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; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0xFFE08C // Set background color to yellow-orange }); /**** * Game Code ****/ // Removed the reference to the undefined variable 'blueSquares' LK.on('tick', function () { // Decrease the timer by 1 every 60 frames (1 second) if (LK.ticks % 60 == 0) { timer--; // If the timer reaches 0, end the game if (timer <= 0) { LK.showGameOver(); } else { // Update the timer display timerTxt.setText(timer.toString()); } } for (var i = blackSquares.length - 1; i >= 0; i--) { if (whiteBall.intersects(blackSquares[i])) { blackSquares[i].destroy(); blackSquares.splice(i, 1); // Update the score LK.setScore(LK.getScore() + 1); // Update the score display scoreTxt.setText(LK.getScore()); } } if (blackSquares.length === 0) { 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); } } }); 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 // Create an array to hold multiple red squares // 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 }); // Create a score display var scoreTxt = new Text2('0', { size: 150, fill: "#ffffff" }); // Initialize a timer variable to keep track of the time left var timer = 30; scoreTxt.anchor.set(0.5, 0); // Sets anchor to the center of the top edge of the text. LK.gui.top.addChild(scoreTxt); // Add the score text to the GUI overlay. // Create a timer display var timerTxt = new Text2(timer.toString(), { size: 150, fill: "#ffffff" }); timerTxt.anchor.set(0.5, 0); // Sets anchor to the center of the top edge of the text. LK.gui.topRight.addChild(timerTxt); // Add the timer text to the GUI overlay. // No need to handle game tick explicitly as the ball movement is handled via drag events
===================================================================
--- original.js
+++ change.js
@@ -35,8 +35,19 @@
* Game Code
****/
// Removed the reference to the undefined variable 'blueSquares'
LK.on('tick', function () {
+ // Decrease the timer by 1 every 60 frames (1 second)
+ if (LK.ticks % 60 == 0) {
+ timer--;
+ // If the timer reaches 0, end the game
+ if (timer <= 0) {
+ LK.showGameOver();
+ } else {
+ // Update the timer display
+ timerTxt.setText(timer.toString());
+ }
+ }
for (var i = blackSquares.length - 1; i >= 0; i--) {
if (whiteBall.intersects(blackSquares[i])) {
blackSquares[i].destroy();
blackSquares.splice(i, 1);
@@ -88,7 +99,16 @@
var scoreTxt = new Text2('0', {
size: 150,
fill: "#ffffff"
});
+// Initialize a timer variable to keep track of the time left
+var timer = 30;
scoreTxt.anchor.set(0.5, 0); // Sets anchor to the center of the top edge of the text.
LK.gui.top.addChild(scoreTxt); // Add the score text to the GUI overlay.
+// Create a timer display
+var timerTxt = new Text2(timer.toString(), {
+ size: 150,
+ fill: "#ffffff"
+});
+timerTxt.anchor.set(0.5, 0); // Sets anchor to the center of the top edge of the text.
+LK.gui.topRight.addChild(timerTxt); // Add the timer text to the GUI overlay.
// No need to handle game tick explicitly as the ball movement is handled via drag events
\ No newline at end of file