User prompt
It has a timer with 30 seconds to clear, if you can't clear everything within 30 seconds it will be game over.
User prompt
This will generate points above the count after cleaning
User prompt
Please fix the bug: 'ReferenceError: blueSquares is not defined' in or related to this line: 'for (var i = 0; i < blueSquares.length; i++) {' Line Number: 45
User prompt
remove the red and blue squares, only black squares remain, make them appear only after complete cleaning
User prompt
After cleaning, the red and blue black squares slowly return
User prompt
In this case, after cleaning the black squares, other squares of other colors slowly appear at speed
User prompt
In this case, the green square must be large and will clear black, red and blue squares from the screen
User prompt
slowly appearing and together some squares in blue and red
User prompt
in this black squares appear again after cleaning
User prompt
dozens of black squares that disappear when the green square passes over them
User prompt
Please fix the bug: 'ReferenceError: whiteBall is not defined' in or related to this line: 'whiteBall.x = pos.x;' Line Number: 51
User prompt
I want black square on the screen
Initial prompt
Future Beach
/****
* Classes
****/
// Assets are automatically created based on usage in the code.
// Ball class
var Ball = Container.expand(function () {
var self = Container.call(this);
// Attach the white ball asset
var ballGraphics = self.attachAsset('whiteBall', {
anchorX: 0.5,
anchorY: 0.5
});
// Initial position of the ball will be set when it's added to the game
self.x = 0;
self.y = 0;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0xFFE08C // Set background color to yellow-orange
});
/****
* Game Code
****/
// Create and add the white ball to the game
var whiteBall = game.addChild(new Ball());
// Set initial position of the white ball to the center of the screen
whiteBall.x = 2048 / 2;
whiteBall.y = 2732 / 2;
// Function to handle drag movement
function handleDrag(obj) {
var event = obj.event;
var pos = event.getLocalPosition(game);
whiteBall.x = pos.x;
whiteBall.y = pos.y;
}
// Add event listener for drag movement
game.on('down', function (obj) {
handleDrag(obj); // Start dragging on touch down
game.on('move', handleDrag); // Continue dragging on move
});
// Stop dragging when the touch ends
game.on('up', function (obj) {
game.off('move', handleDrag); // Remove move listener to stop dragging
});
// No need to handle game tick explicitly as the ball movement is handled via drag events