 0.5,
anchorY: 1,
x: 2048 / 2,
y: 2732,
alpha: 0.6 // Set alpha to 0.5
});
game.addChild(backgroundBottom);
// 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,
font: "monospace"
});
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,
font: "monospace"
});
levelTxt.anchor.set(0, 0);
LK.gui.topLeft.addChild(levelTxt);
var timeTxt = new Text2('Time: 20', {
size: 80,
fill: "#ffffff",
stroke: "#000000",
strokeThickness: 5,
font: "monospace"
});
timeTxt.anchor.set(1, 0);
LK.gui.topRight.addChild(timeTxt);
var levelTimer = 20; // Initialize level timer to 20 seconds
var timerInterval = LK.setInterval(function () {
if (levelTimer > 0) {
levelTimer--;
timeTxt.setText('Time: ' + levelTimer);
} else {
// Handle level timeout (e.g., end game or move to next level)
LK.clearInterval(timerInterval);
// Disable customer clicks
customers.forEach(function (customer) {
customer.interactive = false;
});
var timesupAsset = LK.getAsset('timesup', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2
});
game.addChild(timesupAsset);
LK.getSound('gameover').play(); // Play game over sound
LK.setTimeout(function () {
timesupAsset.destroy();
LK.showGameOver();
}, 2000);
}
}, 2000);
// 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(); // Play ordercomplete sound when an order is complete
// 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();
customer.shadow.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);
game.addChild(customer.shadow);
game.addChild(customer.orderBubble);
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 = 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
if (!item.parent) {
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', 'refreshment', '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);
// 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) {
LK.setTimeout(function () {
LK.getSound('nextlevel').play(); // Play next level sound when moving to the next level
}, 1000);
LK.setTimeout(function () {
var levelupAsset = LK.getAsset('levelup', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2
});
game.addChild(levelupAsset);
LK.setTimeout(function () {
levelupAsset.destroy();
currentLevel = levels[nextLevelIndex];
// Clear current customers and items
for (var i = 0; i < customers.length; i++) {
customers[i].destroy();
}
customers = [];
for (var i = 0; i < items.length; i++) {
items[i].visible = false;
}
// Create new customers and items for the next level
for (var i = 0; i < currentLevel.customerCount; i++) {
createCustomer();
}
var totalItems = currentLevel.items.length;
var spacing = (2048 - totalItems * 200) / (totalItems + 1);
for (var i = 0; i < totalItems; i++) {
createItem(currentLevel.items[i], spacing + i * (200 + spacing) + 100, 2732 - 200);
}
// Reset timer for the new level
levelTimer = 20;
timeTxt.setText('Time: ' + levelTimer);
LK.clearInterval(timerInterval);
timerInterval = LK.setInterval(function () {
if (levelTimer > 0) {
levelTimer--;
timeTxt.setText('Time: ' + levelTimer);
} else {
// Handle level timeout (e.g., end game or move to next level)
LK.clearInterval(timerInterval);
var timesupAsset = LK.getAsset('timesup', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2
});
game.addChild(timesupAsset);
LK.setTimeout(function () {
timesupAsset.destroy();
LK.showGameOver();
}, 1000);
}
}, 1000);
}, 1000);
}, 1000);
}
} else if (LK.ticks % 300 == 0) {
createCustomer();
}
};
// Create initial items
var totalItems = currentLevel.items.length;
var spacing = (2048 - totalItems * 200) / (totalItems + 1);
for (var i = 0; i < totalItems; i++) {
createItem(currentLevel.items[i], spacing + i * (200 + spacing) + 100, 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
@@ -373,58 +373,60 @@
if (nextLevelIndex < levels.length) {
LK.setTimeout(function () {
LK.getSound('nextlevel').play(); // Play next level sound when moving to the next level
}, 1000);
- var levelupAsset = LK.getAsset('levelup', {
- anchorX: 0.5,
- anchorY: 0.5,
- x: 2048 / 2,
- y: 2732 / 2
- });
- game.addChild(levelupAsset);
LK.setTimeout(function () {
- levelupAsset.destroy();
- currentLevel = levels[nextLevelIndex];
- // Clear current customers and items
- for (var i = 0; i < customers.length; i++) {
- customers[i].destroy();
- }
- customers = [];
- for (var i = 0; i < items.length; i++) {
- items[i].visible = false;
- }
- // Create new customers and items for the next level
- for (var i = 0; i < currentLevel.customerCount; i++) {
- createCustomer();
- }
- var totalItems = currentLevel.items.length;
- var spacing = (2048 - totalItems * 200) / (totalItems + 1);
- for (var i = 0; i < totalItems; i++) {
- createItem(currentLevel.items[i], spacing + i * (200 + spacing) + 100, 2732 - 200);
- }
- // Reset timer for the new level
- levelTimer = 20;
- timeTxt.setText('Time: ' + levelTimer);
- LK.clearInterval(timerInterval);
- timerInterval = LK.setInterval(function () {
- if (levelTimer > 0) {
- levelTimer--;
- timeTxt.setText('Time: ' + levelTimer);
- } else {
- // Handle level timeout (e.g., end game or move to next level)
- LK.clearInterval(timerInterval);
- var timesupAsset = LK.getAsset('timesup', {
- anchorX: 0.5,
- anchorY: 0.5,
- x: 2048 / 2,
- y: 2732 / 2
- });
- game.addChild(timesupAsset);
- LK.setTimeout(function () {
- timesupAsset.destroy();
- LK.showGameOver();
- }, 1000);
+ var levelupAsset = LK.getAsset('levelup', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ x: 2048 / 2,
+ y: 2732 / 2
+ });
+ game.addChild(levelupAsset);
+ LK.setTimeout(function () {
+ levelupAsset.destroy();
+ currentLevel = levels[nextLevelIndex];
+ // Clear current customers and items
+ for (var i = 0; i < customers.length; i++) {
+ customers[i].destroy();
}
+ customers = [];
+ for (var i = 0; i < items.length; i++) {
+ items[i].visible = false;
+ }
+ // Create new customers and items for the next level
+ for (var i = 0; i < currentLevel.customerCount; i++) {
+ createCustomer();
+ }
+ var totalItems = currentLevel.items.length;
+ var spacing = (2048 - totalItems * 200) / (totalItems + 1);
+ for (var i = 0; i < totalItems; i++) {
+ createItem(currentLevel.items[i], spacing + i * (200 + spacing) + 100, 2732 - 200);
+ }
+ // Reset timer for the new level
+ levelTimer = 20;
+ timeTxt.setText('Time: ' + levelTimer);
+ LK.clearInterval(timerInterval);
+ timerInterval = LK.setInterval(function () {
+ if (levelTimer > 0) {
+ levelTimer--;
+ timeTxt.setText('Time: ' + levelTimer);
+ } else {
+ // Handle level timeout (e.g., end game or move to next level)
+ LK.clearInterval(timerInterval);
+ var timesupAsset = LK.getAsset('timesup', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ x: 2048 / 2,
+ y: 2732 / 2
+ });
+ game.addChild(timesupAsset);
+ LK.setTimeout(function () {
+ timesupAsset.destroy();
+ LK.showGameOver();
+ }, 1000);
+ }
+ }, 1000);
}, 1000);
}, 1000);
}
} else if (LK.ticks % 300 == 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.