User prompt
Ensure that not load more towerblock if the counter reach zero
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of null (reading 'swayDirection')' in or related to this line: 'var lastSwayDirection = currentBlock.swayDirection; // Save the sway direction of the current block' Line Number: 151
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And now why you stopping the loader movement at the side of the map? Fix it
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Avoid towerblock jumping and bouncing
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Speed up the towerblock loading horizontal movement by half
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Speed up the loading horizontal movement by half
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Please fix the bug: 'TypeError: LK.getMusic is not a function' in or related to this line: 'LK.getMusic('Birds').play();' Line Number: 237
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Play dove sound and birds sound at the same time in loop
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Please fix the bug: 'TypeError: LK.getMusic is not a function' in or related to this line: 'LK.getMusic('Birds').play();' Line Number: 241
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Play dove sound and birds sound alternately
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Play dove sound in loop
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Play dove sound loop in every 7 seconds
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Do it
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Randomize the birds movement, not only just one horizontal line
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Ensure all type of the the birds flying to the upper half of the map
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Ensure the birds flying to the upper half of the map
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Decrease the number of the bird asset to the half
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Ensure the dovebird movement from right to left direction
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Add dovebird asset to the map
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Add to the map a flying animated dove bird
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Do it
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Add Animated flying birds to the map
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Play birds sound in loop every 7 seconds
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Maintain the sway direction after dropping the block
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Avoid start from right when the loading movement is head to left
/****
* Classes
****/
// Class for Explosion
var Explosion = Container.expand(function () {
var self = Container.call(this);
var explosionGraphics = self.attachAsset('explosion', {
anchorX: 0.5,
anchorY: 0.5
});
self.update = function () {
explosionGraphics.alpha -= 0.01; // Fade out the explosion
if (explosionGraphics.alpha <= 0) {
self.destroy(); // Destroy the explosion when it's fully faded out
}
};
});
// Class for TowerBlock
var TowerBlock = Container.expand(function () {
var self = Container.call(this);
var blockGraphics = self.attachAsset('towerBlock', {
anchorX: 0.5,
anchorY: 0.5
});
self.swayDirection = 1;
self.swaySpeed = 1;
self.update = function () {
self.x += self.swaySpeed * self.swayDirection;
if (self.x > 2048 - blockGraphics.width / 2 || self.x < blockGraphics.width / 2) {
self.swayDirection *= -1;
}
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x87CEEB // Light blue background
});
/****
* Game Code
****/
var sky = game.addChild(LK.getAsset('sky', {
anchorX: 0,
anchorY: 0,
x: 0,
y: 0
}));
var grass = game.addChild(LK.getAsset('grass', {
anchorX: 0,
anchorY: 1,
x: 0,
y: 2732
}));
// Initialize variables
var towerBlocks = [];
var baseY = 2500; // Base row position
var currentBlock = null;
var counter = 20; // Initialize counter
var counterTxt = new Text2('Remaining Building Blocks: ' + counter.toString(), {
size: 37.5,
fill: 0xFFFFFF
}); // Create counter text
counterTxt.anchor.set(0, 0); // Set anchor to top left
LK.gui.topLeft.addChild(counterTxt); // Add counter text to top left corner of the map
// Function to drop the current block
function dropBlock() {
if (currentBlock) {
currentBlock.swaySpeed = 0; // Stop swaying
towerBlocks.push(currentBlock);
currentBlock = null;
}
}
// Create a new block at the top of the screen
function createNewBlock() {
// Create a new block at the top of the screen
function createNewBlock() {
currentBlock = new TowerBlock();
currentBlock.x = 2048 / 2;
currentBlock.y = 100;
game.addChild(currentBlock);
}
currentBlock = new TowerBlock();
currentBlock.x = 2048 / 2;
currentBlock.y = 100;
game.addChild(currentBlock);
}
// Handle screen tap to drop the block
game.down = function (x, y, obj) {
dropBlock();
if (counter > 0) {
// Check if counter is greater than zero
createNewBlock();
currentBlock.x = towerBlocks[towerBlocks.length - 1].x; // Set the x position of the new block to the x position of the last block in the towerBlocks array
counter--; // Decrease counter by one
counterTxt.setText('Remaining Building Blocks: ' + counter.toString()); // Update counter text
}
};
// Initialize the first block
createNewBlock();
// Update function for the game
game.update = function () {
if (currentBlock) {
currentBlock.update();
}
// Update positions of all blocks
for (var i = 0; i < towerBlocks.length; i++) {
towerBlocks[i].y += 5; // Move blocks down
// Check if the block has collided with the grass
if (towerBlocks[i].intersects(grass)) {
towerBlocks[i].y = grass.y - towerBlocks[i].height / 2; // Position the block on top of the grass
towerBlocks[i].swaySpeed = 0; // Stop the block from moving
}
// Check if the block has collided with another block
for (var j = 0; j < towerBlocks.length; j++) {
if (i != j && towerBlocks[i].intersects(towerBlocks[j])) {
towerBlocks[i].y = towerBlocks[j].y - towerBlocks[i].height; // Position the block on top of the other block
towerBlocks[i].swaySpeed = 0; // Stop the block from moving
// Initialize lastX for tracking changes on X
if (towerBlocks[i].lastX === undefined) {
towerBlocks[i].lastX = towerBlocks[i].x;
}
// Check if at least 90% of the tower block fits on the underlying one
if (towerBlocks[j] && Math.abs(towerBlocks[i].x - towerBlocks[j].x) > towerBlocks[i].width * 0.1) {
// If not, slide it off animatedly
towerBlocks[i].x += towerBlocks[i].x < towerBlocks[j].x ? -5 : 5;
// Check if the block has fallen off completely
if (towerBlocks[i].lastX <= 0 && towerBlocks[i].x > 0) {
// Create an explosion effect
var explosion = new Explosion();
explosion.x = towerBlocks[i].x;
explosion.y = towerBlocks[i].y;
game.addChild(explosion);
var explosion = LK.effects.explosion(towerBlocks[i].x, towerBlocks[i].y);
game.addChild(explosion);
towerBlocks[i].destroy(); // Remove the block from the game
towerBlocks.splice(i, 1); // Remove the block from the array
i--; // Adjust the index after removal
i--; // Adjust the index after removal
} else if (towerBlocks[i].y > 2732) {
// Check if the block has fallen off the map
towerBlocks[i].destroy(); // Remove the block from the game
towerBlocks.splice(i, 1); // Remove the block from the array
i--; // Adjust the index after removal
}
}
// Update last known states
towerBlocks[i].lastX = towerBlocks[i].x;
break; // Prevent block from bouncing by breaking the loop once a collision is detected
}
}
}
// Create a windstorm effect every 5 seconds
if (LK.ticks % 300 == 0) {
for (var i = 0; i < towerBlocks.length; i++) {
// If the block does not fit at least 90% of the way underneath, move it off the map
if (towerBlocks[j] && Math.abs(towerBlocks[i].x - towerBlocks[j].x) > towerBlocks[i].width * 0.1) {
towerBlocks[i].x += towerBlocks[i].x < towerBlocks[j].x ? -5 : 5;
}
}
}
};