User prompt
change the color of the black squares that disappear each turn, do not use the yellow color
User prompt
every hundred points change the color of the black squares to another color except yellow
User prompt
stopwatch background color in blue
User prompt
stopwatch dark blue background
User prompt
stopwatch a little lower on the top right side, clearly visible
User prompt
stopwatch put on right side top number in red color and black background
User prompt
ten second timer and it comes back after cleaning
User prompt
turn the timer back twenty seconds after cleaning
User prompt
set the timer to just twenty seconds
User prompt
Then, after each cleaning, reset the top left timer to thirty seconds
Initial prompt
small thirty second timer in a black square top left timing
/****
* 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 TimerBox = Container.expand(function () {
var self = Container.call(this);
var boxGraphics = self.attachAsset('timerBox', {
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;
var timerBox = game.addChild(new TimerBox());
timerBox.x = 100;
timerBox.y = 100;
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, 0.5); // Sets anchor to the center of the text.
timerBox.addChild(timerTxt); // Add the timer text to the timer box.
// No need to handle game tick explicitly as the ball movement is handled via drag events