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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 }); }); // 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) { var coconut = server.serve(); this.collect(coconut); updateScore(); }; // Update function for the customer's patience timer self.update = function () { self.patienceTimer -= 1 / 60; // Decrease the timer by one second every 60 frames if (self.patienceTimer <= 0) { console.log("Customer left the queue"); self.destroy(); self.expression.angry(); } }; }); // 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"); }; }); // 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"); }; }); /**** * 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); // 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 server and 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 server = new Server(); server.x = 2048 / 2; server.y = 2732 / 2; game.addChild(server); servers.push(server); 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); } // Event listener for serving coconut water game.down = function (x, y, obj) { if (LK.getScore() === 0) { server.serve(); updateScore(); } // Start the timer when the game is clicked if (parseInt(timerTxt.text) === 120) { var timer = LK.setInterval(function () { var currentTime = parseInt(timerTxt.text); if (currentTime > 0) { currentTime--; timerTxt.setText(currentTime.toString()); } else { LK.clearInterval(timer); } }, 1000); } }; // Update function called every game tick game.update = function () { // Serve and collect coconuts for (var j = 0; j < servers.length; j++) { var coconut = servers[j].serve(); for (var i = 0; i < customerQueue.customers.length; i++) { customerQueue.customers[i].collect(coconut); } } customerQueue.update(); };
===================================================================
--- original.js
+++ change.js
@@ -150,9 +150,9 @@
anchorX: 0.5,
anchorY: 0.5
});
gun.x = 2048 / 2;
-gun.y = 2732 / 2;
+gun.y = 100;
game.addChild(gun);
var customerQueue = new CustomerQueue();
for (var i = 0; i < 5; i++) {
var customer = new 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.