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Please fix the bug: 'LK.getHighScore is not a function' in or related to this line: 'var highScoreText = new Text2('High Score: ' + LK.getHighScore(), {' Line Number: 281
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Create a new title screen. title screen will show game title (an asset) and the high score.
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Use backgroundmusic as background music instead of background sound
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Please fix the bug: 'storage is not defined' in or related to this line: 'var game = new LK.Game({' Line Number: 268
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Please fix the bug: 'storage is not defined' in or related to this line: 'var highScore = storage.highScore || 0;' Line Number: 273 āŖš” Consider importing and using the following plugins: @upit/storage.v1
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Before game starts create a home screen. This screen will have a black bacground a game title asset, the high score and a tap to start text
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Adjust main menunscreen and hide game elements when on
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Create a main menu screen that also tracks the high score āŖš” Consider importing and using the following plugins: @upit/storage.v1
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on tick check if background is playing, if not, then play
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play background music on game start
Code edit (1 edits merged)
Please save this source code
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when bakcgorund in not playing start it again.
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on game start play background music
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make sure background also starts playing on game start and after every 10 seconds.
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make sure background stats again every 10 seconds.
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on game start start playing background and restart it every 10 seconnds.
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when game is runningn always play background in loop
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make sure background music plays in loop after it finishes
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play background on game start and keep in looping
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use background to play all the time in loop as the background music of the game.
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make sure death sound plays when dot intersects with obstacle
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when a dot intesects with start, play star sound
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use death sound when dot is destroyed
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use boing sound when player taps on the screen
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Migrate to the latest version of LK
/**** * Classes ****/ 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 }); 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) { var speedMultiplier = dotY < 1200 ? 3 : dotY < 1400 ? 2 : dotY < 2000 ? 1.3 : 1.2; self.starY += distance * speedMultiplier; }; 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 () { var previousY = self.y; self.velocityY += self.gravity; 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) { createDotParticleEffect(self.x, self.y); self.destroyed = true; self.destroy(); LK.getSound('death').play(); // Play death sound LK.setTimeout(function () { LK.showGameOver(); }, 1000); } self.movedDistance = self.y - previousY; }; self.bounceUp = function () { if (!self.destroyed) { self.velocityY = self.bounce; self.firstTouch = true; if (!self.firstStarDestroyed) { self.firstStarDestroyed = true; } } }; }); 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; for (var i = 0; i < 20; i++) { var particle = self.attachAsset('dot', { anchorX: 0.5, anchorY: 0.5 }); 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); }); // 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 }); // Add 'TAP' text to the hand var tapText = new Text2('Tap', { size: 100, fill: '#000000', font: 'Arial', fontWeight: 'normal', anchorX: 0.5, anchorY: 0.5, dropShadow: true, dropShadowColor: '#888888', dropShadowBlur: 4, dropShadowAngle: Math.PI / 6, dropShadowDistance: 6 }); tapText.x = -tapText.width / 2; tapText.y = handGraphics.height / 2 - tapText.height / 2; self.addChild(tapText); self._update_migrated = function (distance) { if (distance) { self.y += distance; } }; }); 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 }); 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) { 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 }); 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('+1', { size: 100, fill: 0xFFFFFF, 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 () { var self = Container.call(this); var starGraphics = self.attachAsset('star', { anchorX: 0.5, anchorY: 0.5 }); self.scaleDirection = 1; self.scaleSpeed = 0.005; self.minScale = 1; self.maxScale = 1.2; self.moveDown = function (distance, dotY) { var speedMultiplier = dotY < 1200 ? 3 : dotY < 1400 ? 2 : dotY < 2000 ? 1.3 : 1.2; self.y += distance * speedMultiplier; 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 // Ensure the background is black for the main menu }); /**** * Game Code ****/ // The background music is now handled within the startGame function and game over sequence. // This tick listener is no longer needed for starting the music. // Import storage plugin and initialize high score if not present var highScore = storage.highScore || 0; // Initialize the offscreen threshold for destroying obstacles var offscreenThreshold = 2732 + 1000; function createParticleEffect(x, y) { var effect = new ParticleEffect(x, y); 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 + LK.getScore(); 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); } } var scoreTxt = new Text2('', { size: 200, fill: 0xFFFFFF }); scoreTxt.anchor.set(0.5, 0); scoreTxt.x = 600; // Position relative to gui.top's anchor LK.gui.top.addChild(scoreTxt); // LK.gui.top.addChild(scoreTxt); // Removed duplicate line scoreTxt.visible = false; // Initially hidden game.on('down', function (x, y, obj) { // This listener is for in-game bounces, start game is handled by a separate listener later if (!inMainMenu && dot) { dot.bounceUp(); LK.getSound('bounce').play(); } }); var stars = []; // Initial star and orbitLine will be created in startGame // obstacles array is already declared: var obstacles = []; // Modified spawnInitialObstacles to accept parameters function spawnInitialObstacles(targetStar, radius, count) { var starX = targetStar.x; var starY = targetStar.y; var angleSpeed = 0.05; // Default angle speed for initial obstacles for (var i = 0; i < count; i++) { var obstacle = game.addChild(new CircularObstacle(starX, starY, radius, angleSpeed, Math.random() * Math.PI * 2)); // Added random initial angle obstacles.push(obstacle); } } // spawnInitialObstacles(); // Global call removed, will be called from startGame LK.on('tick', function () { if (inMainMenu || !dot || dot.destroyed) return; // Ensure dot exists and is not destroyed dot._update_migrated(); // Ensure dot still exists after its own update before processing obstacles and stars if (!dot || dot.destroyed) return; for (var i = 0; i < obstacles.length; i++) { if (obstacles[i] instanceof CircularObstacle) { obstacles[i].updatePosition(); } else { // This branch seems to be for a different type of obstacle not currently in use for collisions // or movement in the same way as CircularObstacle or OrbitLine. // Ensuring it has _move_migrated and is visible if it were to be used. if (typeof obstacles[i]._move_migrated === 'function') { obstacles[i]._move_migrated(); } } // Check dot again, as its state might change due to its own update logic (e.g., falling off screen) if (!dot || dot.destroyed) break; // Exit loop if dot is gone if (dot.y < 2300 && dot.movedDistance < 0) { // Vertical scrolling movement for obstacles if (typeof obstacles[i].moveDown === 'function') { // Ensure moveDown exists obstacles[i].moveDown(-dot.movedDistance, dot.y); } } if (dot.intersects(obstacles[i]) && !(obstacles[i] instanceof OrbitLine)) { if (!dot.destroyed) { // Check if not already destroyed (e.g. by multiple collisions in one frame) createDotParticleEffect(dot.x, dot.y); dot.destroyed = true; // Mark as destroyed in the dot's own state LK.getSound('death').play(); // Play death sound } // dot.destroy() and dot = null will be handled in the game over sequence triggered below // For now, just mark as destroyed to stop further interactions. // The actual destruction and game over sequence is triggered by dot._update_migrated or here. // If dot._update_migrated handles destruction (e.g. falling off screen), this is for collision. // Trigger game over sequence (which will destroy dot and set it to null) // This timeout was already here, now it's clear dot will be nulled inside it. var tempDot = dot; // temp reference for the timeout if needed. dot.destroy(); // Destroy the PIXI object dot = null; // Nullify the game's reference to stop further processing in this tick dot = null; // Set dot to null immediately after destruction LK.setTimeout(function () { // Update high score if needed if (LK.getScore() > highScore) { highScore = LK.getScore(); storage.highScore = highScore; } // Show main menu again after game over mainMenuContainer.visible = true; highScoreText.setText('High Score: ' + highScore); inMainMenu = true; // Clean up game elements // dot is already destroyed and nulled if (hand && typeof hand.destroy === 'function') { hand.destroy(); } hand = null; scoreTxt.visible = false; while (stars.length > 0) { var s = stars.pop(); if (s && typeof s.destroy === 'function') { s.destroy(); } } while (obstacles.length > 0) { var o = obstacles.pop(); if (o && typeof o.destroy === 'function') { o.destroy(); } } LK.showGameOver(); }, 1000); // The duplicated high score update and main menu visibility logic below is redundant // as it's handled within the LK.setTimeout or by game reset. // Update high score if needed // if (LK.getScore() > highScore) { // highScore = LK.getScore(); // storage.highScore = highScore; // } // Show main menu again after game over // mainMenuContainer.visible = true; // highScoreText.setText('High Score: ' + highScore); // inMainMenu = true; } 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.intersects(stars[j])) { LK.getSound('star').play(); // Play star sound LK.setScore(LK.getScore() + 1); scoreTxt.setText(LK.getScore().toString()); scoreTxt.alpha = 0; var originalY = scoreTxt.y; LK.on('tick', function updateScoreTextFadeIn() { scoreTxt.alpha += 0.05; scoreTxt.y = originalY - (1 - scoreTxt.alpha) * 50; if (scoreTxt.alpha >= 1) { scoreTxt.alpha = 1; LK.off('tick', updateScoreTextFadeIn); } }); var oldStarY = stars[j].y; createParticleEffect(stars[j].x, stars[j].y); var scorePopup = new ScorePopup(stars[j].x, stars[j].y); LK.on('tick', function () { scorePopup._update_migrated(); }); stars[j].destroy(); stars.splice(j, 1); var newStar = game.addChild(new Star()); newStar.x = 2048 / 2; var additionalYOffset = LK.getScore() > 1 ? (LK.getScore() - 1) * 200 : 0; newStar.y = oldStarY - 2000 - additionalYOffset; stars.push(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 + LK.getScore(); 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.addChild(new CircularObstacle(newStar.x, newStar.y, 300 + radiusOffset, 0.05 * (k % 2 === 0 ? 1 : -1), randomAngle)); obstacles.push(circularObstacle); } // Add orbit line after creating all obstacles var orbitLine = game.addChild(new OrbitLine(newStar.x, newStar.y, 300 + radiusOffset)); obstacles.push(orbitLine); } else if (dot.y < 2300 && dot.movedDistance < 0) { stars[j].moveDown(-dot.movedDistance, dot.y); } } }); // Main menu state var inMainMenu = true; var mainMenuContainer = new Container(); var mainMenuBg = LK.getAsset('orbit', { anchorX: 0.5, anchorY: 0.5 }); mainMenuBg.x = 2048 / 2; mainMenuBg.y = 2732 / 2; mainMenuBg.scaleX = mainMenuBg.scaleY = 1.5; mainMenuContainer.addChild(mainMenuBg); var titleText = new Text2('Bounce Dot!', { size: 220, fill: 0xffffff, anchorX: 0.5, anchorY: 0.5, font: 'Arial Black' }); titleText.x = 2048 / 2; titleText.y = 700; mainMenuContainer.addChild(titleText); var tapToStartText = new Text2('Tap to Start', { size: 120, fill: 0xffff00, anchorX: 0.5, anchorY: 0.5, font: 'Arial' }); tapToStartText.x = 2048 / 2; tapToStartText.y = 1200; mainMenuContainer.addChild(tapToStartText); var highScoreText = new Text2('High Score: ' + highScore, { size: 100, fill: 0xffffff, anchorX: 0.5, anchorY: 0.5, font: 'Arial' }); highScoreText.x = 2048 / 2; highScoreText.y = 1000; mainMenuContainer.addChild(highScoreText); game.addChild(mainMenuContainer); // Hide game elements until game starts var dot, hand, handMoved = false; function startGame() { if (!inMainMenu) return; // Don't start if already in game inMainMenu = false; mainMenuContainer.visible = false; // 1. Clean up previous game elements if any if (dot && typeof dot.destroy === 'function') { dot.destroy(); } dot = null; if (hand && typeof hand.destroy === 'function') { hand.destroy(); } hand = null; while (stars.length > 0) { var s = stars.pop(); if (s && typeof s.destroy === 'function') { s.destroy(); } } while (obstacles.length > 0) { var o = obstacles.pop(); if (o && typeof o.destroy === 'function') { o.destroy(); } } // 2. Reset score LK.setScore(0); scoreTxt.setText('0'); scoreTxt.visible = true; // 3. Create new dot dot = game.addChild(new Dot()); dot.x = 2048 / 2; dot.y = 2732 - dot.height / 2 - 200; // Initial position for dot // 4. Reset hand and create it handMoved = false; createHand(); // This function creates and adds hand to the game // 5. Spawn initial star var initialStar = game.addChild(new Star()); initialStar.x = 2048 / 2; initialStar.y = 2732 / 2 - 500; // Position for the first star stars.push(initialStar); // 6. Spawn initial orbit line for the first star var initialOrbitLine = game.addChild(new OrbitLine(initialStar.x, initialStar.y, 300)); obstacles.push(initialOrbitLine); // 7. Spawn initial circular obstacles around the first star spawnInitialObstacles(initialStar, 300, 20); // Pass star, radius, and count // 8. Reset other game state variables offscreenThreshold = 2732 + 1000; // Reset offscreen threshold // Ensure background music plays if (!LK.getSound('backgound').playing) { LK.getSound('backgound').play(); } } function createHand() { hand = game.addChild(new Hand()); hand.x = dot.x; hand.y = dot.y + dot.height / 2; } // Listen for tap to start game.on('down', function (x, y, obj) { if (inMainMenu) { startGame(); return; } if (dot) { dot.bounceUp(); LK.getSound('bounce').play(); } });
===================================================================
--- original.js
+++ change.js
@@ -246,20 +246,16 @@
/****
* Initialize Game
****/
var game = new LK.Game({
- backgroundColor: 0x000000
+ backgroundColor: 0x000000 // Ensure the background is black for the main menu
});
/****
* Game Code
****/
-// Check if background music is playing, if not, then play it
-LK.on('tick', function () {
- if (!LK.getSound('backgound').playing) {
- LK.getSound('backgound').play();
- }
-});
+// The background music is now handled within the startGame function and game over sequence.
+// This tick listener is no longer needed for starting the music.
// Import storage plugin and initialize high score if not present
var highScore = storage.highScore || 0;
// Initialize the offscreen threshold for destroying obstacles
var offscreenThreshold = 2732 + 1000;