User prompt
reset the music volume when you press mute
User prompt
Please fix the bug: 'Uncaught TypeError: LK.pauseMusic is not a function' in or related to this line: 'LK.pauseMusic();' Line Number: 64
User prompt
every time I mute it, the music doesn't start over, it picks up where it left off
User prompt
add music mute button
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add background
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add music
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and when I select the acceleration keys, keep the text above it.
User prompt
Put 5x and 10x acceleration keys too
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put game acceleration buttons at the bottom of the screen. one for 1x speed and one for 2x speed
User prompt
if the team I selected doesn't win, I get a lost screen
User prompt
Please fix the bug: 'ReferenceError: scoreText is not defined' in or related to this line: 'scoreText.setText('Rock: ' + rockCount + ' Paper: ' + paperCount + ' Scissors: ' + scissorsCount);' Line Number: 288
User prompt
add a menu screen to choose our team before the game starts
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let them be in a round arena
Code edit (1 edits merged)
Please save this source code
User prompt
Rock Paper Scissors Battle Arena
Initial prompt
Give me a rock-paper-scissors game. 15 of each, and when they hit each other, the stronger one turns the other one to himself.
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var Unit = Container.expand(function (type) { var self = Container.call(this); // Store unit type (0=rock, 1=paper, 2=scissors) self.type = type; // Create visual representation var assetNames = ['rock', 'paper', 'scissors']; var graphics = self.attachAsset(assetNames[type], { anchorX: 0.5, anchorY: 0.5 }); // Movement properties self.speedX = (Math.random() - 0.5) * 4; self.speedY = (Math.random() - 0.5) * 4; // Ensure minimum speed if (Math.abs(self.speedX) < 1) self.speedX = self.speedX > 0 ? 1 : -1; if (Math.abs(self.speedY) < 1) self.speedY = self.speedY > 0 ? 1 : -1; // Collision state tracking self.lastColliding = {}; self.update = function () { // Move unit self.x += self.speedX; self.y += self.speedY; // Bounce off circular arena walls var centerX = 2048 / 2; var centerY = 2732 / 2; var arenaRadius = 900; // Arena radius // Calculate distance from center var dx = self.x - centerX; var dy = self.y - centerY; var distanceFromCenter = Math.sqrt(dx * dx + dy * dy); // If unit is outside arena, bounce it back if (distanceFromCenter > arenaRadius) { // Calculate angle from center to unit var angle = Math.atan2(dy, dx); // Position unit at arena edge self.x = centerX + Math.cos(angle) * arenaRadius; self.y = centerY + Math.sin(angle) * arenaRadius; // Reflect velocity vector off the circular boundary var normalX = Math.cos(angle); var normalY = Math.sin(angle); var dotProduct = self.speedX * normalX + self.speedY * normalY; self.speedX = self.speedX - 2 * dotProduct * normalX; self.speedY = self.speedY - 2 * dotProduct * normalY; } }; self.convertTo = function (newType) { if (self.type === newType) return; self.type = newType; // Remove old graphics while (self.children.length > 0) { self.removeChild(self.children[0]); } // Add new graphics var assetNames = ['rock', 'paper', 'scissors']; var newGraphics = self.attachAsset(assetNames[newType], { anchorX: 0.5, anchorY: 0.5 }); // Conversion animation newGraphics.scaleX = 0.1; newGraphics.scaleY = 0.1; tween(newGraphics, { scaleX: 1, scaleY: 1 }, { duration: 300, easing: tween.bounceOut }); LK.getSound('convert').play(); }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x2C3E50 }); /**** * Game Code ****/ var units = []; var rockCount = 15; var paperCount = 15; var scissorsCount = 15; var gameEnded = false; // Create arena boundary visual var arena = game.addChild(LK.getAsset('arena', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2, alpha: 0.3 })); // Create score display var scoreText = new Text2('Rock: 15 Paper: 15 Scissors: 15', { size: 80, fill: 0xFFFFFF }); scoreText.anchor.set(0.5, 0); LK.gui.top.addChild(scoreText); // Create units for (var i = 0; i < 45; i++) { var type = Math.floor(i / 15); // 0-14 = rock, 15-29 = paper, 30-44 = scissors var unit = new Unit(type); // Random position within circular arena var centerX = 2048 / 2; var centerY = 2732 / 2; var arenaRadius = 850; // Slightly smaller than boundary for spawning // Generate random position within circle var angle = Math.random() * Math.PI * 2; var distance = Math.random() * arenaRadius; unit.x = centerX + Math.cos(angle) * distance; unit.y = centerY + Math.sin(angle) * distance; units.push(unit); game.addChild(unit); } function updateScore() { rockCount = 0; paperCount = 0; scissorsCount = 0; for (var i = 0; i < units.length; i++) { if (units[i].type === 0) rockCount++;else if (units[i].type === 1) paperCount++;else if (units[i].type === 2) scissorsCount++; } scoreText.setText('Rock: ' + rockCount + ' Paper: ' + paperCount + ' Scissors: ' + scissorsCount); } function checkWinCondition() { if (gameEnded) return; var activeTypes = 0; if (rockCount > 0) activeTypes++; if (paperCount > 0) activeTypes++; if (scissorsCount > 0) activeTypes++; if (activeTypes === 1) { gameEnded = true; var winner = ''; if (rockCount > 0) winner = 'Rock';else if (paperCount > 0) winner = 'Paper';else winner = 'Scissors'; LK.getSound('victory').play(); // Flash victory effect LK.effects.flashScreen(0xFFD700, 2000); LK.setTimeout(function () { LK.showYouWin(); }, 2000); } } function checkCollisions() { for (var i = 0; i < units.length; i++) { var unit1 = units[i]; for (var j = i + 1; j < units.length; j++) { var unit2 = units[j]; // Check if units are colliding var dx = unit1.x - unit2.x; var dy = unit1.y - unit2.y; var distance = Math.sqrt(dx * dx + dy * dy); var isColliding = distance < 50; var wasColliding = unit1.lastColliding[j] || false; if (isColliding && !wasColliding) { // Collision just started if (unit1.type !== unit2.type) { // Different types - battle! var winner = -1; // Rock (0) beats Scissors (2) if (unit1.type === 0 && unit2.type === 2) winner = 0;else if (unit1.type === 2 && unit2.type === 0) winner = 1; // Paper (1) beats Rock (0) else if (unit1.type === 1 && unit2.type === 0) winner = 0;else if (unit1.type === 0 && unit2.type === 1) winner = 1; // Scissors (2) beats Paper (1) else if (unit1.type === 2 && unit2.type === 1) winner = 0;else if (unit1.type === 1 && unit2.type === 2) winner = 1; if (winner === 0) { unit2.convertTo(unit1.type); } else if (winner === 1) { unit1.convertTo(unit2.type); } } // Bounce units apart var bounceForce = 2; var angle = Math.atan2(dy, dx); unit1.speedX = Math.cos(angle) * bounceForce; unit1.speedY = Math.sin(angle) * bounceForce; unit2.speedX = -Math.cos(angle) * bounceForce; unit2.speedY = -Math.sin(angle) * bounceForce; } // Update collision state unit1.lastColliding[j] = isColliding; if (!unit2.lastColliding) unit2.lastColliding = {}; unit2.lastColliding[i] = isColliding; } } } game.update = function () { if (gameEnded) return; checkCollisions(); // Update score every 30 ticks (0.5 seconds) if (LK.ticks % 30 === 0) { updateScore(); checkWinCondition(); } };
===================================================================
--- original.js
+++ change.js
@@ -27,17 +27,30 @@
self.update = function () {
// Move unit
self.x += self.speedX;
self.y += self.speedY;
- // Bounce off walls
- if (self.x <= 30 || self.x >= 2018) {
- self.speedX = -self.speedX;
- self.x = Math.max(30, Math.min(2018, self.x));
+ // Bounce off circular arena walls
+ var centerX = 2048 / 2;
+ var centerY = 2732 / 2;
+ var arenaRadius = 900; // Arena radius
+ // Calculate distance from center
+ var dx = self.x - centerX;
+ var dy = self.y - centerY;
+ var distanceFromCenter = Math.sqrt(dx * dx + dy * dy);
+ // If unit is outside arena, bounce it back
+ if (distanceFromCenter > arenaRadius) {
+ // Calculate angle from center to unit
+ var angle = Math.atan2(dy, dx);
+ // Position unit at arena edge
+ self.x = centerX + Math.cos(angle) * arenaRadius;
+ self.y = centerY + Math.sin(angle) * arenaRadius;
+ // Reflect velocity vector off the circular boundary
+ var normalX = Math.cos(angle);
+ var normalY = Math.sin(angle);
+ var dotProduct = self.speedX * normalX + self.speedY * normalY;
+ self.speedX = self.speedX - 2 * dotProduct * normalX;
+ self.speedY = self.speedY - 2 * dotProduct * normalY;
}
- if (self.y <= 30 || self.y >= 2702) {
- self.speedY = -self.speedY;
- self.y = Math.max(30, Math.min(2702, self.y));
- }
};
self.convertTo = function (newType) {
if (self.type === newType) return;
self.type = newType;
@@ -80,8 +93,16 @@
var rockCount = 15;
var paperCount = 15;
var scissorsCount = 15;
var gameEnded = false;
+// Create arena boundary visual
+var arena = game.addChild(LK.getAsset('arena', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ x: 2048 / 2,
+ y: 2732 / 2,
+ alpha: 0.3
+}));
// Create score display
var scoreText = new Text2('Rock: 15 Paper: 15 Scissors: 15', {
size: 80,
fill: 0xFFFFFF
@@ -91,11 +112,17 @@
// Create units
for (var i = 0; i < 45; i++) {
var type = Math.floor(i / 15); // 0-14 = rock, 15-29 = paper, 30-44 = scissors
var unit = new Unit(type);
- // Random position
- unit.x = Math.random() * (2048 - 60) + 30;
- unit.y = Math.random() * (2732 - 60) + 30;
+ // Random position within circular arena
+ var centerX = 2048 / 2;
+ var centerY = 2732 / 2;
+ var arenaRadius = 850; // Slightly smaller than boundary for spawning
+ // Generate random position within circle
+ var angle = Math.random() * Math.PI * 2;
+ var distance = Math.random() * arenaRadius;
+ unit.x = centerX + Math.cos(angle) * distance;
+ unit.y = centerY + Math.sin(angle) * distance;
units.push(unit);
game.addChild(unit);
}
function updateScore() {