User prompt
Play the k1 sound when the mower asset touch the shit asset.
User prompt
Please fix the bug: 'TypeError: t._node is undefined' in or related to this line: 'grassPatches[i].update();' Line Number: 437
User prompt
The grass asset should never touch the fence asset.
User prompt
remove and delete L1 Asset.
User prompt
The counter should be visible above the fence.
User prompt
Create a timer to the right top what counter down from 1 minute. When the time is up than pop up a title: The time is up!
User prompt
Please fix the bug: 'InternalError: too much recursion' in or related to this line: 'var timeUpText = new Text2('The time is up!', {' Line Number: 95
User prompt
create a timer to the right top what counter down from 1 minute. When the time is up than pop up a title: The time is up! After that pop up the Game over title.
User prompt
When the player is reach MONEY 24 the bomb is turn of while the next map start.
User prompt
All bomb assets are inactive for 1 second from the start of the course.
User prompt
Move the reward asset above with 1 piece of grass asset
User prompt
Move the reward asset to the bottom of the rewardPopup
User prompt
Move lower the reward picture with a little.
User prompt
Move the reward asset 2 grass assets below.
User prompt
Move the reward button down with two grass assett.
User prompt
Add every map a fence asset.
User prompt
Add a new asset when the rewardPopup is active. When the player clicks on this asset start a new random map.
User prompt
Play bomb detonation sound when the mower asset touch the bomb asset.
User prompt
Create an bomb detonation sound when the mower touch the bomb asset.
User prompt
delete the L1 sound.
User prompt
Play L1 sound when the mower asset touch the shit asset.
User prompt
grass assets never reach another grass asset.
User prompt
Please fix the bug: 'TypeError: kakasSound.play() is undefined' in or related to this line: 'kakasSound.play().once('end', function () {' Line Number: 91
User prompt
Please fix the bug: 'TypeError: kakasSound.play() is undefined' in or related to this line: 'kakasSound.play().once('end', function () {' Line Number: 90
User prompt
Please fix the bug: 'TypeError: LK.getSound(...).play() is undefined' in or related to this line: 'LK.getSound('kakas').play().once('end', function () {' Line Number: 89
/**** * Classes ****/ // Bomb class var Bomb = Container.expand(function () { var self = Container.call(this); var bombGraphics = self.attachAsset('bomb', { anchorX: 0.5, anchorY: 0.5 }); self.exploded = false; self.update = function () { // Update logic for the bomb }; }); // Fence class var Fence = Container.expand(function () { var self = Container.call(this); var fenceGraphics = self.attachAsset('fence', { anchorX: 0.5, anchorY: 0.5 }); }); // GrassPatch class var GrassPatch = Container.expand(function () { var self = Container.call(this); var grassGraphics = self.attachAsset('grass', { anchorX: 0.5, anchorY: 0.5 }); self.cut = false; self.update = function () { // Update logic for the grass patch }; }); //<Assets used in the game will automatically appear here> // LawnMower class var LawnMower = Container.expand(function () { var self = Container.call(this); var mowerGraphics = self.attachAsset('mower', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 1.25; self.update = function () { // Update logic for the lawnmower }; }); // Shit class var Shit = Container.expand(function () { var self = Container.call(this); var shitGraphics = self.attachAsset('shit', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { // Update logic for the shit }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x008000 // Init game with green background }); /**** * Game Code ****/ // Define game.reset function to start a new random map game.reset = function () { // Clear existing game elements game.removeChildren(); // Reinitialize game elements lawnMower = new LawnMower(); lawnMower.x = 2048 / 2; lawnMower.y = 2732 / 2; game.addChild(lawnMower); grassPatches = []; bombs = []; shits = []; score = 0; scoreTxt.setText('MONEY: ' + score); // Create and position the fence assets around the sidelines var fenceTop = []; var fenceBottom = []; var fenceLeft = []; var fenceRight = []; for (var i = 0; i < 2048; i += 200) { var top = game.addChild(new Fence()); top.x = i; top.y = 0; fenceTop.push(top); var bottom = game.addChild(new Fence()); bottom.x = i; bottom.y = 2732 - 200; fenceBottom.push(bottom); } for (var i = 200; i < 2732 - 200; i += 200) { var left = game.addChild(new Fence()); left.x = 0; left.y = i; fenceLeft.push(left); var right = game.addChild(new Fence()); right.x = 2048 - 200; right.y = i; fenceRight.push(right); } // Recreate and position grass patches, bombs, and shits randomly for (var i = 0; i < 24; i++) { var grassPatch = new GrassPatch(); do { grassPatch.x = Math.floor(Math.random() * (2048 - 4 * grassPatch.width)) + 2 * grassPatch.width; grassPatch.y = Math.floor(Math.random() * (2732 - 4 * grassPatch.height)) + 2 * grassPatch.height; } while (grassPatches.some(function (patch) { return Math.abs(patch.x - grassPatch.x) < grassPatch.width && Math.abs(patch.y - grassPatch.y) < grassPatch.height; }) || bombs.some(function (bomb) { return Math.abs(bomb.x - grassPatch.x) < grassPatch.width && Math.abs(bomb.y - grassPatch.y) < grassPatch.height; }) || shits.some(function (shit) { return Math.abs(shit.x - grassPatch.x) < grassPatch.width && Math.abs(shit.y - grassPatch.y) < grassPatch.height; }) || fenceTop.some(function (fence) { return Math.abs(fence.x - grassPatch.x) < grassPatch.width && Math.abs(fence.y - grassPatch.y) < grassPatch.height; }) || fenceBottom.some(function (fence) { return Math.abs(fence.x - grassPatch.x) < grassPatch.width && Math.abs(fence.y - grassPatch.y) < grassPatch.height; }) || fenceLeft.some(function (fence) { return Math.abs(fence.x - grassPatch.x) < grassPatch.width && Math.abs(fence.y - grassPatch.y) < grassPatch.height; }) || fenceRight.some(function (fence) { return Math.abs(fence.x - grassPatch.x) < grassPatch.width && Math.abs(fence.y - grassPatch.y) < grassPatch.height; })); grassPatches.push(grassPatch); game.addChild(grassPatch); } for (var i = 0; i < 6; i++) { var bomb = new Bomb(); do { bomb.x = Math.floor(Math.random() * (2048 - 3 * bomb.width)) + 2 * bomb.width; bomb.y = Math.floor(Math.random() * (2732 - 3 * bomb.height)) + 2 * bomb.height; } while (grassPatches.some(function (patch) { return Math.abs(patch.x - bomb.x) < bomb.width && Math.abs(patch.y - bomb.y) < bomb.height; }) || fenceTop.some(function (fence) { return Math.abs(fence.x - bomb.x) < bomb.width && Math.abs(fence.y - bomb.y) < bomb.height; }) || fenceBottom.some(function (fence) { return Math.abs(fence.x - bomb.x) < bomb.width && Math.abs(fence.y - bomb.y) < bomb.height; }) || fenceLeft.some(function (fence) { return Math.abs(fence.x - bomb.x) < bomb.width && Math.abs(fence.y - bomb.y) < bomb.height; }) || fenceRight.some(function (fence) { return Math.abs(fence.x - bomb.x) < bomb.width && Math.abs(fence.y - bomb.y) < bomb.height; })); bombs.push(bomb); game.addChild(bomb); } for (var i = 0; i < 4; i++) { var shit = new Shit(); do { shit.x = Math.floor(Math.random() * (2048 - 3 * shit.width)) + 2 * shit.width; shit.y = Math.floor(Math.random() * (2732 - 3 * shit.height)) + 2 * shit.height; } while (grassPatches.some(function (patch) { return Math.abs(patch.x - shit.x) < shit.width && Math.abs(patch.y - shit.y) < shit.height; }) || fenceTop.some(function (fence) { return Math.abs(fence.x - shit.x) < shit.width && Math.abs(fence.y - shit.y) < shit.height; }) || fenceBottom.some(function (fence) { return Math.abs(fence.x - shit.x) < shit.width && Math.abs(fence.y - shit.y) < shit.height; }) || fenceLeft.some(function (fence) { return Math.abs(fence.x - shit.x) < shit.width && Math.abs(fence.y - shit.y) < shit.height; }) || fenceRight.some(function (fence) { return Math.abs(fence.x - shit.x) < shit.width && Math.abs(fence.y - shit.y) < shit.height; })); shits.push(shit); game.addChild(shit); } }; // Define game.start function before calling it game.start = function () { var kakasSound = LK.getSound('kakas'); if (kakasSound) { var kakasSoundInstance = kakasSound.play(); if (kakasSoundInstance) { kakasSoundInstance.once('end', function () { var k1Sound = LK.getSound('k1'); if (k1Sound) { var k1SoundInstance = k1Sound.play(); if (k1SoundInstance) { k1SoundInstance.once('end', function () { // Additional logic if needed after k1 sound ends }); } } }); } } }; game.start(); // Initialize arrays and variables var lawnMower; var grassPatches = []; var scoreTxt; var score = 0; var fenceTop = []; var fenceBottom = []; var fenceLeft = []; var fenceRight = []; // Create and position the lawnmower at the center of the map lawnMower = new LawnMower(); lawnMower.x = 2048 / 2; lawnMower.y = 2732 / 2; // Play kakas sound only when the game starts game.start = function () { var kakasSound = LK.getSound('kakas'); if (kakasSound) { kakasSound.play().once('end', function () { var k1Sound = LK.getSound('k1'); if (k1Sound) { k1Sound.play(); } }); } }; // Create and position the fence assets around the sidelines var fenceTop = []; var fenceBottom = []; var fenceLeft = []; var fenceRight = []; for (var i = 0; i < 2048; i += 200) { var top = game.addChild(new Fence()); top.x = i; top.y = 0; fenceTop.push(top); var bottom = game.addChild(new Fence()); bottom.x = i; bottom.y = 2732 - 200; fenceBottom.push(bottom); } for (var i = 200; i < 2732 - 200; i += 200) { var left = game.addChild(new Fence()); left.x = 0; left.y = i; fenceLeft.push(left); var right = game.addChild(new Fence()); right.x = 2048 - 200; right.y = i; fenceRight.push(right); } // Create and position grass patches, bombs, and shits randomly var bombs = []; var shits = []; for (var i = 0; i < 24; i++) { var grassPatch = new GrassPatch(); do { grassPatch.x = Math.floor(Math.random() * (2048 - 4 * grassPatch.width)) + 2 * grassPatch.width; grassPatch.y = Math.floor(Math.random() * (2732 - 4 * grassPatch.height)) + 2 * grassPatch.height; } while (grassPatches.some(function (patch) { return Math.abs(patch.x - grassPatch.x) < grassPatch.width && Math.abs(patch.y - grassPatch.y) < grassPatch.height; }) || bombs.some(function (bomb) { return Math.abs(bomb.x - grassPatch.x) < grassPatch.width && Math.abs(bomb.y - grassPatch.y) < grassPatch.height; }) || shits.some(function (shit) { return Math.abs(shit.x - grassPatch.x) < grassPatch.width && Math.abs(shit.y - grassPatch.y) < grassPatch.height; })); grassPatches.push(grassPatch); game.addChild(grassPatch); } // Ensure there are exactly 6 bombs for (var i = 0; i < 6; i++) { var bomb = new Bomb(); do { bomb.x = Math.floor(Math.random() * (2048 - 3 * bomb.width)) + 2 * bomb.width; bomb.y = Math.floor(Math.random() * (2732 - 3 * bomb.height)) + 2 * bomb.height; } while (grassPatches.some(function (patch) { return Math.abs(patch.x - bomb.x) < bomb.width && Math.abs(patch.y - bomb.y) < bomb.height; })); bombs.push(bomb); game.addChild(bomb); } // Ensure there are exactly 4 shits for (var i = 0; i < 4; i++) { var shit = new Shit(); do { shit.x = Math.floor(Math.random() * (2048 - 3 * shit.width)) + 2 * shit.width; shit.y = Math.floor(Math.random() * (2732 - 3 * shit.height)) + 2 * shit.height; } while (grassPatches.some(function (patch) { return Math.abs(patch.x - shit.x) < shit.width && Math.abs(patch.y - shit.y) < shit.height; })); shits.push(shit); game.addChild(shit); } // Create and position the score text scoreTxt = new Text2('Score: 0', { size: 100, fill: "#ffffff" }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // Handle move events function handleMove(x, y, obj) { lawnMower.x = x; lawnMower.y = y; if (!fenceTop.some(function (f) { return lawnMower.intersects(f); }) && !fenceBottom.some(function (f) { return lawnMower.intersects(f); }) && !fenceLeft.some(function (f) { return lawnMower.intersects(f); }) && !fenceRight.some(function (f) { return lawnMower.intersects(f); }) && !bombs.some(function (bomb) { return lawnMower.intersects(bomb); }) && !shits.some(function (shit) { return lawnMower.intersects(shit); })) { LK.playMusic('g1'); } else if (fenceTop.some(function (f) { return lawnMower.intersects(f); }) || fenceBottom.some(function (f) { return lawnMower.intersects(f); }) || fenceLeft.some(function (f) { return lawnMower.intersects(f); }) || fenceRight.some(function (f) { return lawnMower.intersects(f); }) || shits.some(function (shit) { if (lawnMower.intersects(shit)) { var dogsmile = LK.getAsset('Dogsmile', { anchorX: 0.5, anchorY: 0.5, x: 2048 - 250, y: 2732 - 250 }); game.addChild(dogsmile); LK.setTimeout(function () { game.removeChild(dogsmile); }, 3000); // Play k1 sound var k1Sound = LK.getSound('k1'); if (k1Sound) { k1Sound.play(); } } return lawnMower.intersects(shit); }) || bombs.some(function (bomb) { return lawnMower.intersects(bomb); })) { LK.stopMusic(); LK.getSound('k1').stop(); } // Check for collision with grass patches and bombs for (var i = 0; i < grassPatches.length; i++) { if (!grassPatches[i].cut && lawnMower.intersects(grassPatches[i])) { grassPatches[i].cut = true; grassPatches[i].alpha = 0.5; // Visually indicate the grass is cut score++; scoreTxt.setText('MONEY: ' + score); if (score === 24) { // Turn off bombs bombs.forEach(function (bomb) { bomb.exploded = true; bomb.alpha = 0.5; // Visually indicate the bomb is turned off }); var rewardPopup = LK.getAsset('rewardPopup', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 }); game.addChild(rewardPopup); var congratsText = new Text2('Congratulations!\n\nEverything is trimmed.\n\nLevel accomplished.\n\nSh*t up and take my money! ;)', { size: 100, fill: "#ffffff", align: "center" }); congratsText.anchor.set(0.5, 0.5); congratsText.x = 2048 / 2; congratsText.y = 2732 / 2; game.addChild(congratsText); // Add new asset for starting a new random map var newMapButton = LK.getAsset('reward', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 + rewardPopup.height / 2 - 300 // Move above by 1 piece of grass asset }); game.addChild(newMapButton); // Add event listener to the new asset newMapButton.down = function (x, y, obj) { // Start a new map game.reset(); return; // Logic to start a new random map game.reset(); }; return; } } } for (var i = 0; i < bombs.length; i++) { if (!bombs[i].exploded && lawnMower.intersects(bombs[i])) { bombs[i].exploded = true; bombs[i].alpha = 0.5; // Visually indicate the bomb has exploded // Play bomb detonation sound var bombDetonationSound = LK.getSound('bombDetonation'); if (bombDetonationSound) { bombDetonationSound.play(); } // Stop k1 sound LK.getSound('k1').stop(); // End the game if a bomb is hit LK.showGameOver(); } } } // Mouse or touch move on game object game.move = handleMove; // Mouse or touch down on game object game.down = function (x, y, obj) { handleMove(x, y, obj); }; // Mouse or touch up on game object game.up = function (x, y, obj) { // No action needed on up event }; // Add the lawnmower to the game game.addChild(lawnMower); // Update game logic game.update = function () { // Update lawnmower and grass patches lawnMower.update(); if (grassPatches && grassPatches.length > 0) { for (var i = 0; i < grassPatches.length; i++) { grassPatches[i].update(); } } }; // Removed undefined LK.init.text call
===================================================================
--- original.js
+++ change.js
@@ -327,8 +327,13 @@
game.addChild(dogsmile);
LK.setTimeout(function () {
game.removeChild(dogsmile);
}, 3000);
+ // Play k1 sound
+ var k1Sound = LK.getSound('k1');
+ if (k1Sound) {
+ k1Sound.play();
+ }
}
return lawnMower.intersects(shit);
}) || bombs.some(function (bomb) {
return lawnMower.intersects(bomb);
grass. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
grass mower.
Bomb.
Paving stone. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Congratulation! Green wallpapper.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
dog smile. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
dog shit. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
blue and green button with "GO TO THE NEXT MAP" text.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.