User prompt
get a level up
User prompt
Make the countdown timer at the top left of the screen
User prompt
seconds should be on the top right
User prompt
seconds should be on the top left
User prompt
The scoreboard should be at the top left of the screen.
User prompt
The goal text should be in the upper left corner of the screen
User prompt
The score text should be to the left of the center circle.
User prompt
duplicate moving object
User prompt
reduce moving object
User prompt
the moving object must be on every layer of the screen
User prompt
moving objects should also be at the bottom of the screen,
User prompt
add more moving objects
User prompt
Let the moving object be another asset,
User prompt
draw the moving object as a square
User prompt
Make the shape of the moving object something other than the center circle
User prompt
draw the moving object as a point
User prompt
Please fix the bug: 'TypeError: self.grabbedObj.onCollected is not a function' in or related to this line: 'self.grabbedObj.onCollected();' Line Number: 102
User prompt
The moving object must be caught with a rope
User prompt
Let be a target moving at medium speed
User prompt
Let the rope go down to the bottom of the screen
User prompt
gold, diamonds, dynamite and rocks should be in order. The objects should be mixed.
User prompt
remove the roaming pigs
User prompt
Let there be wandering pigs
User prompt
add dynamite traps to the game
User prompt
draw a dot that sends the rope down
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Claw class var Claw = Container.expand(function () { var self = Container.call(this); // Arm var arm = self.attachAsset('clawArm', { anchorX: 0.5, anchorY: 0, x: 0, y: 0 }); // Claw head var head = self.attachAsset('clawHead', { anchorX: 0.5, anchorY: 0, x: 0, y: arm.height }); // State self.swingAngle = 0; // in radians self.swingDir = 1; // 1 or -1 self.swingSpeed = 0.025; // radians per tick self.swingMax = Math.PI / 3; // 60 deg left/right self.state = 'swing'; // 'swing', 'extend', 'retract', 'grabbed' self.length = arm.height; // current arm length self.baseLength = arm.height; self.maxLength = GAME_HEIGHT - 100; // how far the claw can extend (let rope go to bottom) self.speed = 32; // pixels per tick when extending self.retractSpeed = 32; // default retract speed self.grabbedObj = null; // reference to grabbed object // Update arm and head positions based on length and angle self.updateClaw = function () { var dx = Math.sin(self.swingAngle) * self.length; var dy = Math.cos(self.swingAngle) * self.length; arm.rotation = -self.swingAngle; arm.height = self.length; head.x = dx; head.y = dy; head.rotation = -self.swingAngle; if (self.grabbedObj) { self.grabbedObj.x = self.x + dx; self.grabbedObj.y = self.y + dy + head.height / 2; } }; // Called every tick self.update = function () { if (self.state === 'swing') { self.swingAngle += self.swingDir * self.swingSpeed; if (self.swingAngle > self.swingMax) { self.swingAngle = self.swingMax; self.swingDir = -1; } if (self.swingAngle < -self.swingMax) { self.swingAngle = -self.swingMax; self.swingDir = 1; } } else if (self.state === 'extend') { self.length += self.speed; if (self.length >= self.maxLength) { self.length = self.maxLength; self.state = 'retract'; } } else if (self.state === 'retract') { self.length -= self.retractSpeed; if (self.length <= self.baseLength) { self.length = self.baseLength; self.state = 'swing'; if (self.grabbedObj) { // Drop object at top self.grabbedObj.onCollected(); self.grabbedObj = null; } } } else if (self.state === 'grabbed') { // Wait for retract to finish self.length -= self.retractSpeed; if (self.length <= self.baseLength) { self.length = self.baseLength; self.state = 'swing'; if (self.grabbedObj) { self.grabbedObj.onCollected(); self.grabbedObj = null; } } } self.updateClaw(); }; // Start extending self.startExtend = function () { if (self.state === 'swing') { self.state = 'extend'; LK.getSound('grab').play(); } }; // Called when an object is grabbed self.grabObject = function (obj) { self.grabbedObj = obj; self.state = 'grabbed'; // Set retract speed based on object type self.retractSpeed = obj.retractSpeed; LK.getSound(obj.grabSound).play(); }; // Called when nothing is grabbed (hit ground) self.miss = function () { self.state = 'retract'; self.retractSpeed = 64; //{L} // Faster retract when empty }; return self; }); // Base class for all underground objects var UndergroundObject = Container.expand(function () { var self = Container.call(this); self.value = 0; self.retractSpeed = 32; self.grabSound = 'grab'; self.collectedSound = 'collect'; self.collected = false; // Called when collected self.onCollected = function () { if (self.collected) return; self.collected = true; LK.getSound(self.collectedSound).play(); self.visible = false; if (typeof self.onScore === 'function') self.onScore(); self.destroy(); }; return self; }); // Rock var Rock = UndergroundObject.expand(function () { var self = UndergroundObject.call(this); var rock = self.attachAsset('rock', { anchorX: 0.5, anchorY: 0.5 }); self.value = 50; self.retractSpeed = 6; // very slow self.grabSound = 'rockhit'; self.collectedSound = 'rockhit'; return self; }); // Small gold nugget var GoldSmall = UndergroundObject.expand(function () { var self = UndergroundObject.call(this); var gold = self.attachAsset('goldSmall', { anchorX: 0.5, anchorY: 0.5 }); self.value = 250; self.retractSpeed = 24; // medium self.grabSound = 'grab'; self.collectedSound = 'collect'; return self; }); // Gold nugget var Gold = UndergroundObject.expand(function () { var self = UndergroundObject.call(this); var gold = self.attachAsset('gold', { anchorX: 0.5, anchorY: 0.5 }); self.value = 500; self.retractSpeed = 12; // slow self.grabSound = 'grab'; self.collectedSound = 'collect'; return self; }); // Gem var Gem = UndergroundObject.expand(function () { var self = UndergroundObject.call(this); var gem = self.attachAsset('gem', { anchorX: 0.5, anchorY: 0.5 }); self.value = 800; self.retractSpeed = 32; // fast self.grabSound = 'grab'; self.collectedSound = 'collect'; return self; }); // Dynamite trap var Dynamite = UndergroundObject.expand(function () { var self = UndergroundObject.call(this); var dynamite = self.attachAsset('dynamite', { anchorX: 0.5, anchorY: 0.5 }); self.value = 0; self.retractSpeed = 40; // fast retract self.grabSound = 'dynamite'; self.collectedSound = 'dynamite'; self.onCollected = function () { if (self.collected) return; self.collected = true; LK.getSound(self.collectedSound).play(); // Flash screen red to indicate explosion LK.effects.flashScreen(0xff0000, 800); // Remove some score as penalty score = Math.max(0, score - 400); LK.setScore(score); scoreTxt.setText(score); self.visible = false; self.destroy(); }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x8B5A2B // brown }); /**** * Game Code ****/ // Game constants // Claw arm (rectangle) // Claw head (ellipse) // Gold nugget (ellipse) // Small gold nugget // Rock (ellipse) // Gem (ellipse) // Sound for grabbing // Sound for collecting // Sound for hitting rock // Music var GAME_WIDTH = 2048; var GAME_HEIGHT = 2732; var GROUND_Y = 700; // y position where underground objects start var LEVEL_TIME = 60; // seconds var LEVEL_GOAL = 1500; // gold needed to win // Level and difficulty progression var level = 1; var maxLevel = 10; var objects = []; var claw = null; var score = 0; var timer = 0; var timeLeft = LEVEL_TIME; var goal = LEVEL_GOAL; var gameActive = true; // GUI var scoreTxt = new Text2('0', { size: 120, fill: 0xFFF8C0 }); scoreTxt.anchor.set(0, 0); LK.gui.top.addChild(scoreTxt); scoreTxt.x = 100; scoreTxt.y = 0; // Goal text var goalTxt = new Text2('Goal: ' + goal, { size: 80, fill: 0xFFE066 }); goalTxt.anchor.set(0, 0); LK.gui.top.addChild(goalTxt); goalTxt.x = 100; goalTxt.y = 120; var timerTxt = new Text2('60', { size: 100, fill: 0xFFFFFF }); timerTxt.anchor.set(1, 0); LK.gui.top.addChild(timerTxt); timerTxt.y = 120; // Level text var levelTxt = new Text2('Level: ' + level, { size: 80, fill: 0xB0E0E6 }); levelTxt.anchor.set(1, 0); LK.gui.top.addChild(levelTxt); levelTxt.y = 0; // Place GUI elements, but not in top left 100x100 timerTxt.x = LK.gui.top.width - 120; levelTxt.x = LK.gui.top.width - 120; // Place claw at top center claw = new Claw(); claw.x = GAME_WIDTH / 2; claw.y = 0; game.addChild(claw); // Underground object spawn positions function spawnObjects() { // Clear previous for (var i = 0; i < objects.length; i++) { objects[i].destroy(); } objects = []; // Difficulty scaling var bigGoldCount = 4 + Math.floor(level / 2); var smallGoldCount = 6 + level; var rockCount = 6 + level * 2; var gemCount = 3 + Math.floor(level / 2); var dynamiteCount = 2 + Math.floor(level / 2); // Create all objects in order: gold, diamonds, dynamite, rocks, then mix var allObjs = []; // Gold (big) for (var i = 0; i < bigGoldCount; i++) { var g = new Gold(); g.onScore = function () { score += this.value; LK.setScore(score); scoreTxt.setText(score); }; allObjs.push(g); } // Gold (small) for (var i = 0; i < smallGoldCount; i++) { var gs = new GoldSmall(); gs.onScore = function () { score += this.value; LK.setScore(score); scoreTxt.setText(score); }; allObjs.push(gs); } // Gems for (var i = 0; i < gemCount; i++) { var gem = new Gem(); gem.onScore = function () { score += this.value; LK.setScore(score); scoreTxt.setText(score); }; allObjs.push(gem); } // Dynamite for (var i = 0; i < dynamiteCount; i++) { var d = new Dynamite(); allObjs.push(d); } // Rocks for (var i = 0; i < rockCount; i++) { var r = new Rock(); r.onScore = function () { score += this.value; LK.setScore(score); scoreTxt.setText(score); }; allObjs.push(r); } // Shuffle allObjs array for (var i = allObjs.length - 1; i > 0; i--) { var j = Math.floor(Math.random() * (i + 1)); var temp = allObjs[i]; allObjs[i] = allObjs[j]; allObjs[j] = temp; } // Place objects in the play area, avoiding overlap var gridCols = 8; var gridRows = Math.ceil(allObjs.length / gridCols); var cellW = Math.floor((GAME_WIDTH - 400) / gridCols); var cellH = Math.floor((GAME_HEIGHT - GROUND_Y - 400) / gridRows); var usedCells = []; for (var i = 0; i < allObjs.length; i++) { var obj = allObjs[i]; // Find a free cell var placed = false; var attempts = 0; while (!placed && attempts < 30) { var col = Math.floor(Math.random() * gridCols); var row = Math.floor(Math.random() * gridRows); var cellIdx = row * gridCols + col; if (usedCells.indexOf(cellIdx) === -1) { usedCells.push(cellIdx); obj.x = 200 + col * cellW + Math.floor(cellW / 2); obj.y = GROUND_Y + 200 + row * cellH + Math.floor(cellH / 2); placed = true; } attempts++; } game.addChild(obj); objects.push(obj); } } spawnObjects(); // Timer timer = LK.setInterval(function () { if (!gameActive) return; timeLeft -= 1; if (timeLeft < 0) timeLeft = 0; timerTxt.setText(timeLeft); if (timeLeft === 0) { gameActive = false; // Game over LK.effects.flashScreen(0x000000, 800); LK.showGameOver(); } }, 1000); // Draw a dot at the top center to send the rope down var dropDot = LK.getAsset('centerCircle', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.5, scaleY: 0.5, x: GAME_WIDTH / 2, y: 80 }); game.addChild(dropDot); // Only trigger on dot press, not anywhere dropDot.down = function (x, y, obj) { if (!gameActive) return; if (claw.state === 'swing') { claw.startExtend(); } }; // Touch/click anywhere else does nothing game.down = function (x, y, obj) { // No-op, handled by dropDot }; // Main update loop game.update = function () { if (!gameActive) return; // Claw update handled in class // If claw is extending, check for collision with objects if (claw.state === 'extend') { // Get claw head position var dx = Math.sin(claw.swingAngle) * claw.length; var dy = Math.cos(claw.swingAngle) * claw.length; var cx = claw.x + dx; var cy = claw.y + dy + 30; // 30: half head height // Check for collision with any object for (var i = 0; i < objects.length; i++) { var obj = objects[i]; if (obj.collected) continue; // Simple circle collision var dist = Math.sqrt((obj.x - cx) * (obj.x - cx) + (obj.y - cy) * (obj.y - cy)); var r = 60; // approx radius if (dist < r + 40) { // Grab object claw.grabObject(obj); // Dynamite handles penalty in its onCollected break; } } // If reached max length and nothing grabbed, retract if (claw.length >= claw.maxLength && claw.state === 'extend') { claw.miss(); } } // Win condition if (score >= goal && gameActive) { gameActive = false; LK.effects.flashScreen(0xffff00, 800); // Level up logic if (level < maxLevel) { level += 1; // Increase goal and decrease time for next level goal = LEVEL_GOAL + level * 800; timeLeft = LEVEL_TIME - Math.min(level * 3, 30); // reduce time, but not below 30s goalTxt.setText('Goal: ' + goal); timerTxt.setText(timeLeft); levelTxt.setText('Level: ' + level); score = 0; LK.setScore(score); scoreTxt.setText(score); // Respawn objects for new level spawnObjects(); gameActive = true; } else { LK.showYouWin(); } } }; // Play background music LK.playMusic('goldminerbg', { fade: { start: 0, end: 1, duration: 1000 } });
===================================================================
--- original.js
+++ change.js
@@ -30,9 +30,9 @@
self.swingMax = Math.PI / 3; // 60 deg left/right
self.state = 'swing'; // 'swing', 'extend', 'retract', 'grabbed'
self.length = arm.height; // current arm length
self.baseLength = arm.height;
- self.maxLength = 1700; // how far the claw can extend (increased for longer rope)
+ self.maxLength = GAME_HEIGHT - 100; // how far the claw can extend (let rope go to bottom)
self.speed = 32; // pixels per tick when extending
self.retractSpeed = 32; // default retract speed
self.grabbedObj = null; // reference to grabbed object
// Update arm and head positions based on length and angle
gold. In-Game asset. 2d. High contrast. No shadows
diamond. In-Game asset. 2d. High contrast. No shadows
big rock. In-Game asset. 2d. High contrast. No shadows
upright long rope. In-Game asset. 2d. High contrast. No shadows
double pointed hook. In-Game asset. 2d. High contrast. No shadows
big piece of gold. In-Game asset. 2d. High contrast. No shadows
dynamite. In-Game asset. 2d. High contrast. No shadows
pig. In-Game asset. 2d. High contrast. No shadows
soru işareti olan bir torba. In-Game asset. 2d. High contrast. No shadows
Pig with dollar in mouth. In-Game asset. 2d. High contrast. No shadows
tnt yazılı varil. In-Game asset. 2d. High contrast. No shadows