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; }); var BlackSquare = Container.expand(function () { var self = Container.call(this); var squareGraphics = self.attachAsset('blackSquare', { anchorX: 0.5, anchorY: 0.5 }); self.x = 0; self.y = 0; }); var BlueSquare = Container.expand(function () { var self = Container.call(this); var squareGraphics = self.attachAsset('blueSquare', { anchorX: 0.5, anchorY: 0.5 }); self.x = 0; self.y = 0; }); var RedSquare = Container.expand(function () { var self = Container.call(this); var squareGraphics = self.attachAsset('redSquare', { anchorX: 0.5, anchorY: 0.5 }); self.x = 0; self.y = 0; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0xFFE08C // Set background color to yellow-orange }); /**** * Game Code ****/ // Handle game tick to make the blue and red squares appear slowly LK.on('tick', function () { for (var i = 0; i < blueSquares.length; i++) { blueSquares[i].alpha += 0.01; if (blueSquares[i].alpha > 1) { blueSquares[i].alpha = 1; } } for (var i = 0; i < redSquares.length; i++) { redSquares[i].alpha += 0.01; if (redSquares[i].alpha > 1) { redSquares[i].alpha = 1; } } }); LK.on('tick', function () { for (var i = blackSquares.length - 1; i >= 0; i--) { if (whiteBall.intersects(blackSquares[i])) { blackSquares[i].destroy(); blackSquares.splice(i, 1); var blackSquare = game.addChild(new BlackSquare()); blackSquare.x = Math.random() * 2048; blackSquare.y = Math.random() * 2732; blackSquares.push(blackSquare); } } for (var i = blueSquares.length - 1; i >= 0; i--) { if (whiteBall.intersects(blueSquares[i])) { blueSquares[i].destroy(); blueSquares.splice(i, 1); var blueSquare = game.addChild(new BlueSquare()); blueSquare.x = Math.random() * 2048; blueSquare.y = Math.random() * 2732; blueSquares.push(blueSquare); } } for (var i = redSquares.length - 1; i >= 0; i--) { if (whiteBall.intersects(redSquares[i])) { redSquares[i].destroy(); redSquares.splice(i, 1); var redSquare = game.addChild(new RedSquare()); redSquare.x = Math.random() * 2048; redSquare.y = Math.random() * 2732; redSquares.push(redSquare); } } }); var whiteBall = game.addChild(new Ball()); whiteBall.x = 2048 / 2; whiteBall.y = 2732 / 2; // Create an array to hold multiple black squares var blackSquares = []; for (var i = 0; i < 50; i++) { var blackSquare = game.addChild(new BlackSquare()); blackSquare.x = Math.random() * 2048; blackSquare.y = Math.random() * 2732; blackSquares.push(blackSquare); } // Create an array to hold multiple blue squares var blueSquares = []; for (var i = 0; i < 50; i++) { var blueSquare = game.addChild(new BlueSquare()); blueSquare.x = Math.random() * 2048; blueSquare.y = Math.random() * 2732; blueSquares.push(blueSquare); } // Create an array to hold multiple red squares var redSquares = []; for (var i = 0; i < 50; i++) { var redSquare = game.addChild(new RedSquare()); redSquare.x = Math.random() * 2048; redSquare.y = Math.random() * 2732; redSquares.push(redSquare); } // 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
===================================================================
--- original.js
+++ change.js
@@ -71,20 +71,32 @@
for (var i = blackSquares.length - 1; i >= 0; i--) {
if (whiteBall.intersects(blackSquares[i])) {
blackSquares[i].destroy();
blackSquares.splice(i, 1);
+ var blackSquare = game.addChild(new BlackSquare());
+ blackSquare.x = Math.random() * 2048;
+ blackSquare.y = Math.random() * 2732;
+ blackSquares.push(blackSquare);
}
}
for (var i = blueSquares.length - 1; i >= 0; i--) {
if (whiteBall.intersects(blueSquares[i])) {
blueSquares[i].destroy();
blueSquares.splice(i, 1);
+ var blueSquare = game.addChild(new BlueSquare());
+ blueSquare.x = Math.random() * 2048;
+ blueSquare.y = Math.random() * 2732;
+ blueSquares.push(blueSquare);
}
}
for (var i = redSquares.length - 1; i >= 0; i--) {
if (whiteBall.intersects(redSquares[i])) {
redSquares[i].destroy();
redSquares.splice(i, 1);
+ var redSquare = game.addChild(new RedSquare());
+ redSquare.x = Math.random() * 2048;
+ redSquare.y = Math.random() * 2732;
+ redSquares.push(redSquare);
}
}
});
var whiteBall = game.addChild(new Ball());