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Bubble Tea Bistro
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Fix Bug: 'TypeError: bubbleTea.update is not a function' in this line: 'bubbleTea.update();' Line Number: 36
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Fix Bug: 'TypeError: ingredient.update is not a function' in this line: 'ingredient.update();' Line Number: 36
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Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'move')' in this line: 'ingredients[a].move();' Line Number: 37
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game mechanics: player uses mouse to move the cup at the bottom of the screen. toppings 1, 2, and 3 fall at random from the top of the screen. The combination of toppings caught in the cup must match the order
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Fix Bug: 'ReferenceError: toppings is not defined' in this line: 'for (var a = toppings.length - 1; a >= 0; a--) {' Line Number: 46
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1. Define a base class for an ingredient, similar to the `Topping` class you already have. This class would handle common behavior for all ingredients, such as falling down the screen. 2. Create five subclasses, one for each type of ingredient. Each subclass would extend the base ingredient class. In these subclasses, you can specify unique properties or behaviors for each type of ingredient, such as different graphics, speeds, or effects when caught by the bubble tea. 3. In the `Game` class, when you want to create a new ingredient, you would instantiate one of these five subclasses based on the type of ingredient you want to create. You could use a random selection or a specific sequence to determine which type of ingredient to create. 4. Use the `LK.getAsset` method to retrieve the graphics for each type of ingredient. You would have five different asset IDs corresponding to the five different ingredient graphics. 5. Add logic in the `Game` class to handle the creation of these ingredients at the desired intervals, adding them to the `ingredients` array and to the game container for rendering.
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Fix Bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'expand')' in this line: 'var Topping = Ingredient.expand(function () {' Line Number: 1
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1. Define a `Customer` class that will represent the customer in the game. This class will handle the customer's appearance and the combination of ingredients they request. 2. In the `Customer` class, create a method to randomly generate a combination of ingredients that the customer will request. This could be an array of ingredient types or IDs. 3. Use the `LK.getAsset` method to retrieve the graphics for the customer and the requested ingredients. You will need to create assets for the customer character and the visual representation of the ingredient combination (e.g., icons or images of the ingredients). 4. In the `Game` class, instantiate a `Customer` object and add it to the game at the desired location, which is the left-hand corner. You can set the `x` and `y` properties of the customer object to position it correctly. 5. Add the customer object to the `LK.gui` overlay if it should always be visible on the screen, regardless of the game's scrolling or other movements. You can use `LK.gui.bottomLeft` or `LK.gui.topLeft` as the parent container for the customer object to anchor it to the left-hand corner. 6. Implement logic in the `Game` class to handle the interaction between the player and the customer. This includes checking if the player has created the bubble tea with the correct combination of ingredients and then serving it to the customer. 7. Optionally, you can add animations or effects to indicate when the customer's request is fulfilled or when the player serves the wrong combination. 8. Ensure that the customer's requests and interactions are integrated into the game's scoring and progression system, providing feedback and rewards to the player for successfully serving customers.
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Fix Bug: 'TypeError: bubbleTea.hasChild is not a function' in this line: 'if (!bubbleTea.hasChild(request[i])) {' Line Number: 90
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Fix Bug: 'TypeError: bubbleTea.contains is not a function' in this line: 'if (!bubbleTea.contains(request[i])) {' Line Number: 90
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1. Instantiate a `Customer` object within the `Game` class, as this is where all game logic should be written and where instances should be created and destroyed. 2. After creating the `Customer` object, set its `x` property to `0` to align it with the left edge of the screen. 3. Set the `y` property of the `Customer` object to the height of the game's viewable area minus the height of the customer asset. This will align the bottom of the customer asset with the bottom of the screen. You can use the virtual resolution height (2732) for calculations, or if the engine provides a method to get the current height of the viewable area, use that instead. 4. If the customer's asset has an anchor point that is not at the bottom (e.g., if the anchor point is in the center), you will need to adjust the `y` position further by subtracting half of the customer asset's height to ensure it is positioned correctly at the bottom of the screen. 5. Add the customer object to the game's display list or to a specific GUI container that is designated for static UI elements, such as `LK.gui.bottomLeft`, to ensure that the customer remains in the bottom left corner even if the game view changes or scrolls.
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make the customer visible at the bottom left corner
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1. Remove the reference to `LK.gui.bottomLeft` when adding the customer to the game, as this container does not exist in the LK game engine. Instead, add the customer directly to the main game container (`self` in the context of the `Game` class).
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move the customer 200 pixels to the right
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move customer 50 pixels down
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✅ Move customer to the bottom of the screen
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move customer 200 pixels left
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Move customer 200 pixels to the left
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Move customer 100 pixels to the left
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1. Define a method within the `Customer` class that generates a random order. This method should create an array that represents the customer's order, which includes a combination of ingredient types. 2. In this method, decide on the number of ingredients and the possible types of ingredients that can be included in an order. For example, an order could consist of a random combination of 'Topping', 'Fruit', 'Jelly', 'Pudding', and 'Pearl'. 3. Use a randomization function to select a set number of ingredients from the possible types. For instance, you might randomly select three types of ingredients to form a complete order. 4. Store this combination as an array or an object within the `Customer` instance, which can be accessed by the game logic to determine if the player has fulfilled the order correctly. 5. In the `Game` class, when a new customer is created, call the method you defined in the `Customer` class to generate a new order. Display this order to the player, possibly using UI elements, so they know what combination of ingredients they need to collect or create. 6. As the player collects or interacts with ingredients, check against the customer's order to determine if the correct combination has been achieved. 7. Once the player has created a bubble tea with the correct combination of ingredients that matches the customer's order, you can then proceed to complete the order, update the score, and generate a new customer with a new order.
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1. Within the `Customer` class, define a method that creates a visual representation of the order. This could involve creating a new `Container` that will hold the graphical assets representing the ingredients in the order. 2. For each ingredient in the customer's order, use `LK.getAsset` to retrieve the corresponding graphical asset and add it to the order container. Set the anchor points appropriately so that the ingredients are displayed in a visually appealing way, such as in a horizontal line or a stack. 3. Position the order container above the customer's head. You can calculate the position by taking the customer's x-coordinate and subtracting half the width of the order container to center it. For the y-coordinate, subtract the height of the order container plus an additional offset to ensure it appears above the customer's head. 4. Add the order container to the main game container (`self` in the context of the `Game` class) so that it is rendered in the game world. 5. When a new customer is created and their order is generated, call this method to create and display the visual of the order. 6. Ensure that the visual of the order is destroyed or removed from the game world when the customer is satisfied or leaves, to make way for the next customer's order.
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move the visual order 30% higher above customer
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1. Inside the `Game` class, create a game loop that is called on every tick (60 times per second) using `LK.on('tick', function() {...})`. 2. Within this game loop, iterate over the array of ingredient instances. For each ingredient, call its `move` method to update its position. This will simulate the falling motion by incrementally increasing the `y` position of the ingredient on each tick. 3. Check if any ingredient has reached the bottom of the screen or a designated 'out of bounds' area. If so, remove it from the game by calling its `destroy` method and remove it from the array of ingredients to stop further processing. 4. To create new ingredients at intervals, use the tick count to periodically instantiate new ingredient objects. For example, you could create a new ingredient every second by checking if `LK.ticks % 60 == 0` (since the game operates at 60FPS). 5. When creating new ingredients, assign them a random `x` position within the bounds of the game screen and set their initial `y` position to just above the visible area (e.g., `y = 0`). 6. Add the newly created ingredient instances to the array of ingredients and to the `Game` class using `self.addChild(newIngredient)` so they are rendered on the screen. 7. Ensure that the `move` method in the `Ingredient` class and its subclasses properly updates the `y` position based on the ingredient's speed.
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make the cup in front of the customer instead of behind
===================================================================
--- original.js
+++ change.js
@@ -32,13 +32,15 @@
ingredient.on('down', function (obj) {
console.log('Ingredient was pressed');
});
LK.on('tick', function () {
- for (var a = ingredients.length; a >= 0; a--) {
- ingredients[a].move();
- if (ingredients[a].y > 2732) {
- ingredients[a].destroy();
- ingredients.splice(a, 1);
+ for (var a = ingredients.length - 1; a >= 0; a--) {
+ if (ingredients[a]) {
+ ingredients[a].move();
+ if (ingredients[a].y > 2732) {
+ ingredients[a].destroy();
+ ingredients.splice(a, 1);
+ }
}
}
if (LK.ticks % 60 == 0) {
var newIngredient = new Ingredient();
Fruit jelly boba pearls, no cup Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
pile of Fruit jelly boba pearls, no cup Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
kawaii harajuku customer, mask, Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
fruit shiny anime, no face Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
boba pearls, pile, no cup, shiny anime Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
red bean, shiny anime, pile no cup Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
shiny plastic cup, no lid, anime, empty Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
whipped milk foam, creamy fluff, anime, Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
flan pudding, shiny, anime Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
anime angry lines, red cross Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
boba tea shop logo, kawaii anime, circular logo Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Tea shop interior, anime cafe Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Speech bubble 💬, "don't drop!" Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
UI point box, white square Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.