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wrap the treeline graphic so that it the treeline continues seemlessly without breaking
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Step 2: Only move when houses move Since you said you only want the parallax to happen when houses shift at the beginning and end of each turn, just call: updateTreeline(houseShiftSpeed); instead of running it every frame. ✅ This way: The treelines will always stay flush with each other. As soon as one scrolls off the left side, it “wraps” to the right side, making a continuous loop.
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Step 1: Wrap them inside an update loop You need to check each treeline sprite’s position. If it scrolls past the left edge, move it to the far right, after the last one. // Array to manage treeline pieces var treelines = [treeline1, treeline2, treeline3]; // Update function (call this inside your game loop) function updateTreeline(speed) { for (var i = 0; i < treelines.length; i++) { var t = treelines[i]; t.x -= speed; // move left (use whatever parallax speed you want) // If tree goes off screen to the left, recycle it if (t.x + t.width < 0) { // Find the rightmost treeline var rightMost = Math.max.apply(Math, treelines.map(tr => tr.x)); t.x = rightMost + t.width; } } }
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have the treeline graphic move ileft instead of right
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move the treeline to match the houses sliding out of frame.
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make the tree graphic display side by side with no gaps. remove paralax effect
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change treeline code: Use a Container with Auto-Repeating Background (Parallax Layer Style) If your treeline is meant to be a background element that scrolls, you can place two copies inside a container and reposition them in a loop to “infinite scroll.” var treelineContainer = new Container(); game.addChild(treelineContainer); var treeline1 = treelineContainer.addChild(LK.getAsset('treeline', { anchorX: 0, anchorY: 1 })); var treeline2 = treelineContainer.addChild(LK.getAsset('treeline', { anchorX: 0, anchorY: 1 })); treeline1.x = 0; treeline2.x = treeline1.width; // place second copy right after the first treeline1.y = treeline2.y = mailboxZoneY + 200; // (Optional: If you later scroll the treeline for parallax effect, // you just move the container and wrap around when one tile moves offscreen)
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use the treeline.png graphic looping in the bacvkground at the top of the mailbox zone
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🔄 Step 1: Define Your Sky Gradient We’ll define key points for the sky at different timeProgress values: 0.0 → Lavender (#E6E6FA) 0.2 → Light Blue (#ADD8E6) 0.4 → Bright Blue (#87CEEB) 0.7 → Orange (#FFA500) 1.0 → Deep Purple (#4B0082) 🔄 Step 2: Write a Color Lerp (Linear Interpolation) Function We’ll need a helper to smoothly blend between two colors: function lerpColor(c1, c2, t) { var r1 = (c1 >> 16) & 0xff, g1 = (c1 >> 8) & 0xff, b1 = c1 & 0xff; var r2 = (c2 >> 16) & 0xff, g2 = (c2 >> 8) & 0xff, b2 = c2 & 0xff; var r = Math.round(r1 + (r2 - r1) * t); var g = Math.round(g1 + (g2 - g1) * t); var b = Math.round(b1 + (b2 - b1) * t); return (r << 16) | (g << 8) | b; } 🔄 Step 3: Use It in game.update Instead of snapping, we find which two colors to blend between based on timeProgress: // Sky color progression var skyColors = [ { t: 0.0, color: 0xE6E6FA }, // Lavender { t: 0.2, color: 0xADD8E6 }, // Light Blue { t: 0.4, color: 0x87CEEB }, // Bright Blue { t: 0.7, color: 0xFFA500 }, // Orange { t: 1.0, color: 0x4B0082 } // Deep Purple ]; // Find the two colors to interpolate between for (var i = 0; i < skyColors.length - 1; i++) { var c1 = skyColors[i]; var c2 = skyColors[i + 1]; if (timeProgress >= c1.t && timeProgress <= c2.t) { var localT = (timeProgress - c1.t) / (c2.t - c1.t); var blended = lerpColor(c1.color, c2.color, localT); game.setBackgroundColor(blended); break; } } ✅ Result As the sun rises and sets, the sky color will smoothly fade through lavender → light blue → bright blue → orange → deep purple. No snapping — it’s a continuous gradient over time.
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remove mailboxShadow from game
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1. Spawn Shadow Directly Under Mailbox Instead of using groundY - 50, we can position it relative to the mailbox graphic’s height: // Create shadow just under the mailbox var shadow = game.addChild(LK.getAsset('trajectory', { width: 100, height: 30, color: 0x000000, anchorX: 0.5, anchorY: 0.5 })); shadow.alpha = 0.2; shadow.x = mailbox.x; shadow.y = mailbox.y; // align with bottom of mailbox mailbox.shadow = shadow; 2. Destroy Shadows When Turn Ends Right now when you clear mailboxes you only destroy the mailbox objects. Let’s also destroy their shadows. In your cleanup loops (removeHouse callback and in game.update mailbox cleanup): for (var k = mailboxes.length - 1; k >= 0; k--) { if (mailboxes[k].shadow) { mailboxes[k].shadow.destroy(); } mailboxes[k].destroy(); mailboxes.splice(k, 1); } ✅ Result Shadows sit directly under their mailbox, instead of on the “ground plane.” Shadows don’t persist between turns → no leftover boxes piling up.
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✅ Fix: Always End Turn on Miss When the newspaper despawns (whether above the screen or below), we must ensure the turn ends by calling removeHouse.When the newspaper despawns (whether above the screen or below), we must ensure the turn ends by calling removeHouse. 🔄 Fix in Newspaper.update // Cleanup when it goes "into the distance" if (self.y < mailboxZoneY - 300 || self.y > 2732 || self.x < -200 || self.x > 2300) { self.active = false; // Trigger turn end if this was the last shot if (currentHouse && !isHouseTransitioning) { removeHouse(currentHouse, function () { currentHouse = null; // Clear leftover mailboxes for (var k = mailboxes.length - 1; k >= 0; k--) { mailboxes[k].destroy(); mailboxes.splice(k, 1); } }); } } 🔄 Bonus: Reset hasThrownThisTurn Since you’re limiting players to 1 shot per house, make sure we reset the throw flag when the turn ends: removeHouse(currentHouse, function () { currentHouse = null; hasThrownThisTurn = false; // <-- reset here for (var k = mailboxes.length - 1; k >= 0; k--) { mailboxes[k].destroy(); mailboxes.splice(k, 1); } }); ✅ With this: Whether the newspaper flies away or falls off screen, the house gets removed → next turn starts. No more hanging turns.
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Pull distance controls velocity (strength): Already partly there, but we’ll tune the power multiplier so it feels responsive. The farther you pull back, the stronger the shot. Newspaper must land above the street zone (to look like it’s flying away into depth): Right now, gravity just makes it fall back down offscreen. Instead, we want the arc to end high above the street zone, then despawn (so it looks like it flew off into the world). 🔄 Tuning the Power Formula var pullDistance = Math.sqrt(launchX * launchX + launchY * launchY); var powerScale = 0.15; // tweak this number to control speed var power = pullDistance * powerScale; 🔄 Update Newspaper Flight & Landing Right now the paper just falls back with gravity. Instead, let’s make it fly away into the sky until it passes above the street zone and then disappear. Modify Newspaper.update: self.update = function () { if (!self.active) return; // Apply velocity self.x += self.vx; self.y += self.vy; // Gravity self.vy += self.gravity; // Record start Y for scaling if (self.startY === null) { self.startY = self.y; } // Scale down as it rises (depth effect) var travel = self.startY - self.y; var scaleFactor = Math.max(0.2, 1 - travel / 1500); graphics.scaleX = graphics.scaleY = scaleFactor; // Cleanup when it goes "into the distance" // i.e., higher than mailbox zone (above street level) if (self.y < mailboxZoneY - 300) { self.active = false; } }; 🔄 Summary of Changes Pull farther → faster shot (velocity = pull distance × scale). Paper shrinks with height (depth simulation). Paper disappears above the street zone → looks like it flew away, not like it fell back down.
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classic slingshot physics: The player drags downward/backward → sets power and aim. Release → the paper flies upward in the opposite direction of the pull. Newspaper scales smaller as it rises (depth). 🔄 Rewrite for Input + Shooting // Track aiming state var isAiming = false; var aimStartX = 0; var aimStartY = 0; game.down = function (x, y, obj) { // Only allow aiming if player clicks/touches near the slingshot if (y > streetZoneY - 200) { isAiming = true; aimStartX = x; aimStartY = y; } }; game.move = function (x, y, obj) { if (isAiming) { // Draw a preview trajectory updateTrajectory(1024, 2200, x, y); } }; game.up = function (x, y, obj) { if (!isAiming) return; var originX = 1024, originY = 2200; // slingshot base var pullX = x - originX; var pullY = y - originY; // Launch vector = opposite of pull var launchX = -pullX; var launchY = -pullY; // Power is proportional to pull distance var power = Math.sqrt(launchX * launchX + launchY * launchY) * 0.1; // Angle from pull-back vector var angle = Math.atan2(launchY, launchX); if (power > 2) { shootNewspaper(power, angle); } // Reset aiming visuals isAiming = false; trajectoryLine.removeChildren(); }; 🔄 Updated shootNewspaper function shootNewspaper(power, angle) { var newspaper = new Newspaper(); newspaper.x = 1024; // slingshot center newspaper.y = 2200; // bottom // Use power + angle for velocity newspaper.vx = Math.cos(angle) * power; newspaper.vy = Math.sin(angle) * power; newspapers.push(newspaper); game.addChild(newspaper); LK.getSound('paperThrow').play(); } 🔄 Depth Scaling in Newspaper // Scale down as it rises (depth effect) var travel = self.startY - self.y; var scaleFactor = Math.max(0.3, 1 - travel / 1500); graphics.scaleX = graphics.scaleY = scaleFactor; ✅ Now: Pull down → paper flies up. Pull sideways → paper launches diagonally. Strength depends on how far you pull. Paper shrinks as it rises (depth). ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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ChatGPT said: Got it ✅ — the current Newspaper physics logic is overcomplicated and not behaving like a slingshot shot upward with perspective. Let’s completely rewrite the throw system so it behaves the way you described: Launch upward from the slingshot (bottom center). Follow an arc (affected by gravity). Shrink in scale the higher it goes, to simulate distance/depth. Destroy itself if it goes offscreen or hits a mailbox. var Newspaper = Container.expand(function () { var self = Container.call(this); var graphics = self.attachAsset('newspaper', { anchorX: 0.5, anchorY: 0.5 }); // Physics properties self.vx = 0; self.vy = 0; self.gravity = 0.4; self.active = true; // Store starting position for scaling math self.startY = null; self.update = function () { if (!self.active) return; // Apply velocity self.x += self.vx; self.y += self.vy; // Apply gravity self.vy += self.gravity; // Record starting Y on first update if (self.startY === null) { self.startY = self.y; } // Scale down as it rises (depth effect) var travel = self.startY - self.y; // how far it has gone upward var scaleFactor = Math.max(0.3, 1 - travel / 1500); graphics.scaleX = graphics.scaleY = scaleFactor; // Cleanup when offscreen if (self.y < -200 || self.x < -200 || self.x > 2300) { self.active = false; } }; return self; }); 🔄 Rewrite for Shooting Logic Update shootNewspaper so it properly launches the paper upward: function shootNewspaper(power, angle) { var newspaper = new Newspaper(); newspaper.x = 1024; // slingshot center newspaper.y = 2200; // bottom of screen // Convert angle (radians) and power to velocity newspaper.vx = Math.cos(angle) * power; newspaper.vy = Math.sin(angle) * power; newspapers.push(newspaper); game.addChild(newspaper); LK.getSound('paperThrow').play(); } 🔄 Update Input Controls Right now, the game.up already calculates pull vector → power + angle. That part can stay — it just feeds into the rewritten shootNewspaper. The difference is now the newspaper actually shoots upward with gravity and shrinking. ✅ With this rewrite: Newspaper starts big at the bottom → shrinks as it rises. Arc looks natural (thanks to vy + gravity). Depth is simulated by scaling down smoothly. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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1. Reduce spin → only one full spin during arc self.totalRotation = 0; self.update = function () { if (!self.active) return; self.x += self.velocityX; self.y += self.velocityY; // Gravity self.velocityY += self.gravity; // Apply limited spin if (self.totalRotation < 2 * Math.PI) { var step = self.rotationSpeed; if (self.totalRotation + step > 2 * Math.PI) { step = 2 * Math.PI - self.totalRotation; } graphics.rotation += step; self.totalRotation += step; } ... }; 2. Trajectory blocks loading at bottom of screen The blocks you see are from drawSunPath() (yellow dots) and updateTrajectory() (green line). The reason they appear near the mailbox is because in createMailbox, you also create a black shadow rectangle using the trajectory asset. ✅ Fix: Define a dedicated shadow shape instead of reusing trajectory. At the top where assets are initialized, add: LK.init.shape('mailboxShadow', {width:100, height:30, color:0x000000, shape:'box'}); Then in createMailbox, change:var shadow = game.addChild(LK.getAsset('mailboxShadow', { anchorX: 0.5, anchorY: 0.5 })); That prevents mailbox shadows from being confused with trajectory blocks. 3. One attempt per turnvar hasThrownThisTurn = false; In game.up: if (!isAiming || hasThrownThisTurn) return; ... if (power > 2) { shootNewspaper(power, angle * 180 / Math.PI); hasThrownThisTurn = true; } In createHouse (when a new turn begins):hasThrownThisTurn = false; 4. Increase score font size to 45, bold var paycheckText = new Text2('Paycheck: $0.00', { size: 65, ✅ Summary of Changes: Cap spin to one rotation total. Fix mailbox shadow → use a separate mailboxShadow asset. Add hasThrownThisTurn to limit to one throw per turn. Update paycheck text styling → 65px bold. fill: 0x000000, font: "'GillSans-Bold',Impact,'Arial Black',Tahoma" });
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✅ Replacement updateTrajectory for a stretched line // Create one reusable graphics line for the trajectory var trajectoryLine = new PIXI.Graphics(); game.addChild(trajectoryLine); function updateTrajectory(originX, originY, pullX, pullY) { // Clear any previous drawing trajectoryLine.clear(); if (!isAiming) return; // Launch vector = opposite of pull var dx = originX - pullX; var dy = originY - pullY; var power = Math.sqrt(dx * dx + dy * dy) * 0.1; var angle = Math.atan2(dy, dx); // Launch velocity var vX = Math.cos(angle) * power; var vY = Math.sin(angle) * power; // Choose a projection distance (how long the line should be) var projectionTime = 80; // tweak for how far line extends var g = 0.3; // Predict end point of the line var endX = originX + vX * projectionTime; var endY = originY + vY * projectionTime - 0.5 * g * projectionTime * projectionTime; // Draw line trajectoryLine.lineStyle(4, 0x00ff00, 0.7); // green, semi-transparent trajectoryLine.moveTo(originX, originY); trajectoryLine.lineTo(endX, endY); } Resetting the line when you release In your game.up (after firing):trajectoryLine.clear(); 🔹 Result: You get one clean green line showing the projected flight path. No more little boxes stacking up at the bottom. Line length is adjustable with projectionTime.
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✅ Fix updateTrajectory Replace your whole function with this version: function updateTrajectory(originX, originY, pullX, pullY) { // Clear existing dots for (var i = 0; i < trajectoryDots.length; i++) { trajectoryDots[i].destroy(); } trajectoryDots = []; if (!isAiming) return; // Launch vector = opposite of pull var dx = originX - pullX; var dy = originY - pullY; var power = Math.sqrt(dx * dx + dy * dy) * 0.1; var angle = Math.atan2(dy, dx); // Launch velocities var vX = Math.cos(angle) * power; var vY = Math.sin(angle) * power; // Gravity var g = 0.3; // Sample points along flight path for (var step = 0; step < 60; step++) { var t = step * 0.5; // smaller step for smoother arc var x = originX + vX * t; var y = originY + vY * t - 0.5 * g * t * t; // <-- subtract for upward arc // Stop if off screen if (x < 0 || x > 2048 || y < 0 || y > 2732) break; var dot = game.addChild(LK.getAsset('trajectory', { anchorX: 0.5, anchorY: 0.5 })); dot.x = x; dot.y = y; dot.alpha = 0.5; trajectoryDots.push(dot); } } 🔑 Changes I made: Subtracted gravity term (- 0.5 * g * t2) → arc goes up first, then bends down. Used smaller step for smoother visible curve. Added off-screen check to stop dots early. Cleared old dots every time so they don’t pile up at the bottom. Increase the size of the award text and bold the text ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Stop the red trajectory boxes from loading at the bottom of the screen. ✅ Fix: Lock them to a one-way flight upward We want the illusion that papers are thrown far into the distance, never falling back. Two easy changes: Remove downward gravity after launch → newspapers will only travel upward and out of view. Clamp scaling to the minimum they’ve reached so far → they never grow back in size. Here’s the replacement update function for Newspaper: self.update = function () { if (!self.active) return; // Move newspaper self.x += self.velocityX; self.y += self.velocityY; // Remove gravity pull-back: keep constant upward velocity // (optional: you can still reduce vy slightly for a gentle arc) // self.velocityY += self.gravity; // <-- comment this out // Spin newspaper graphics.rotation += self.rotationSpeed; // Track max travel upward and shrink only self.startY = self.startY || self.y; var travel = self.startY - self.y; var scaleFactor = Math.max(0.3, 1 - travel / 2000); // Don’t let it grow again when falling if (!self.minScale || scaleFactor < self.minScale) { self.minScale = scaleFactor; } graphics.scaleX = graphics.scaleY = self.minScale; // Clean up off screen if (self.x > 2048 + 50 || self.y < -50) { self.active = false; } }; 🔹 Result: Newspapers always shrink and fly away, never balloon back. They disappear once off the top of the screen, giving the sense of being thrown far into the distance. increase the size of the award text that tells you how much the player has earned for that turn ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Trajectory preview not visible: after the slingshot rewrite, updateTrajectory() still uses inverted Y and odd offsets, so the dots don’t match the new launch math. Papers not arcing upward: in the new shootNewspaper() I removed the artificial inversion, but we need to reintroduce an upward arc using gravity (initial velocity up, then pulled down). Random red boxes at the bottom: those are the trajectory assets being spawned when isAiming isn’t set correctly or when updateTrajectory runs with wrong coordinates. Here’s a fixed trajectory + shooting setup you can drop in: /**** Fixed Trajectory Preview ****/ function updateTrajectory(originX, originY, pullX, pullY) { // Clear existing dots for (var i = 0; i < trajectoryDots.length; i++) { trajectoryDots[i].destroy(); } trajectoryDots = []; if (!isAiming) return; // Calculate launch vector = opposite of pull var dx = originX - pullX; var dy = originY - pullY; var power = Math.sqrt(dx * dx + dy * dy) * 0.1; var angle = Math.atan2(dy, dx); // radians // Preview using projectile motion with gravity var g = 0.3; var vX = Math.cos(angle) * power; var vY = Math.sin(angle) * power; for (var t = 0; t < 100; t += 10) { var x = originX + vX * t * 0.5; var y = originY + vY * t * 0.5 + 0.5 * g * (t * 0.5) * (t * 0.5); if (x > 2048 || y > 2732) break; var dot = game.addChild(LK.getAsset('trajectory', { anchorX: 0.5, anchorY: 0.5 })); dot.x = x; dot.y = y; dot.alpha = 0.5; trajectoryDots.push(dot); } } Newspaper launch with arc + spin function shootNewspaper(power, angle) { var newspaper = new Newspaper(); newspaper.x = 1024; newspaper.y = 2200; var radians = angle * Math.PI / 180; newspaper.velocityX = Math.cos(radians) * power; newspaper.velocityY = Math.sin(radians) * power; newspaper.gravity = 0.3; // arc downward newspaper.rotationSpeed = 0.25; // spin while flying newspapers.push(newspaper); game.addChild(newspaper); LK.getSound('paperThrow').play(); } Input fixes (prevent stray dots at bottom) Make sure we pass screen origin + pointer position consistently: game.move = function (x, y, obj) { if (isAiming) { updateTrajectory(1024, 2200, x, y); updateSlingshotBands(x, y); } }; And in game.up we already clear the dots: for (var i = 0; i < trajectoryDots.length; i++) { trajectoryDots[i].destroy(); } trajectoryDots = []; ✅ With these fixes: Trajectory dots appear correctly above the slingshot, following gravity. Newspaper flies upward in an arc and spins. No stray “trajectory boxes” at the bottom anymore. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Pull down/back: you drag downward (and/or sideways). Release: paper flies upward and opposite your pull. Left/right aiming works naturally. Here’s a clean replacement for the input + firing code: /**** Slingshot Input + Launch Rewrite ****/ // Touch start game.down = function (x, y, obj) { if (y > streetZoneY - 200) { // only allow aiming in street zone isAiming = true; aimStartX = x; aimStartY = y; } }; // Dragging game.move = function (x, y, obj) { if (isAiming) { // draw preview from fixed sling origin updateTrajectory(1024, 2200, x, y); updateSlingshotBands(x, y); } }; // Release game.up = function (x, y, obj) { if (!isAiming) return; var originX = 1024, originY = 2200; // slingshot center var pullX = x - originX; var pullY = y - originY; // Vector from pull to origin is the launch direction var launchX = -pullX; var launchY = -pullY; var power = Math.sqrt(launchX * launchX + launchY * launchY) * 0.1; var angle = Math.atan2(launchY, launchX); // radians if (power > 2) { // Convert angle to degrees for shootNewspaper shootNewspaper(power, angle * 180 / Math.PI); } // reset aiming visuals isAiming = false; for (var i = 0; i < trajectoryDots.length; i++) trajectoryDots[i].destroy(); trajectoryDots = []; bandLeft.removeChildren(); bandRight.removeChildren(); }; And make sure shootNewspaper doesn’t invert Y anymore (we’re already supplying the right vector): function shootNewspaper(power, angle) { var newspaper = new Newspaper(); newspaper.x = 1024; newspaper.y = 2200; var radians = angle * Math.PI / 180; newspaper.velocityX = Math.cos(radians) * power; newspaper.velocityY = Math.sin(radians) * power; newspapers.push(newspaper); game.addChild(newspaper); LK.getSound('paperThrow').play(); } ✅ With this rewrite: Pull down = stronger upward launch. Pull left = shoots left, pull right = shoots right. Release vector is always the opposite of the drag, just like a real slingshot.
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invert the slingshot controls so that the player pulls downward to shoot the newspaper upward. Aiming left shoots the newspaper left, aiming right shoots the newspaper right. ✅ How to fix/remove the red rectangles Find where you create the slingshot band anchor points (likely bandLeft and bandRight) and remove the beginFill lines. Replace them with transparent line drawing instead. For example: var bandLeft = new PIXI.Graphics(); // keep graphics container // don't draw a rect or fill, just use it for positioning game.addChild(bandLeft); var bandRight = new PIXI.Graphics(); game.addChild(bandRight); And if you still need visible “elastic bands,” draw thin lines each frame instead of filled rectangles: bandLeft.clear(); bandLeft.lineStyle(4, 0x8B4513); // brown slingshot band bandLeft.moveTo(slingAnchorLeftX, slingAnchorLeftY); bandLeft.lineTo(newspaper.x, newspaper.y); 📰 Add spin + arcing motion to the newspaper Right now the newspaper probably just travels in a straight line with velocity. To make it look thrown: Spin while flying: Add a small angular velocity when the paper is launched.newspaper.rotationSpeed = 0.3; // radians per frame if (newspaper.active) { newspaper.rotation += newspaper.rotationSpeed; } More arcing motion: Add a gravity factor to pull the paper downward over time. var gravity = 0.4; // tweak for steeper arc // when updating position each frame: if (newspaper.active) { newspaper.vy += gravity; // accelerate downward newspaper.x += newspaper.vx; newspaper.y += newspaper.vy; } ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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// --- UI: replace penny counter with USD paycheck --- :contentReference[oaicite:0]{index=0} var pennies = 0; var paycheckText = new Text2('Paycheck: $0.00', { size: 40, fill: 0x000000 }); paycheckText.anchor.set(0.5, 0); LK.gui.top.addChild(paycheckText); function updatePaycheck() { paycheckText.setText('Paycheck: $' + (pennies / 100).toFixed(2)); } // --- Slingshot: pull DOWN to shoot UP (fix inverted release) --- :contentReference[oaicite:1]{index=1} game.up = function (x, y, obj) { if (!isAiming) return; var startX = 1024, startY = 2200; // fixed sling origin var pullX = startX - x; var pullY = startY - y; // pulling down => positive var power = Math.sqrt(pullX * pullX + pullY * pullY) * 0.1; var angle = Math.atan2(pullY, pullX) * 180 / Math.PI; if (power > 2) { shootNewspaper(power, angle); // existing function } isAiming = false; // clear trajectory + bands for (var i = 0; i < trajectoryDots.length; i++) trajectoryDots[i].destroy(); trajectoryDots = []; bandLeft.removeChildren(); bandRight.removeChildren(); }; // --- Turn flow: guarantee mailbox loads immediately after house arrives --- :contentReference[oaicite:2]{index=2} function ensureMailboxForTurn() { // clear any leftover mailboxes for (var k = mailboxes.length - 1; k >= 0; k--) { mailboxes[k].destroy(); mailboxes.splice(k, 1); } createMailbox(); // always create (no RNG) } function createHouse() { var house = new House(); house.x = 2200; house.y = mailboxZoneY + 250; houses.push(house); game.addChild(house); currentHouse = house; isHouseTransitioning = true; turnComplete = false; tween(house, { x: 1024 }, { duration: 1000, easing: tween.easeOut, onFinish: function () { isHouseTransitioning = false; ensureMailboxForTurn(); // mailbox priority } }); return house; } // (replace the old "LK.setTimeout(... 80% chance ...)" block in game.update) if (turnComplete && !isHouseTransitioning && !currentHouse) { createHouse(); // mailbox is guaranteed in onFinish } // Watchdog: if for any reason a mailbox isn't present, create one. if (currentHouse && !isHouseTransitioning && mailboxes.length === 0) { ensureMailboxForTurn(); } // --- Scoring tiers + floating green payout text --- :contentReference[oaicite:3]{index=3} function payoutFor(distancePx) { if (distancePx <= 25) return { cents: 5, label: '+5¢ Perfect!' }; if (distancePx <= 60) return { cents: 3, label: '+3¢ Very close' }; if (distancePx <= 120) return { cents: 1, label: '+1¢ Close' }; return null; } // --- Mailbox-sized hitbox & score handling (replace mailbox collision block inside game.update) --- :contentReference[oaicite:4]{index=4} for (var j = 0; j < mailboxes.length; j++) { var m = mailboxes[j]; if (m.hit) continue; // restrict hitbox to mailbox graphic bounds only var gfx = m.children && m.children[0] ? m.children[0] : m; var halfW = (gfx.width || 100) * 0.5; var fullH = (gfx.height || 100); var left = m.x - halfW; var right = m.x + halfW; var top = m.y - fullH; var bottom = m.y; var inside = (newspaper.x >= left && newspaper.x <= right && newspaper.y >= top && newspaper.y <= bottom); if (!inside) continue; // distance to mailbox mouth-ish area for accuracy score var targetY = m.y - fullH * 0.6; var dx = newspaper.x - m.x; var dy = newspaper.y - targetY; var dist = Math.sqrt(dx * dx + dy * dy); var res = payoutFor(dist); if (!res) continue; pennies += res.cents; updatePaycheck(); m.hit = true; newspaper.active = false; // floating green payout text that fades away var float = new Text2(res.label, { size: 36, fill: 0x00aa00 }); float.anchor.set(0.5, 1); float.x = m.x; float.y = top - 10; game.addChild(float); tween(float, { y: float.y - 80, alpha: 0 }, { duration: 800, onFinish: function () { float.destroy(); } }); LK.effects.flashObject(m, 0x00ff00, 500); LK.getSound('mailboxHit').play(); // end turn after scoring (keep existing cleanup behavior) if (currentHouse && !isHouseTransitioning) { removeHouse(currentHouse, function () { currentHouse = null; for (var k = mailboxes.length - 1; k >= 0; k--) { mailboxes[k].destroy(); mailboxes.splice(k, 1); } }); } break; } ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Please fix the bug: 'Timeout.tick error: can't access property "x", mailbox is undefined' in or related to this line: 'shadow.x = mailbox.x;' Line Number: 269
Code edit (1 edits merged)
Please save this source code
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var House = Container.expand(function () { var self = Container.call(this); var graphics = self.attachAsset('house', { anchorX: 0.5, anchorY: 1.0 }); self.active = true; // Remove scrolling from update, handled by tweens self.update = function () {}; return self; }); var Mailbox = Container.expand(function () { var self = Container.call(this); var graphics = self.attachAsset('mailbox', { anchorX: 0.5, anchorY: 1.0 }); self.hit = false; self.active = true; self.update = function () {}; // no auto-scrolling return self; }); var Newspaper = Container.expand(function () { var self = Container.call(this); var graphics = self.attachAsset('newspaper', { anchorX: 0.5, anchorY: 0.5 }); // Physics properties self.vx = 0; self.vy = 0; self.gravity = 0.4; self.active = true; // Store starting position for scaling math self.startY = null; self.update = function () { if (!self.active) { return; } // Apply velocity self.x += self.vx; self.y += self.vy; // Apply gravity self.vy += self.gravity; // Record starting Y on first update if (self.startY === null) { self.startY = self.y; } // Scale down as it rises (depth effect) var travel = self.startY - self.y; var scaleFactor = Math.max(0.2, 1 - travel / 1500); graphics.scaleX = graphics.scaleY = scaleFactor; // Cleanup when it goes "into the distance" if (self.y < mailboxZoneY - 300 || self.y > 2732 || self.x < -200 || self.x > 2300) { self.active = false; // Trigger turn end if this was the last shot if (currentHouse && !isHouseTransitioning) { removeHouse(currentHouse, function () { currentHouse = null; hasThrownThisTurn = false; // reset throw flag // Clear leftover mailboxes for (var k = mailboxes.length - 1; k >= 0; k--) { mailboxes[k].destroy(); mailboxes.splice(k, 1); } }); } } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x87ceeb }); /**** * Game Code ****/ // orange // green game.setBackgroundColor(0x87ceeb); /**** * Color Interpolation Helper ****/ function lerpColor(c1, c2, t) { var r1 = c1 >> 16 & 0xff, g1 = c1 >> 8 & 0xff, b1 = c1 & 0xff; var r2 = c2 >> 16 & 0xff, g2 = c2 >> 8 & 0xff, b2 = c2 & 0xff; var r = Math.round(r1 + (r2 - r1) * t); var g = Math.round(g1 + (g2 - g1) * t); var b = Math.round(b1 + (b2 - b1) * t); return r << 16 | g << 8 | b; } /**** * Sun Path Parameters ****/ // Sun path parameters var sunStartX = 100; // left side var sunEndX = 1948; // right side var sunBaseY = 600; // baseline (sky zone level) var sunArcHeight = 400; // how high the sun climbs /**** * Zone Setup ****/ // Define Y positions for zones (adjust as needed to match your reference image) var streetZoneY = 2000; // Green bottom zone where slingshot sits var mailboxZoneY = 1200; // Orange middle zone where mailbox spawns var houseZoneY = 1000; // Houses aligned just above mailbox zone // Ground reference (for houses) var groundY = 2400; /**** * Visual Zone Placeholders ****/ // Street zone background (green) var streetZone = game.addChild(LK.getAsset('streetZone', { anchorX: 0.5, anchorY: 0.5 })); streetZone.x = 1024; streetZone.y = streetZoneY; // Mailbox zone background (orange) var mailboxZone = game.addChild(LK.getAsset('mailboxZone', { anchorX: 0.5, anchorY: 0.5 })); mailboxZone.x = 1024; mailboxZone.y = mailboxZoneY; // Treeline container to move with houses var treelineContainer = new Container(); game.addChild(treelineContainer); var treeline1 = treelineContainer.addChild(LK.getAsset('treeline', { anchorX: 0, anchorY: 1 })); var treeline2 = treelineContainer.addChild(LK.getAsset('treeline', { anchorX: 0, anchorY: 1 })); var treeline3 = treelineContainer.addChild(LK.getAsset('treeline', { anchorX: 0, anchorY: 1 })); treeline1.x = 0; treeline2.x = treeline1.x + treeline1.width; treeline3.x = treeline2.x + treeline2.width; treeline1.y = treeline2.y = treeline3.y = 0; // relative to container treelineContainer.x = 0; treelineContainer.y = mailboxZoneY - 350; // at top of mailbox zone // Array to manage treeline pieces for infinite scroll var treelines = [treeline1, treeline2, treeline3]; // Update function for treeline infinite scroll function updateTreeline(speed) { for (var i = 0; i < treelines.length; i++) { var t = treelines[i]; t.x -= speed; } // After moving, check for wrap and re-align all treelines to be flush // Find the leftmost treeline var leftMostIndex = 0; var leftMostX = treelines[0].x; for (var i = 1; i < treelines.length; i++) { if (treelines[i].x < leftMostX) { leftMostX = treelines[i].x; leftMostIndex = i; } } // Now, starting from leftmost, set each treeline's x so they are flush var startX = treelines[leftMostIndex].x; for (var i = 0; i < treelines.length; i++) { var idx = (leftMostIndex + i) % treelines.length; if (i === 0) { treelines[idx].x = startX; } else { treelines[idx].x = treelines[(idx - 1 + treelines.length) % treelines.length].x + treelines[(idx - 1 + treelines.length) % treelines.length].width; } } // If any treeline is now off the left edge, move it to the right of the last one for (var i = 0; i < treelines.length; i++) { var t = treelines[i]; if (t.x + t.width < 0) { // Find the rightmost treeline var rightMost = Math.max.apply(Math, treelines.map(function (tr) { return tr.x; })); t.x = rightMost + t.width; } } } // Game variables var mothman; var sun; var slingshot; var newspapers = []; var mailboxes = []; var houses = []; var trajectoryDots = []; // Create one reusable graphics line for the trajectory var trajectoryLine = new Container(); game.addChild(trajectoryLine); var pennies = 0; var targetPennies = 650; var gameTime = 0; var maxGameTime = 18000; // 5 minutes at 60fps var isAiming = false; var aimStartX = 0; var aimStartY = 0; var aimPower = 0; var aimAngle = 0; var hasThrownThisTurn = false; // Create UI var paycheckText = new Text2('Paycheck: $0.00', { size: 65, fill: 0x000000, font: "'GillSans-Bold',Impact,'Arial Black',Tahoma" }); paycheckText.anchor.set(0.5, 0); LK.gui.top.addChild(paycheckText); function updatePaycheck() { paycheckText.setText('Paycheck: $' + (pennies / 100).toFixed(2)); } var targetText = new Text2('Goal: 650 pennies', { size: 30, fill: 0x000000 }); targetText.anchor.set(0.5, 0); targetText.y = 60; LK.gui.top.addChild(targetText); // Create mothman mothman = game.addChild(new Container()); var mothmanGraphics = mothman.attachAsset('mothman', { anchorX: 0.5, anchorY: 0.5 }); mothman.x = 200; mothman.y = 400; // Hide mothman (no sprite during gameplay) mothman.visible = false; // Create sun sun = game.addChild(new Container()); var sunGraphics = sun.attachAsset('sun', { anchorX: 0.5, anchorY: 0.5 }); sun.x = sunStartX; sun.y = sunBaseY - sunArcHeight; /**** * Draw Sun Arc Path ****/ // Draw sun trajectory arc with dotted path function drawSunPath() { for (var t = 0; t <= 1; t += 0.05) { var x = sunStartX + (sunEndX - sunStartX) * t; var y = sunBaseY - Math.sin(t * Math.PI) * sunArcHeight; var dot = game.addChild(LK.getAsset('trajectory', { width: 6, height: 6, color: 0xffff66, // pale yellow anchorX: 0.5, anchorY: 0.5 })); dot.x = x; dot.y = y; dot.alpha = 0.3; // semi-transparent } } drawSunPath(); // Create slingshot area - positioned in street zone center slingshot = game.addChild(new Container()); var slingshotGraphics = slingshot.attachAsset('slingshot', { anchorX: 0.5, anchorY: 0.5 }); slingshot.x = 1024; // center of screen slingshot.y = streetZoneY + 100; // Slingshot bands (for stretch feedback) var bandLeft = new Container(); var bandRight = new Container(); game.addChild(bandLeft); game.addChild(bandRight); // Ground level var groundY = 2400; // Turn-based house cycle variables var currentHouse = null; var isHouseTransitioning = false; var turnComplete = true; function ensureMailboxForTurn() { // Clear leftover mailboxes for (var k = mailboxes.length - 1; k >= 0; k--) { mailboxes[k].destroy(); mailboxes.splice(k, 1); } createMailbox(); // always create (no RNG) } function createHouse() { var house = new House(); // Start just off-screen to the right house.x = 2200; house.y = mailboxZoneY + 250; // roughly center mailbox zone houses.push(house); game.addChild(house); currentHouse = house; isHouseTransitioning = true; turnComplete = false; hasThrownThisTurn = false; // Tween it into center of mailbox zone tween(house, { x: 1024 }, { duration: 1000, easing: tween.easeOut, onUpdate: function onUpdate() { // Move treeline only while house is moving in updateTreeline(house.x - (house.lastX !== undefined ? house.lastX : house.x)); house.lastX = house.x; }, onFinish: function onFinish() { isHouseTransitioning = false; ensureMailboxForTurn(); // mailbox priority } }); return house; } function removeHouse(house, onComplete) { if (!house) { return; } isHouseTransitioning = true; tween(house, { x: -200 }, { duration: 1000, easing: tween.easeIn, onUpdate: function onUpdate() { // Move treeline only while house is moving out updateTreeline(house.x - (house.lastX !== undefined ? house.lastX : house.x)); house.lastX = house.x; }, onFinish: function onFinish() { house.destroy(); var index = houses.indexOf(house); if (index !== -1) { houses.splice(index, 1); } isHouseTransitioning = false; turnComplete = true; if (onComplete) { onComplete(); } } }); } function createMailbox() { if (!currentHouse) { return; } var mailbox = new Mailbox(); // Place randomly within mailbox zone bounds mailbox.x = 400 + Math.random() * 1200; // stays in safe horizontal range mailbox.y = mailboxZoneY + (Math.random() * 200 - 100); // Random horizontal flip if (Math.random() < 0.5) { mailbox.scaleX = -1; } else { mailbox.scaleX = 1; } mailboxes.push(mailbox); game.addChild(mailbox); // Ensure mailbox is drawn in front of house game.setChildIndex(mailbox, game.getChildIndex(currentHouse) + 1); return mailbox; } function shootNewspaper(power, angle) { var newspaper = new Newspaper(); newspaper.x = 1024; // slingshot center newspaper.y = 2200; // bottom // Use power + angle for velocity newspaper.vx = Math.cos(angle) * power; newspaper.vy = Math.sin(angle) * power; newspapers.push(newspaper); game.addChild(newspaper); LK.getSound('paperThrow').play(); } function updateSlingshotBands(endX, endY) { bandLeft.removeChildren(); bandRight.removeChildren(); // Don't draw visible bands - keep containers for positioning only } function calculateScore(distance) { if (distance < 15) { return 5; } // Perfect hit if (distance < 25) { return 4; } // Great hit if (distance < 35) { return 3; } // Good hit if (distance < 45) { return 2; } // OK hit return 1; // Glancing hit } function payoutFor(distancePx) { if (distancePx <= 25) return { cents: 5, label: '+5¢ Perfect!' }; if (distancePx <= 60) return { cents: 3, label: '+3¢ Very close' }; if (distancePx <= 120) return { cents: 1, label: '+1¢ Close' }; return null; } function updateTrajectory(originX, originY, pullX, pullY) { // Clear any previous drawing trajectoryLine.removeChildren(); if (!isAiming) return; // Launch vector = opposite of pull var dx = originX - pullX; var dy = originY - pullY; var power = Math.sqrt(dx * dx + dy * dy) * 0.1; var angle = Math.atan2(dy, dx); // Launch velocity var vX = Math.cos(angle) * power; var vY = Math.sin(angle) * power; // Choose a projection distance (how long the line should be) var projectionTime = 80; // tweak for how far line extends var g = 0.3; // Predict end point of the line var endX = originX + vX * projectionTime; var endY = originY + vY * projectionTime - 0.5 * g * projectionTime * projectionTime; // Create line graphic var lineGraphic = trajectoryLine.addChild(LK.getAsset('trajectory', { width: Math.sqrt((endX - originX) * (endX - originX) + (endY - originY) * (endY - originY)), height: 4, color: 0x00ff00, anchorX: 0, anchorY: 0.5 })); lineGraphic.x = originX; lineGraphic.y = originY; lineGraphic.rotation = Math.atan2(endY - originY, endX - originX); lineGraphic.alpha = 0.7; } // Game input handlers - natural slingshot controls game.down = function (x, y, obj) { // Only allow aiming if player clicks/touches near the slingshot if (y > streetZoneY - 200) { isAiming = true; aimStartX = x; aimStartY = y; } }; game.move = function (x, y, obj) { if (isAiming) { // Draw a preview trajectory updateTrajectory(1024, 2200, x, y); } }; game.up = function (x, y, obj) { if (!isAiming || hasThrownThisTurn) return; var originX = 1024, originY = 2200; // slingshot base var pullX = x - originX; var pullY = y - originY; // Launch vector = opposite of pull var launchX = -pullX; var launchY = -pullY; // Power is proportional to pull distance var pullDistance = Math.sqrt(launchX * launchX + launchY * launchY); var powerScale = 0.15; // tweak this number to control speed var power = pullDistance * powerScale; // Angle from pull-back vector var angle = Math.atan2(launchY, launchX); if (power > 2) { shootNewspaper(power, angle); hasThrownThisTurn = true; } // Reset aiming visuals isAiming = false; trajectoryLine.removeChildren(); }; game.update = function () { gameTime++; // Update sun position (moves across sky as timer) var timeProgress = gameTime / maxGameTime; sun.x = sunStartX + (sunEndX - sunStartX) * timeProgress; sun.y = sunBaseY - Math.sin(timeProgress * Math.PI) * sunArcHeight; // Sky color progression with smooth transitions var skyColors = [{ t: 0.0, color: 0xE6E6FA }, // Lavender { t: 0.2, color: 0xADD8E6 }, // Light Blue { t: 0.4, color: 0x87CEEB }, // Bright Blue { t: 0.7, color: 0xFFA500 }, // Orange { t: 1.0, color: 0x4B0082 } // Deep Purple ]; // Find the two colors to interpolate between for (var i = 0; i < skyColors.length - 1; i++) { var c1 = skyColors[i]; var c2 = skyColors[i + 1]; if (timeProgress >= c1.t && timeProgress <= c2.t) { var localT = (timeProgress - c1.t) / (c2.t - c1.t); var blended = lerpColor(c1.color, c2.color, localT); game.setBackgroundColor(blended); break; } } // Turn-based house cycle management if (turnComplete && !isHouseTransitioning && !currentHouse) { createHouse(); // mailbox is guaranteed in onFinish } // Watchdog: if for any reason a mailbox isn't present, create one. if (currentHouse && !isHouseTransitioning && mailboxes.length === 0) { ensureMailboxForTurn(); } // Update newspapers for (var i = newspapers.length - 1; i >= 0; i--) { var newspaper = newspapers[i]; if (!newspaper.active) { newspaper.destroy(); newspapers.splice(i, 1); continue; } // Check if newspaper went off screen without hitting (miss) if (newspaper.active && (newspaper.x > 2048 || newspaper.y > 2732)) { newspaper.active = false; // End the turn if no hit occurred if (currentHouse && !isHouseTransitioning) { removeHouse(currentHouse, function () { currentHouse = null; hasThrownThisTurn = false; // reset throw flag // Clear mailboxes for this turn for (var k = mailboxes.length - 1; k >= 0; k--) { mailboxes[k].destroy(); mailboxes.splice(k, 1); } }); } continue; } // Check mailbox collisions for (var j = 0; j < mailboxes.length; j++) { var m = mailboxes[j]; if (m.hit) continue; // restrict hitbox to mailbox graphic bounds only var gfx = m.children && m.children[0] ? m.children[0] : m; var halfW = (gfx.width || 100) * 0.5; var fullH = gfx.height || 100; var left = m.x - halfW; var right = m.x + halfW; var top = m.y - fullH; var bottom = m.y; var inside = newspaper.x >= left && newspaper.x <= right && newspaper.y >= top && newspaper.y <= bottom; if (!inside) continue; // distance to mailbox mouth-ish area for accuracy score var targetY = m.y - fullH * 0.6; var dx = newspaper.x - m.x; var dy = newspaper.y - targetY; var dist = Math.sqrt(dx * dx + dy * dy); var res = payoutFor(dist); if (!res) continue; pennies += res.cents; updatePaycheck(); m.hit = true; newspaper.active = false; // floating green payout text that fades away (large and bold) var _float = new Text2(res.label, { size: 72, fill: 0x00aa00, font: "'GillSans-Bold',Impact,'Arial Black',Tahoma" }); _float.anchor.set(0.5, 1); _float.x = m.x; _float.y = top - 10; game.addChild(_float); tween(_float, { y: _float.y - 80, alpha: 0 }, { duration: 800, onFinish: function onFinish() { _float.destroy(); } }); LK.effects.flashObject(m, 0x00ff00, 500); LK.getSound('mailboxHit').play(); // end turn after scoring (keep existing cleanup behavior) if (currentHouse && !isHouseTransitioning) { removeHouse(currentHouse, function () { currentHouse = null; hasThrownThisTurn = false; // reset throw flag for (var k = mailboxes.length - 1; k >= 0; k--) { mailboxes[k].destroy(); mailboxes.splice(k, 1); } }); } break; } } // Update and clean up mailboxes for (var i = mailboxes.length - 1; i >= 0; i--) { var mailbox = mailboxes[i]; if (!mailbox.active) { mailbox.destroy(); mailboxes.splice(i, 1); } } // Update and clean up houses for (var i = houses.length - 1; i >= 0; i--) { var house = houses[i]; if (!house.active) { house.destroy(); houses.splice(i, 1); } } // Check win condition if (pennies >= targetPennies) { LK.showYouWin(); } // Move treeline to match house sliding (if house is present) if (currentHouse) { // Treeline moves left as house moves right (mirrored direction) var houseOffset = currentHouse.x - 1024; treelineContainer.x = houseOffset; // Do NOT call updateTreeline here; only call it when houses move } // Check lose condition if (gameTime >= maxGameTime) { LK.showGameOver(); } };
===================================================================
--- original.js
+++ change.js
@@ -167,9 +167,32 @@
function updateTreeline(speed) {
for (var i = 0; i < treelines.length; i++) {
var t = treelines[i];
t.x -= speed;
- // If tree goes off screen to the left, recycle it to the right
+ }
+ // After moving, check for wrap and re-align all treelines to be flush
+ // Find the leftmost treeline
+ var leftMostIndex = 0;
+ var leftMostX = treelines[0].x;
+ for (var i = 1; i < treelines.length; i++) {
+ if (treelines[i].x < leftMostX) {
+ leftMostX = treelines[i].x;
+ leftMostIndex = i;
+ }
+ }
+ // Now, starting from leftmost, set each treeline's x so they are flush
+ var startX = treelines[leftMostIndex].x;
+ for (var i = 0; i < treelines.length; i++) {
+ var idx = (leftMostIndex + i) % treelines.length;
+ if (i === 0) {
+ treelines[idx].x = startX;
+ } else {
+ treelines[idx].x = treelines[(idx - 1 + treelines.length) % treelines.length].x + treelines[(idx - 1 + treelines.length) % treelines.length].width;
+ }
+ }
+ // If any treeline is now off the left edge, move it to the right of the last one
+ for (var i = 0; i < treelines.length; i++) {
+ var t = treelines[i];
if (t.x + t.width < 0) {
// Find the rightmost treeline
var rightMost = Math.max.apply(Math, treelines.map(function (tr) {
return tr.x;