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position gun asset on top of screen
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position the gun in middle of the screen
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Please fix the bug: 'Uncaught ReferenceError: server is not defined' in or related to this line: 'var coconut = server.serve();' Line Number: 57
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Please fix the bug: 'Uncaught ReferenceError: Bullet is not defined' in or related to this line: 'var bullet = new Bullet();' Line Number: 107
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Please fix the bug: 'Uncaught ReferenceError: server is not defined' in or related to this line: 'var coconut = server.serve();' Line Number: 57
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Please fix the bug: 'Uncaught ReferenceError: server is not defined' in or related to this line: 'var coconut = server.serve();' Line Number: 57
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Please fix the bug: 'Uncaught ReferenceError: Bullet is not defined' in or related to this line: 'var bullet = new Bullet();' Line Number: 107
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use the gun asset to shoot the customer
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add shooting
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add a gun
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server shoots the coconut to customer
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add unlimited customers and shoot the customer with the coconut, animation
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fix the timer in similar fucntionality to score but in reverse order
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fix the code
Code edit (1 edits merged)
Please save this source code
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implement a timer func from current time to next 2 mins in reverse order, timer starts on click
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Please fix the bug: 'TypeError: setInterval is not a function' in or related to this line: 'var timer = setInterval(function () {' Line Number: 185
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start the timer
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fix the timer location to middle of bottom screen
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add a timer
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unlimited customers customer disappears when you click on them first customer from queue disappears when they are served and a new one joins the line at max there will be 8 customers in a 2 mins
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score will only increase when there is one click,
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customers to remain static
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Build a customer queue system where customers arrive sequentially and wait at the counter. Each customer has a timer (20 seconds) displayed above their heads, indicating their patience level. If the player doesn’t serve a customer within 20 seconds, the customer leaves the queue and decreases the player’s satisfaction score. Include diverse customer avatars with different expressions for happy (served) and angry (left unserved).
User prompt
Build a customer queue system where customers arrive sequentially and wait at the counter. Each customer has a timer (20 seconds) displayed above their heads, indicating their patience level. If the player doesn’t serve a customer within 20 seconds, the customer leaves the queue and decreases the player’s satisfaction score. Include diverse customer avatars with different expressions for happy (served) and angry (left unserved).
/**** * Classes ****/ // Class for the beach at the bottom of the screen var Beach = Container.expand(function () { var self = Container.call(this); var beachGraphics = self.attachAsset('beach', { anchorX: 0.5, anchorY: 0.5 }); }); // Class for the coconut that the server will serve var Coconut = Container.expand(function () { var self = Container.call(this); var coconutGraphics = self.attachAsset('coconut', { anchorX: 0.5, anchorY: 0.5 }); self.vx = 0; // velocity in x direction self.vy = 0; // velocity in y direction self.rotationSpeed = 0; // speed of rotation self.update = function () { self.x += self.vx; self.y += self.vy; self.rotation += self.rotationSpeed; }; }); // Class for the customer who collects the coconut water var Customer = Container.expand(function () { var self = Container.call(this); var customerGraphics = self.attachAsset('customer', { anchorX: 0.5, anchorY: 0.5 }); self.collect = function (coconut) { // Logic for collecting coconut water if (this.intersects(coconut)) { console.log("Collecting coconut water"); coconut.destroy(); updateScore(); } }; // Event listener for serving coconut water self.down = function (x, y, obj) { var coconut = server.serve(); this.collect(coconut); updateScore(); }; }); // Class for the cutting board var CuttingBoard = Container.expand(function () { var self = Container.call(this); var boardGraphics = self.attachAsset('board', { anchorX: 0.5, anchorY: 0.5 }); }); // Assets will be automatically created and loaded by the LK engine based on their usage in the code. // Class for the server who serves coconut water var Server = Container.expand(function () { var self = Container.call(this); var serverGraphics = self.attachAsset('server', { anchorX: 0.5, anchorY: 0.5 }); self.serve = function () { // Create a coconut instance var coconut = new Coconut(); coconut.x = this.x; coconut.y = this.y; game.addChild(coconut); // Logic for serving coconut water console.log("Serving coconut water"); }; }); // Class for the timer that will be displayed above the customer's head var Timer = Container.expand(function () { var self = Container.call(this); var timerGraphics = new Text2('20', { size: 50, fill: "#ffffff" }); self.addChild(timerGraphics); self.update = function () { timerGraphics.setText(parseInt(timerGraphics.text) - 1); if (parseInt(timerGraphics.text) <= 0) { self.parent.leave(); } }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x90ee90 // Change background color to light green }); /**** * Game Code ****/ // Initialize server and customer arrays var servers = []; var customers = []; // Create a scoreboard var scoreTxt = new Text2('0', { size: 150, fill: "#ffffff" }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // Function to update the score function updateScore() { var score = LK.getScore() + 1; LK.setScore(score); scoreTxt.setText(score); } // Create server and customer instances var cuttingBoard = new CuttingBoard(); cuttingBoard.x = 2048 / 2; cuttingBoard.y = 2732 - 250; // Position the cutting board at the bottom of the screen game.addChild(cuttingBoard); var server = new Server(); server.x = 2048 / 2; server.y = 2732 / 2; game.addChild(server); servers.push(server); for (var i = 0; i < 5; i++) { var customer = new Customer(); customer.x = 2048 / 2 + i * 150 - 300; customer.y = 2732 / 2 + 200; game.addChild(customer); customers.push(customer); // Add a timer to each customer var timer = new Timer(); timer.x = customer.x; timer.y = customer.y - 100; game.addChild(timer); customer.timer = timer; } // Update the customer class to handle leaving the queue Customer = Customer.expand(function () { var self = Container.call(this); self.leave = function () { console.log("Customer left the queue"); self.destroy(); if (self.timer) { self.timer.destroy(); } }; }); // Event listener for serving coconut water game.down = function (x, y, obj) { var coconut = server.serve(); var lineStart = { x: x, y: y }; this.move = function (x, y, obj) { var lineEnd = { x: x, y: y }; if (coconut.intersectsLine && coconut.intersectsLine(lineStart, lineEnd)) { coconut.split(); updateScore(); } }; }; // Update function called every game tick game.update = function () { for (var i = 0; i < customers.length; i++) { customers[i].x -= 1; if (customers[i].x < 0) { customers[i].x = 2048; } for (var j = 0; j < servers.length; j++) { var coconut = servers[j].serve(); customers[i].collect(coconut); } // Handle the customers leaving the queue if (parseInt(customers[i].timer.text) <= 0) { customers[i].leave(); customers.splice(i, 1); i--; } } // Add shaking hands mechanic var shakeAmount = 5; var shakeX = Math.random() * shakeAmount - shakeAmount / 2; var shakeY = Math.random() * shakeAmount - shakeAmount / 2; this.x += shakeX; this.y += shakeY; };
/****
* Classes
****/
// Class for the beach at the bottom of the screen
var Beach = Container.expand(function () {
var self = Container.call(this);
var beachGraphics = self.attachAsset('beach', {
anchorX: 0.5,
anchorY: 0.5
});
});
// Class for the coconut that the server will serve
var Coconut = Container.expand(function () {
var self = Container.call(this);
var coconutGraphics = self.attachAsset('coconut', {
anchorX: 0.5,
anchorY: 0.5
});
self.vx = 0; // velocity in x direction
self.vy = 0; // velocity in y direction
self.rotationSpeed = 0; // speed of rotation
self.update = function () {
self.x += self.vx;
self.y += self.vy;
self.rotation += self.rotationSpeed;
};
});
// Class for the customer who collects the coconut water
var Customer = Container.expand(function () {
var self = Container.call(this);
var customerGraphics = self.attachAsset('customer', {
anchorX: 0.5,
anchorY: 0.5
});
self.collect = function (coconut) {
// Logic for collecting coconut water
if (this.intersects(coconut)) {
console.log("Collecting coconut water");
coconut.destroy();
updateScore();
}
};
// Event listener for serving coconut water
self.down = function (x, y, obj) {
var coconut = server.serve();
this.collect(coconut);
updateScore();
};
});
// Class for the cutting board
var CuttingBoard = Container.expand(function () {
var self = Container.call(this);
var boardGraphics = self.attachAsset('board', {
anchorX: 0.5,
anchorY: 0.5
});
});
// Assets will be automatically created and loaded by the LK engine based on their usage in the code.
// Class for the server who serves coconut water
var Server = Container.expand(function () {
var self = Container.call(this);
var serverGraphics = self.attachAsset('server', {
anchorX: 0.5,
anchorY: 0.5
});
self.serve = function () {
// Create a coconut instance
var coconut = new Coconut();
coconut.x = this.x;
coconut.y = this.y;
game.addChild(coconut);
// Logic for serving coconut water
console.log("Serving coconut water");
};
});
// Class for the timer that will be displayed above the customer's head
var Timer = Container.expand(function () {
var self = Container.call(this);
var timerGraphics = new Text2('20', {
size: 50,
fill: "#ffffff"
});
self.addChild(timerGraphics);
self.update = function () {
timerGraphics.setText(parseInt(timerGraphics.text) - 1);
if (parseInt(timerGraphics.text) <= 0) {
self.parent.leave();
}
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x90ee90 // Change background color to light green
});
/****
* Game Code
****/
// Initialize server and customer arrays
var servers = [];
var customers = [];
// Create a scoreboard
var scoreTxt = new Text2('0', {
size: 150,
fill: "#ffffff"
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
// Function to update the score
function updateScore() {
var score = LK.getScore() + 1;
LK.setScore(score);
scoreTxt.setText(score);
}
// Create server and customer instances
var cuttingBoard = new CuttingBoard();
cuttingBoard.x = 2048 / 2;
cuttingBoard.y = 2732 - 250; // Position the cutting board at the bottom of the screen
game.addChild(cuttingBoard);
var server = new Server();
server.x = 2048 / 2;
server.y = 2732 / 2;
game.addChild(server);
servers.push(server);
for (var i = 0; i < 5; i++) {
var customer = new Customer();
customer.x = 2048 / 2 + i * 150 - 300;
customer.y = 2732 / 2 + 200;
game.addChild(customer);
customers.push(customer);
// Add a timer to each customer
var timer = new Timer();
timer.x = customer.x;
timer.y = customer.y - 100;
game.addChild(timer);
customer.timer = timer;
}
// Update the customer class to handle leaving the queue
Customer = Customer.expand(function () {
var self = Container.call(this);
self.leave = function () {
console.log("Customer left the queue");
self.destroy();
if (self.timer) {
self.timer.destroy();
}
};
});
// Event listener for serving coconut water
game.down = function (x, y, obj) {
var coconut = server.serve();
var lineStart = {
x: x,
y: y
};
this.move = function (x, y, obj) {
var lineEnd = {
x: x,
y: y
};
if (coconut.intersectsLine && coconut.intersectsLine(lineStart, lineEnd)) {
coconut.split();
updateScore();
}
};
};
// Update function called every game tick
game.update = function () {
for (var i = 0; i < customers.length; i++) {
customers[i].x -= 1;
if (customers[i].x < 0) {
customers[i].x = 2048;
}
for (var j = 0; j < servers.length; j++) {
var coconut = servers[j].serve();
customers[i].collect(coconut);
}
// Handle the customers leaving the queue
if (parseInt(customers[i].timer.text) <= 0) {
customers[i].leave();
customers.splice(i, 1);
i--;
}
}
// Add shaking hands mechanic
var shakeAmount = 5;
var shakeX = Math.random() * shakeAmount - shakeAmount / 2;
var shakeY = Math.random() * shakeAmount - shakeAmount / 2;
this.x += shakeX;
this.y += shakeY;
};
water glass. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
coconut. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
stickman. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
indian man. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
coconuit. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.