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add a very small compression effect to the dot every time it bounces, to replicate a ball getting flatter when it bounces
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without modifiyng the current position of icon and challenge text, make them adjust when there are many in the hud
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keep level text in hud fix in the initial spot no matter if challenge container grows
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when out of bounces instead of destroyin dot, prevent player from bouncing
Code edit (2 edits merged)
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'length')' in or related to this line: 'if (challenges.length === 5) {' Line Number: 283
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adjust size of challenge container when there are 5 icons and 5 texts
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Please fix the bug: 'TypeError: Cannot read properties of null (reading 'y')' in or related to this line: 'if (dot && dot.intersects && stars[j] && isValidStar(stars[j]) && dot.intersects(stars[j]) && dot.y !== null && typeof dot.y !== 'undefined' && stars[j].y !== null && typeof stars[j].y !== 'undefined' && dot !== null && stars[j] !== null && typeof dot.intersects === 'function') {' Line Number: 1032
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add 20 pixels more between each icon and text challenge
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when multiple challenges and challenge icons, add 40 pixels between each of them
Code edit (3 edits merged)
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add 20 pixels between icon and challenge text
Code edit (1 edits merged)
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Move challenge text next to icon 50 pixels higher
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center justify challenges icon and challenge text, and adjust if there is one challenge, two, three, four or five
Code edit (8 edits merged)
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reduce size of challenge icon
Code edit (1 edits merged)
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move icon and bouncelimit 50 pixels to the right
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Please fix the bug: 'TypeError: Cannot read properties of null (reading 'y')' in or related to this line: 'if (dot && dot.intersects && stars[j] && isValidStar(stars[j]) && dot.intersects(stars[j]) && dot.y !== null && typeof dot.y !== 'undefined' && stars[j].y !== null && typeof stars[j].y !== 'undefined' && dot !== null && stars[j] !== null && typeof dot.intersects === 'function') {' Line Number: 1027
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each challenge number should have one global bouncelimit for that challenge.
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add identifier number to each challenge in the code
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bouncelimmit should be per challenge not per color
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reduce 75% the size of the icon and challenge text
Code edit (1 edits merged)
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/**** * Classes ****/ var BounceEffect = Container.expand(function (x, y, color) { var self = Container.call(this); self.x = x; self.y = y; var bounceGraphics = self.attachAsset('bounceEffect', { anchorX: 0.5, anchorY: 0.5 }); bounceGraphics.tint = color; var duration = 30; self._update_migrated = function () { duration--; bounceGraphics.scaleX += 0.1; bounceGraphics.scaleY += 0.1; bounceGraphics.alpha -= 0.033; bounceGraphics.scaleX -= 0.01; bounceGraphics.scaleY -= 0.01; if (duration <= 0) { self.destroy(); } }; game.addChild(self); }); var Challenge = Container.expand(function (color, amount, bounceLimit) { var self = Container.call(this); self.color = color; self.amount = amount; self.bounceLimit = bounceLimit; self.completed = false; var obstacleIcon = self.attachAsset('obstacle', { anchorX: 0.5, anchorY: 0.5, tint: color, scaleX: 0.5, scaleY: 0.5 }); obstacleIcon.x = 80; obstacleIcon.y = 40; var challengeText = new Text2('0/' + amount, { size: 75, fill: "#ffffff", stroke: "#000000", strokeThickness: 8, anchorX: 0.5, anchorY: 0.5 }); challengeText.x = 150; challengeText.y -= 10; self.addChild(obstacleIcon); self.addChild(challengeText); self.updateProgress = function () { self.amount -= 1; challengeText.setText(amount - self.amount + '/' + amount); if (self.amount <= 0) { self.completed = true; if (currentChallenge.every(function (challenge) { return challenge.completed; })) { if (gameMode === 'challenges') { LK.setScore(LK.getScore() + 1); } hud.updateScore(LK.getScore()); showChallengeCompletePopup(self.color); currentChallenge.forEach(function (challenge) { return challenge.destroy(); }); currentChallenge = []; resetGameToStartingPoint(); startNextChallenge(); } } }; }); var CircularObstacle = Container.expand(function (starX, starY, radius, angleSpeed, initialAngle) { var self = Container.call(this); var obstacleGraphics = self.attachAsset('obstacle', { anchorX: 0.5, anchorY: 0.5, tint: getRandomTint() }); self.angle = initialAngle || 0; self.radius = radius; self.angleSpeed = angleSpeed * 0.75; self.starX = starX; self.starY = starY; self.updatePosition = function () { self.x = self.starX + Math.cos(self.angle) * self.radius; self.y = self.starY + Math.sin(self.angle) * self.radius; self.angle += self.angleSpeed * 0.35; obstacleGraphics.rotation += self.angleSpeed * 0.35; }; self.moveDown = function (distance, dotY) { self.starY += distance * getSpeedMultiplier(dotY); }; self.updatePosition(); }); var Dot = Container.expand(function () { var self = Container.call(this); var dotGraphics = self.attachAsset('dot', { anchorX: 0.5, anchorY: 0.5 }); self.destroyed = false; self.velocityY = 0; self.gravity = 0.7; self.bounce = -15; self._update_migrated = function () { if (!dotBouncing) { return; } var previousY = self.y; self.velocityY += self.gravity; if (self.velocityY > 0 && dotGraphics.scaleX < 1) { dotGraphics.scaleX += 0.02; dotGraphics.scaleY -= 0.02; } self.y += self.velocityY; if (!self.firstTouch && !self.intersects(hand)) { self.y = 2732 - self.height / 2 - 500; } else if (self.intersects(hand)) { self.bounceUp(); } else if (self.y > 2232 - self.height / 2 && self.firstTouch && !self.firstStarDestroyed) { self.velocityY = self.bounce; } else if (self.y > 2832 && !self.destroyed) { handleDotDestruction(); } self.movedDistance = self.y - previousY; }; self.bounceUp = function () { if (!self.destroyed) { self.velocityY = self.bounce; dotGraphics.scaleX = 0.8; dotGraphics.scaleY = 1.2; LK.setTimeout(function () { dotGraphics.scaleX = 1.2; dotGraphics.scaleY = 0.8; LK.setTimeout(function () { dotGraphics.scaleX = 1; dotGraphics.scaleY = 1; }, 100); }, 100); LK.getSound('bounce').play(); if (!self.intersects(hand)) { createBounceEffect(self.x, self.y, dotGraphics.tint); } self.firstTouch = true; if (!self.firstStarDestroyed) { self.firstStarDestroyed = true; } if (gameMode === 'challenges' && !self.intersects(hand)) { bounceCount++; hud.remainingBouncesTxt.setText((currentChallenge[0].bounceLimit - bounceCount).toString()); if (bounceCount >= currentChallenge[0].bounceLimit) { handleDotDestruction(); } } } }; self.inheritStarColor = function (star) { dotGraphics.tint = star.children[0].tint; }; }); var DotParticleEffect = Container.expand(function (x, y) { var self = Container.call(this); self.x = x; self.y = y; var particles = []; var angleIncrement = Math.PI * 2 / 20; var speed = 30; var colors = [0xffe066, 0xcc66ff, 0xff6666, 0x99ccff, 0xffa500].slice(0, CONFIG.numColors); for (var i = 0; i < 20; i++) { var particle = self.attachAsset('dot', { anchorX: 0.5, anchorY: 0.5, tint: colors[Math.floor(Math.random() * colors.length)] }); particle.scaleX = particle.scaleY = 0.5; particle.alpha = 1; var angle = i * angleIncrement; particle.vx = Math.cos(angle) * speed; particle.vy = Math.sin(angle) * speed; particles.push(particle); } self._update_migrated = function () { for (var i = particles.length - 1; i >= 0; i--) { particles[i].x += particles[i].vx; particles[i].y += particles[i].vy; particles[i].rotation += 0.1; // Rotate the particle particles[i].alpha -= 0.0167; if (particles[i].alpha <= 0) { particles[i].destroy(); particles.splice(i, 1); } } if (particles.length === 0) { self.destroy(); } }; game.addChild(self); }); var HUD = Container.expand(function () { var self = Container.call(this); // Create background line for HUD var backgroundLine = self.attachAsset('backgroundLine', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.5, scaleY: 1.5 }); backgroundLine.x = 2048 / 2; backgroundLine.y = 75; // Create score text scoreTxt = new Text2('0', { size: 150, // Reduced size to fit within the HUD fill: "#ffffff", stroke: "#000000", strokeThickness: 8 }); scoreTxt.anchor.set(0.5, 0); scoreTxt.x = 2048 - 200; // Adjusted position to fit within the HUD scoreTxt.y = -10; // Adjusted position to fit within the HUD self.addChild(scoreTxt); // Create challenge level text self.challengeLevelTxt = new Text2('LVL 0', { size: 75, fill: "#ffffff", stroke: "#000000", strokeThickness: 8 }); self.challengeLevelTxt.anchor.set(0, 0); self.challengeLevelTxt.x = 320; self.challengeLevelTxt.y = 30; self.addChild(self.challengeLevelTxt); // Create remaining bounces text self.remainingBouncesIcon = self.attachAsset('dot', { anchorX: 1, anchorY: 0, scaleX: 0.5, scaleY: 0.5 }); self.remainingBouncesIcon.x = 2048 - 120; self.remainingBouncesIcon.y = 40; self.addChild(self.remainingBouncesIcon); self.remainingBouncesTxt = new Text2('0', { size: 75, fill: "#ffffff", stroke: "#000000", strokeThickness: 8 }); self.remainingBouncesTxt.anchor.set(1, 0); self.remainingBouncesTxt.x = 2048 - 20; self.remainingBouncesTxt.y = 30; self.addChild(self.remainingBouncesTxt); // Create challenges container var challengesContainer = new Container(); if (challenges && challenges.length === 5) { challengesContainer.scaleX = 1.2; challengesContainer.scaleY = 1.2; } else { challengesContainer.scaleX = 1.5; challengesContainer.scaleY = 1.5; } challengesContainer.x = 2048 / 2; challengesContainer.y = 60; challengesContainer.anchorX = 0.5; challengesContainer.anchorY = 0.5; self.addChild(challengesContainer); self.updateScore = function (score) { scoreTxt.setText(score.toString()); }; self.updateChallenges = function (challenges) { challengesContainer.removeChildren(); var totalWidth = challenges.reduce(function (acc, challenge) { return acc + challenge.width + 20; // 20px gap }, -20); // Subtract the last gap var startX = -totalWidth / 2; challenges.forEach(function (challenge, i) { challenge.x = startX + i * (challenge.width + 20) + totalWidth / 2; challengesContainer.addChild(challenge); }); }; return self; }); // Add Hand asset below the dot var Hand = Container.expand(function () { var self = Container.call(this); var handGraphics = self.attachAsset('hand', { anchorX: 0.5, anchorY: 0, alpha: 0.9 }); self._update_migrated = function (distance) { if (distance) { self.y += distance; } }; }); var MainMenu = Container.expand(function () { var self = Container.call(this); // Create background var background = self.attachAsset('mainMenuBackground', { anchorX: 0.5, anchorY: 0.5, alpha: 1.0 }); background.x = 0; background.y = 600; // Create Endless button using endless asset var endlessButton = self.attachAsset('Endless', { anchorX: 0.5, anchorY: 0.5 }); endlessButton.x = 0; endlessButton.y = 1200; endlessButton.down = function () { self.destroy(); startGame('endless'); }; // Create Challenges button using challenges asset var challengesButton = self.attachAsset('Challenges', { anchorX: 0.5, anchorY: 0.5 }); challengesButton.x = 0; challengesButton.y = 1450; challengesButton.down = function () { self.destroy(); startGame('challenges'); }; // Create game title using gametitle asset var gameTitle = self.attachAsset('gametitle', { anchorX: 0.5, anchorY: 0.5 }); gameTitle.x = 0; gameTitle.y = 600; self.addChild(background); // Create How to Play button using a new asset var howToPlayButton = new Text2('how to play', { size: 50, // Reduced size to half fill: "#ffffff", anchorX: 0.5, anchorY: 0.5, align: 'center' // Center justify the text }); howToPlayButton.x = -125; howToPlayButton.y = 1700; howToPlayButton.down = function () { showHowToPlay(); }; self.addChild(gameTitle); self.addChild(endlessButton); self.addChild(challengesButton); self.addChild(howToPlayButton); }); var ObstacleParticleEffect = Container.expand(function (x, y) { var self = Container.call(this); self.x = x; self.y = y; var particles = []; var angleIncrement = Math.PI * 2 / 30; var speed = 20; var colors = [0xff6666, 0x00ff00, 0x0000ff, 0xffe066, 0xcc66ff, 0x99ccff].slice(0, CONFIG.numColors); for (var i = 0; i < 30; i++) { var particle = self.attachAsset('smallObstacle', { anchorX: 0.5, anchorY: 0.5, tint: colors[Math.floor(Math.random() * colors.length)] }); particle.scaleX = particle.scaleY = 0.5; particle.alpha = 1; var angle = i * angleIncrement; particle.vx = Math.cos(angle) * speed; particle.vy = Math.sin(angle) * speed; particles.push(particle); } self._update_migrated = function () { for (var i = particles.length - 1; i >= 0; i--) { particles[i].x += particles[i].vx; particles[i].y += particles[i].vy; particles[i].alpha -= 0.0167; if (particles[i].alpha <= 0) { particles[i].destroy(); particles.splice(i, 1); } } if (particles.length === 0) { self.destroy(); } }; game.addChild(self); }); var ObstacleScorePopup = Container.expand(function (x, y) { var self = Container.call(this); self.x = x; self.y = y; var scoreText = new Text2('+10', { size: 100, fill: "#ffffff", anchorX: 0.5, anchorY: 0.5 }); scoreText.x = -scoreText.width / 2; scoreText.y = -scoreText.height / 2; self.addChild(scoreText); self.alpha = 1; var duration = 120; self._update_migrated = function () { duration--; self.y -= 2; self.alpha -= 1 / 120; if (duration <= 0) { self.destroy(); } }; game.addChild(self); }); var OrbitLine = Container.expand(function (starX, starY, radius) { var self = Container.call(this); self.starX = starX; self.starY = starY; self.radius = radius; var segments = 50; var angleIncrement = Math.PI * 2 / segments; for (var i = 0; i < segments; i++) { var angle = i * angleIncrement; var dot = self.attachAsset('smallObstacle', { x: starX + Math.cos(angle) * radius, y: starY + Math.sin(angle) * radius, anchorX: 0.5, anchorY: 0.5, tint: [0xffe066, 0xcc66ff, 0xff6666, 0x99ccff, 0xffa500][Math.floor(Math.random() * 5)] }); if (i % 2 === 0) { dot.alpha = 0; } } self.moveDown = function (distance, dotY) { var speedMultiplier = dotY < 1200 ? 3 : dotY < 1400 ? 2 : dotY < 2000 ? 1.3 : dotY < 2300 ? 1.2 : 1; self.y += distance * speedMultiplier; }; }); var ParticleEffect = Container.expand(function (x, y, color) { var self = Container.call(this); self.x = x; self.y = y; var particles = []; for (var i = 0; i < 20; i++) { var particle = self.attachAsset('star', { anchorX: 0.5, anchorY: 0.5, tint: color }); particle.scaleX = particle.scaleY = Math.random() * 0.5 + 0.5; particle.alpha = 0.7; particle.vx = (Math.random() - 0.5) * 10; particle.vy = (Math.random() - 0.5) * 10; particles.push(particle); } self._update_migrated = function () { for (var i = particles.length - 1; i >= 0; i--) { particles[i].x += particles[i].vx; particles[i].y += particles[i].vy; particles[i].alpha -= 0.02; if (particles[i].alpha <= 0) { particles[i].destroy(); particles.splice(i, 1); } } if (particles.length === 0) { self.destroy(); } }; game.addChild(self); }); var ScorePopup = Container.expand(function (x, y) { var self = Container.call(this); self.x = x; self.y = y; var scoreText = new Text2('+' + (10 * (starCount + 1)).toString(), { size: 100, fill: "#ffffff", anchorX: 0.5, anchorY: 0.5 }); scoreText.x = -scoreText.width / 2; scoreText.y = -scoreText.height / 2; self.addChild(scoreText); self.alpha = 1; var duration = 120; self._update_migrated = function () { duration--; self.y -= 2; self.alpha -= 1 / 120; if (duration <= 0) { self.destroy(); } }; game.addChild(self); }); var Star = Container.expand(function (starNumber) { var self = Container.call(this); self.starNumber = starNumber; var starGraphics = self.attachAsset('star', { anchorX: 0.5, anchorY: 0.5, tint: getRandomTint() }); self.scaleDirection = 1; self.scaleSpeed = 0.005; self.minScale = 1; self.maxScale = 1.2; self.moveDown = function (distance, dotY) { self.y += distance * getSpeedMultiplier(dotY); if (self.y > 2732 - self.height / 2) { self.y = -self.height / 2; } }; self.updateScale = function () { if (self.scaleDirection === 1 && starGraphics.scale.x < self.maxScale) { starGraphics.scale.x += self.scaleSpeed; starGraphics.scale.y += self.scaleSpeed; } else if (self.scaleDirection === -1 && starGraphics.scale.x > self.minScale) { starGraphics.scale.x -= self.scaleSpeed; starGraphics.scale.y -= self.scaleSpeed; } if (starGraphics.scale.x >= self.maxScale || starGraphics.scale.x <= self.minScale) { self.scaleDirection *= -1; } }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 // Black color }); /**** * Game Code ****/ function showHowToPlay() { var howToPlayScreen = new Container({ width: 2048, height: 2732 }); var background = howToPlayScreen.attachAsset('mainMenuBackground', { anchorX: 0.5, anchorY: 0.5, alpha: 0.8, width: 2048, height: 2732 }); background.x = 2048 / 4; background.y = 2732 / 2; var endlessModeText = new Text2('Endless:\n\n1. Tap to make the dot bounce.\n2. Avoid obstacles.\n3. Collect stars to score points. \n4. Destroy same colored obstacles for extra points.', { size: 50, fill: "#ffffff", anchorX: 0.5, anchorY: 0.5, align: 'left', wordWrap: true, wordWrapWidth: 900 }); endlessModeText.x = 2048 / 4 - 900; endlessModeText.y = 2732 / 2 - 900; var challengesText = new Text2('Challenges:\n\n1. Complete objectives by destroying same colored obstacles.\n2. Earn extra points for each challenge completed.', { size: 50, fill: "#ffffff", anchorX: 0.5, anchorY: 0.5, align: 'left', wordWrap: true, wordWrapWidth: 900 }); challengesText.x = 2048 / 4 - 900; challengesText.y = 2732 / 2 - 300; var backButton = new Text2('Back', { size: 50, fill: "#ffffff", anchorX: 0.5, anchorY: 0.5 }); backButton.x = 2048 / 4; backButton.y = 2732 - 200; backButton.down = function () { howToPlayScreen.destroy(); var mainMenu = new MainMenu(); LK.gui.top.addChild(mainMenu); }; howToPlayScreen.addChild(background); howToPlayScreen.addChild(endlessModeText); howToPlayScreen.addChild(challengesText); howToPlayScreen.addChild(backButton); // Add event listener to close overlay when screen is touched howToPlayScreen.down = function () { howToPlayScreen.destroy(); var mainMenu = new MainMenu(); LK.gui.top.addChild(mainMenu); }; LK.gui.top.addChild(howToPlayScreen); } function isValidStar(star) { return star && star.children && star.children[0] && typeof star.children[0].tint !== 'undefined' && star.y !== null && typeof star.y !== 'undefined'; } function resetGameToStartingPoint() { // Destroy all existing stars, obstacles, and the dot stars.forEach(function (star) { star.destroy(); }); stars = []; obstacles.forEach(function (obstacle) { obstacle.destroy(); }); obstacles = []; if (dot) { dot.destroy(); dot = null; } // Reset star count starCount = 0; // Add initial star var star = game.addChildAt(new Star(), 1); star.x = 2048 / 2; star.y = 2732 / 2 - 500; stars.push(star); // Add initial dot if (!dot) { dot = game.addChild(new Dot()); dot.x = 2048 / 2; dot.y = 2732 - dot.height / 2 - 200; dotBouncing = true; } if (!hand) { createHand(); } handMoved = false; // Add initial orbit line var orbitLine = game.addChild(new OrbitLine(star.x, star.y, 300)); obstacles.push(orbitLine); // Add initial circular obstacle var starX = 2048 / 2; var starY = 2732 / 2 - 500; var radius = 300; var angleSpeed = 0.05; var obstacle = new CircularObstacle(starX, starY, radius, angleSpeed); game.addChildAt(obstacle, 1); obstacles.push(obstacle); // Check if the first star has at least one obstacle, if not, create it if (obstacles.length === 0) { var newObstacle = new CircularObstacle(starX, starY, radius, angleSpeed); game.addChildAt(newObstacle, 1); obstacles.push(newObstacle); } } // Ensure HUD is still over the rest of the elements game.addChild(hud); var CONFIG = { numColors: 2 // Default number of colors, can be set between 2 and 5 }; var gameMode = 'challenges'; // Default game mode var mainMenu = new MainMenu(); LK.gui.top.addChild(mainMenu); var scoreTxt; var hud = new HUD(); game.addChild(hud); function getRandomTint() { var colors = [0xffe066, 0xcc66ff, 0xff6666, 0x99ccff, 0xffa500].slice(0, CONFIG.numColors); return colors[Math.floor(Math.random() * Math.min(CONFIG.numColors, colors.length))]; } function showChallengeCompletePopup(color) { var challengeCompletePopup = LK.getAsset('success', { anchorX: 0.5, anchorY: 0.5, tint: color, alpha: 0 }); challengeCompletePopup.x = 2048 / 2; challengeCompletePopup.y = 2732 / 2; game.addChild(challengeCompletePopup); var animationDuration = 120; var animationFrame = 0; var animationInterval = LK.setInterval(function () { if (animationFrame < animationDuration / 2) { if (animationFrame === 0) { challengeCompletePopup.alpha = 1; } challengeCompletePopup.scaleX = challengeCompletePopup.scaleY = 1 + 0.5 * (animationFrame / (animationDuration / 2)); } else { challengeCompletePopup.alpha = 1 - (animationFrame - animationDuration / 2) / (animationDuration / 2); challengeCompletePopup.scaleX = challengeCompletePopup.scaleY = 1.5 - 0.5 * (animationFrame - animationDuration / 2) / (animationDuration / 2); } animationFrame++; if (animationFrame >= animationDuration) { LK.clearInterval(animationInterval); challengeCompletePopup.destroy(); } }, 1000 / 60); } function getStarColor(starNumber) { var colors = [0xffe066, 0xcc66ff, 0xff6666, 0x99ccff, 0xffa500].slice(0, CONFIG.numColors); return colors[starNumber % Math.min(CONFIG.numColors, colors.length)]; } function getSpeedMultiplier(dotY) { if (dotY < 1200) { return 3; } if (dotY < 1400) { return 2; } if (dotY < 2000) { return 1.3; } return 1.2; } function handleDotDestruction() { createDotParticleEffect(dot.x, dot.y); LK.getSound('explosion').play(); dot.destroyed = true; dot.destroy(); LK.setTimeout(function () { LK.showGameOver(); }, 1000); } function createBounceEffect(x, y, color) { var effect = new BounceEffect(x, y + 80, color); // Adjust y position to start from a little more lower on the ball LK.on('tick', function () { // Ensure HUD is on top of everything if (game.children.indexOf(hud) !== game.children.length - 1) { game.addChild(hud); } effect._update_migrated(); }); } var shrinkFrame = 0; var shrinkDuration = 60; function startGame(mode) { gameMode = mode; if (!dot) { dot = game.addChild(new Dot()); dot.x = 2048 / 2; dot.y = 2732 - dot.height / 2 - 200; dotBouncing = true; } if (!hand) { hand = new Hand(); game.addChild(hand); hand.x = dot.x; hand.y = dot.y + dot.height / 2; } if (mode === 'endless') { CONFIG.numColors = 5; // Start endless mode // Add your endless mode initialization code here hud.removeChild(hud.children[0]); // Remove HUD background hud.challengeLevelTxt.visible = false; // Hide level text in endless mode hud.remainingBouncesIcon.visible = false; // Hide remaining bounces icon in endless mode hud.remainingBouncesTxt.visible = false; // Hide remaining bounces text in endless mode scoreTxt.visible = true; // Show score text in endless mode } else if (mode === 'challenges') { CONFIG.numColors = 2; // Start challenges mode hud.challengeLevelTxt.visible = true; // Show level text in challenge mode hud.remainingBouncesIcon.visible = true; // Show remaining bounces icon in challenge mode hud.remainingBouncesTxt.visible = true; // Show remaining bounces text in challenge mode scoreTxt.visible = false; // Hide score text in challenge mode startNextChallenge(); } } // Pregame screen removed var challenges = [{ id: 1, numColors: 2, obstacles: [{ color: 0xffe066, amount: 1, bounceLimit: 20 }] }, { id: 2, numColors: 5, obstacles: [{ color: 0xffe066, amount: 1, bounceLimit: 30 }, { color: 0xcc66ff, amount: 1, bounceLimit: 40 }, { color: 0xff6666, amount: 1, bounceLimit: 40 }, { color: 0x99ccff, amount: 1, bounceLimit: 40 }, { color: 0xffa500, amount: 1, bounceLimit: 40 }] }, { id: 3, numColors: 3, obstacles: [{ color: 0xff6666, amount: 1, bounceLimit: 50 }, { color: 0x99ccff, amount: 2, bounceLimit: 3 }] }, { id: 4, numColors: 3, obstacles: [{ color: 0x99ccff, amount: 4, bounceLimit: 3 }] }, { id: 5, numColors: 5, obstacles: [{ color: 0xffa500, amount: 5, bounceLimit: 3 }] }]; var currentChallengeIndex = 0; var currentChallenge = null; function startNextChallenge() { if (gameMode === 'endless') { return; } if (currentChallengeIndex < challenges.length) { CONFIG.numColors = challenges[currentChallengeIndex].numColors; var challengeData = challenges[currentChallengeIndex]; var colors = [0xffe066, 0xcc66ff, 0xff6666, 0x99ccff, 0xffa500].slice(0, CONFIG.numColors); currentChallenge = challengeData.obstacles.map(function (obstacleData, i) { var challengeColor = colors[i % colors.length]; var challenge = game.addChild(new Challenge(challengeColor, obstacleData.amount, obstacleData.bounceLimit)); return challenge; }); bounceCount = 0; var totalWidth = currentChallenge.reduce(function (acc, challenge) { return acc + challenge.width + 20; // 20px gap }, -20); // Subtract the last gap hud.updateChallenges(currentChallenge); hud.challengeLevelTxt.setText('LVL ' + currentChallengeIndex); hud.updateScore(LK.getScore()); // Ensure score is updated in the HUD hud.remainingBouncesTxt.setText(currentChallenge[0].bounceLimit.toString()); // Reset remaining bounces text // Ensure HUD is still over the rest of the elements if (hud.y < 0) { hud.y = 0; } if (hud.x < 0) { hud.x = 0; } if (hud.x + hud.width > 2048) { hud.x = 2048 - hud.width; } if (hud.y + hud.height > 2732) { hud.y = 2732 - hud.height; } } currentChallengeIndex++; } // startNextChallenge(); // Removed initial call to startNextChallenge function createObstacleParticleEffect(x, y) { var effect = new ObstacleParticleEffect(x, y); LK.on('tick', function () { effect._update_migrated(); }); } function changeStarColor(star) { var colors = [0xffe066, 0xcc66ff, 0xff6666, 0x99ccff, 0xffa500].slice(0, CONFIG.numColors); var currentColorIndex = colors.indexOf(star.children[0].tint); var nextColorIndex = (currentColorIndex + 1) % Math.min(CONFIG.numColors, colors.length); star.children[0].tint = colors[nextColorIndex]; } function updateStarColors() { for (var i = 0; i < stars.length; i++) { changeStarColor(stars[i]); } } LK.setInterval(updateStarColors, 2000); var starCount = 0; // Initialize the offscreen threshold for destroying obstacles var offscreenThreshold = 2732 + 1000; function createParticleEffect(x, y, color) { var effect = new ParticleEffect(x, y, color); LK.on('tick', function () { effect._update_migrated(); }); } function createDotParticleEffect(x, y) { var effect = new DotParticleEffect(x, y); LK.on('tick', function () { effect._update_migrated(); }); } var obstacles = []; function updateObstacles() { var obstacleCount = 5 + starCount; while (obstacles.length < obstacleCount) { var obstacle = game.addChild(new Obstacle()); obstacle.x = obstacle.direction === 1 ? -obstacle.width / 2 : 2048 + obstacle.width / 2; obstacle.y = Math.random() * (2732 - obstacle.height) + obstacle.height / 2; obstacles.push(obstacle); } } // Removed duplicate score text initialization and addition to the screen game.on('down', function (x, y, obj) { if (dot) { dot.bounceUp(); } }); var stars = []; var star = game.addChildAt(new Star(), 1); star.x = 2048 / 2; star.y = 2732 / 2 - 500; stars.push(star); LK.setInterval(function () { changeStarColor(star); }, 1000); // Initialize star with a random color from the obstacles // Add dotted orbit for the first star var orbitLine = game.addChild(new OrbitLine(star.x, star.y, 300)); obstacles.push(orbitLine); function spawnInitialObstacles() { var starX = 2048 / 2; var starY = 2732 / 2 - 500; var radius = 300; var angleSpeed = 0.05; var obstacle = new CircularObstacle(starX, starY, radius, angleSpeed); game.addChildAt(obstacle, 1); obstacles.push(obstacle); // No additional obstacles for the first star } spawnInitialObstacles(); game.addChild(hud); LK.on('tick', function () { if (dot) { dot._update_migrated(); } for (var i = 0; i < obstacles.length; i++) { if (obstacles[i] instanceof CircularObstacle) { obstacles[i].updatePosition(); } else { if (typeof obstacles[i]._move_migrated === 'function') { obstacles[i]._move_migrated(); } } if (dot && dot.y < 2300 && dot.movedDistance < 0) { obstacles[i].moveDown(-dot.movedDistance, dot.y); } if (dot && dot.intersects && obstacles[i] && dot.intersects(obstacles[i]) && !(obstacles[i] instanceof OrbitLine) && dot !== null && obstacles[i] !== null && typeof dot.intersects === 'function') { if (dot.children[0].tint === obstacles[i].children[0].tint) { createObstacleParticleEffect(obstacles[i].x, obstacles[i].y); if (gameMode === 'endless') { if (gameMode === 'endless') { LK.setScore(LK.getScore() + 10); } } hud.updateScore(LK.getScore()); var obstacleScorePopup = new ObstacleScorePopup(obstacles[i].x, obstacles[i].y); LK.on('tick', function () { obstacleScorePopup._update_migrated(); }); LK.getSound('obstacle').play(); // Update challenge progress before destroying the obstacle if (currentChallenge) { for (var j = 0; j < currentChallenge.length; j++) { if (obstacles[i].children[0].tint === currentChallenge[j].color) { currentChallenge[j].updateProgress(); if (currentChallenge[j].completed) { currentChallenge.splice(j, 1); if (currentChallenge.length === 0) { startNextChallenge(); } } break; } } } obstacles[i].destroy(); obstacles.splice(i, 1); } else { if (!dot.destroyed) { createDotParticleEffect(dot.x, dot.y); LK.getSound('explosion').play(); dot.destroyed = true; } dot.destroy(); LK.setTimeout(function () { LK.showGameOver(); }, 1500); } } else if (obstacles[i].y > offscreenThreshold) { obstacles[i].destroy(); obstacles.splice(i, 1); } } for (var j = stars.length - 1; j >= 0; j--) { stars[j].updateScale(); if (dot && dot.intersects && stars[j] && isValidStar(stars[j]) && dot.intersects(stars[j]) && dot.y !== null && typeof dot.y !== 'undefined' && stars[j].y !== null && typeof stars[j].y !== 'undefined' && dot !== null && stars[j] !== null && typeof dot.intersects === 'function' && stars[j] !== null) { if (hand) { hand.destroy(); hand = null; } dot.inheritStarColor(stars[j]); if (gameMode === 'endless') { LK.setScore(LK.getScore() + 10 * (starCount + 1)); } hud.updateScore(LK.getScore()); var oldStarY = stars[j].y; createParticleEffect(stars[j].x, stars[j].y, stars[j].children[0].tint); LK.getSound('star').play(); var scorePopup = new ScorePopup(stars[j].x, stars[j].y); LK.on('tick', function () { scorePopup._update_migrated(); }); stars[j].destroy(); stars.splice(j, 1); starCount += 1; var newStar = game.addChildAt(new Star(), 1); newStar.x = 2048 / 2; var additionalYOffset = starCount > 1 ? (starCount - 1) * 200 : 0; newStar.y = oldStarY - 2000 - additionalYOffset; stars.push(newStar); // Ensure new star also has the color change function changeStarColor(newStar); if (!handMoved && hand) { var handMoveDistance = 0; var handMoveInterval = LK.setInterval(function () { handMoveDistance += 1; hand._update_migrated(handMoveDistance); if (handMoveDistance >= 1000) { LK.clearInterval(handMoveInterval); } }, 10); handMoved = true; } // Increase the offscreen threshold for destroying obstacles offscreenThreshold += 300; // Add a cumulative number of CircularObstacles at random positions around the new star var cumulativeObstacles = 1 + starCount; for (var k = 0; k < cumulativeObstacles; k++) { var randomAngle = Math.random() * Math.PI * 2; // Random angle in radians var radiusOffset = k * 100; var circularObstacle = game.addChildAt(new CircularObstacle(newStar.x, newStar.y, 300 + radiusOffset, 0.05 * (k % 2 === 0 ? 1 : -1), randomAngle), 1); obstacles.push(circularObstacle); } // Add orbit line before creating all obstacles var orbitLine = new OrbitLine(newStar.x, newStar.y, 300 + radiusOffset); game.addChildAt(orbitLine, 1); obstacles.push(orbitLine); } else if (dot.y < 2300 && dot.movedDistance < 0) { stars[j].moveDown(-dot.movedDistance, dot.y); } } }); var dot = null; var dotBouncing = false; var hand; var handMoved = false; function createHand() { hand = new Hand(); game.addChild(hand); hand.x = dot.x; hand.y = dot.y + dot.height / 2; } var motivationalWords = ["Great Job!", "Well Done!", "Keep Going!", "Awesome!", "Fantastic!", "Superb!", "Excellent!", "Nice Work!", "Bravo!"];
===================================================================
--- original.js
+++ change.js
@@ -256,9 +256,9 @@
self.remainingBouncesTxt.y = 30;
self.addChild(self.remainingBouncesTxt);
// Create challenges container
var challengesContainer = new Container();
- if (challenges.length === 5) {
+ if (challenges && challenges.length === 5) {
challengesContainer.scaleX = 1.2;
challengesContainer.scaleY = 1.2;
} else {
challengesContainer.scaleX = 1.5;
Cartoon, white star. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Cartoon. white circle. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
cartoon white dot with eyes (just black dots).. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
cartoon white ring. simple.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
cartoon white cloud.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.