User prompt
trigger game over, when 3 customers de spawn
User prompt
If 3 customers despawn, game is over
User prompt
despawn old customers every 10 seconds
User prompt
Spawn customers every 10 seconds
User prompt
make the timer start value from 500 and decreasing order
User prompt
make the timer in reverse order from 500
User prompt
move the timer to beach
User prompt
move the timer to bottom left
User prompt
add a timer in game
User prompt
remover patience timer functionality
User prompt
over time, difficulty increases by patience time reduction of customers, on three customers reduced in game, the game gets over
User prompt
patience level on start is 20 seconds
User prompt
remove timertxt
User prompt
Please fix the bug: 'Uncaught TypeError: timerTxt.getText is not a function' in or related to this line: 'var countdown = parseInt(timerTxt.getText());' Line Number: 175
User prompt
start timertxt countdown in reverse on click
User prompt
remove timer from beach
User prompt
remove timer from game
User prompt
remove timer
/**** * 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 bullets that the gun will shoot var Bullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 10; self.update = function () { self.x += self.speedX; self.y += self.speedY; }; }); // 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 }); }); // 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 }); // Add a timer for the customer's patience self.patienceTimer = 50; // Add an instance of the Expression class self.expression = new Expression(); self.collect = function (coconut) { // Logic for collecting coconut water if (this.intersects(coconut)) { console.log("Collecting coconut water"); coconut.destroy(); updateScore(); self.expression.happy(); } }; // Event listener for serving coconut water self.down = function (x, y, obj) { console.log("Customer clicked"); }; // Update function for the customer's patience timer self.update = function () { // Removed patience timer }; }); // Class for the customer queue var CustomerQueue = Container.expand(function () { var self = Container.call(this); self.customers = []; self.addCustomer = function (customer) { self.customers.push(customer); }; self.removeCustomer = function (customer) { var index = self.customers.indexOf(customer); if (index > -1) { self.customers.splice(index, 1); } }; self.update = function () { for (var i = 0; i < self.customers.length; i++) { self.customers[i].update(); } }; }); // Class for the customer's expression var Expression = Container.expand(function () { var self = Container.call(this); self.happy = function () { // Logic for the happy expression console.log("Customer is happy"); }; self.angry = function () { // Logic for the angry expression console.log("Customer is angry"); }; }); /**** * Initialize Game ****/ // Assets will be automatically created and loaded by the LK engine based on their usage in the code. var game = new LK.Game({ backgroundColor: 0x006400 // Change background color to dark 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(1, 0); LK.gui.topRight.addChild(scoreTxt); // Create a timer var timerTxt = new Text2('120', { size: 150, fill: "#ffffff" }); timerTxt.anchor.set(0.5, 1); LK.gui.bottom.addChild(timerTxt); // Function to update the score function updateScore() { var score = LK.getScore() + 1; LK.setScore(score); scoreTxt.setText(score); } // Create customer queue instances var beach = new Beach(); beach.x = 2048 / 2; beach.y = 2732 - 250; // Position the beach at the bottom of the screen game.addChild(beach); var gun = game.attachAsset('gun', { anchorX: 0.5, anchorY: 0.5 }); gun.x = 2048 / 2; gun.y = 100; game.addChild(gun); var customerQueue = new CustomerQueue(); 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); customerQueue.addCustomer(customer); } // Initialize bullets array var bullets = []; // Event listener for shooting bullets game.down = function (x, y, obj) { var bullet = new Bullet(); bullet.x = gun.x; bullet.y = gun.y + gun.height / 2 + bullet.height / 2; // Calculate the angle between the gun and the click position var angle = Math.atan2(y - gun.y, x - gun.x); // Set the bullet's speed to move in the direction of the click bullet.speedX = Math.cos(angle) * bullet.speed; bullet.speedY = Math.sin(angle) * bullet.speed; game.addChild(bullet); bullets.push(bullet); }; // Update function called every game tick game.update = function () { // Move bullets and check for collisions with customers for (var i = bullets.length - 1; i >= 0; i--) { var bullet = bullets[i]; bullet.update(); for (var j = 0; j < customerQueue.customers.length; j++) { var customer = customerQueue.customers[j]; if (bullet.intersects(customer)) { bullet.destroy(); bullets.splice(i, 1); customer.destroy(); customerQueue.removeCustomer(customer); updateScore(); break; } } } customerQueue.update(); if (LK.ticks % 600 == 0) { var customer = new Customer(); customer.x = Math.random() * (2048 - 2 * customer.width) + customer.width; customer.y = Math.random() * (2732 - beach.height - 2 * customer.height) + customer.height; game.addChild(customer); customerQueue.addCustomer(customer); } };
/****
* 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 bullets that the gun will shoot
var Bullet = Container.expand(function () {
var self = Container.call(this);
var bulletGraphics = self.attachAsset('bullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 10;
self.update = function () {
self.x += self.speedX;
self.y += self.speedY;
};
});
// 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
});
});
// 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
});
// Add a timer for the customer's patience
self.patienceTimer = 50;
// Add an instance of the Expression class
self.expression = new Expression();
self.collect = function (coconut) {
// Logic for collecting coconut water
if (this.intersects(coconut)) {
console.log("Collecting coconut water");
coconut.destroy();
updateScore();
self.expression.happy();
}
};
// Event listener for serving coconut water
self.down = function (x, y, obj) {
console.log("Customer clicked");
};
// Update function for the customer's patience timer
self.update = function () {
// Removed patience timer
};
});
// Class for the customer queue
var CustomerQueue = Container.expand(function () {
var self = Container.call(this);
self.customers = [];
self.addCustomer = function (customer) {
self.customers.push(customer);
};
self.removeCustomer = function (customer) {
var index = self.customers.indexOf(customer);
if (index > -1) {
self.customers.splice(index, 1);
}
};
self.update = function () {
for (var i = 0; i < self.customers.length; i++) {
self.customers[i].update();
}
};
});
// Class for the customer's expression
var Expression = Container.expand(function () {
var self = Container.call(this);
self.happy = function () {
// Logic for the happy expression
console.log("Customer is happy");
};
self.angry = function () {
// Logic for the angry expression
console.log("Customer is angry");
};
});
/****
* Initialize Game
****/
// Assets will be automatically created and loaded by the LK engine based on their usage in the code.
var game = new LK.Game({
backgroundColor: 0x006400 // Change background color to dark 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(1, 0);
LK.gui.topRight.addChild(scoreTxt);
// Create a timer
var timerTxt = new Text2('120', {
size: 150,
fill: "#ffffff"
});
timerTxt.anchor.set(0.5, 1);
LK.gui.bottom.addChild(timerTxt);
// Function to update the score
function updateScore() {
var score = LK.getScore() + 1;
LK.setScore(score);
scoreTxt.setText(score);
}
// Create customer queue instances
var beach = new Beach();
beach.x = 2048 / 2;
beach.y = 2732 - 250; // Position the beach at the bottom of the screen
game.addChild(beach);
var gun = game.attachAsset('gun', {
anchorX: 0.5,
anchorY: 0.5
});
gun.x = 2048 / 2;
gun.y = 100;
game.addChild(gun);
var customerQueue = new CustomerQueue();
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);
customerQueue.addCustomer(customer);
}
// Initialize bullets array
var bullets = [];
// Event listener for shooting bullets
game.down = function (x, y, obj) {
var bullet = new Bullet();
bullet.x = gun.x;
bullet.y = gun.y + gun.height / 2 + bullet.height / 2;
// Calculate the angle between the gun and the click position
var angle = Math.atan2(y - gun.y, x - gun.x);
// Set the bullet's speed to move in the direction of the click
bullet.speedX = Math.cos(angle) * bullet.speed;
bullet.speedY = Math.sin(angle) * bullet.speed;
game.addChild(bullet);
bullets.push(bullet);
};
// Update function called every game tick
game.update = function () {
// Move bullets and check for collisions with customers
for (var i = bullets.length - 1; i >= 0; i--) {
var bullet = bullets[i];
bullet.update();
for (var j = 0; j < customerQueue.customers.length; j++) {
var customer = customerQueue.customers[j];
if (bullet.intersects(customer)) {
bullet.destroy();
bullets.splice(i, 1);
customer.destroy();
customerQueue.removeCustomer(customer);
updateScore();
break;
}
}
}
customerQueue.update();
if (LK.ticks % 600 == 0) {
var customer = new Customer();
customer.x = Math.random() * (2048 - 2 * customer.width) + customer.width;
customer.y = Math.random() * (2732 - beach.height - 2 * customer.height) + customer.height;
game.addChild(customer);
customerQueue.addCustomer(customer);
}
};
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.