User prompt
bring timer to bottom of screen
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add a global timer which reduces from current second with difference of 1
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remover timer
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remover time from beach
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timer starts on game time, reduces each second
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timer reduces each second
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spawn time 10 seconds
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only generate customers not on beach, spawn customers conitnuoisuly
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change bg color to dark green
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customers to spawn in lines
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spread customers in various directions and top or down
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customers keep spawning
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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: 67
Code edit (1 edits merged)
Please save this source code
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unlimited customers
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increase no. of customers with time to increase difficulty
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unlimited customers
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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: 67
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remove server
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remoe patience timer
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Move score card to right
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multi directional shooting based on mouse click
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downward shooting
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make it into a top down shooter
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shoot bullets from gun
/**** * 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(0.5, 0); LK.gui.bottom.addChild(scoreTxt); // 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); }; // Initialize global timer var globalTimer = 60; // Update function called every game tick game.update = function () { // Reduce global timer by 1 every second if (LK.ticks % 60 == 0) { globalTimer--; console.log("Global Timer: ", globalTimer); } // 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); } };
===================================================================
--- original.js
+++ change.js
@@ -109,10 +109,10 @@
var scoreTxt = new Text2('0', {
size: 150,
fill: "#ffffff"
});
-scoreTxt.anchor.set(1, 0);
-LK.gui.topRight.addChild(scoreTxt);
+scoreTxt.anchor.set(0.5, 0);
+LK.gui.bottom.addChild(scoreTxt);
// Function to update the score
function updateScore() {
var score = LK.getScore() + 1;
LK.setScore(score);
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.