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raise the order graphic 50 pixels up
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raise the order graphic 50 pixels up and 30 pixels right
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move order graphic 50 pixels up
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1. Create a Start Button Class: - Define a new class for the start button that extends the `Container` class provided by the LK game engine. - Within this class, use `self.createAsset` to create the visual representation of the button using an asset ID that corresponds to the start button graphic. - Set the button's position on the screen where you want it to appear, typically centered and towards the bottom of the screen. 2. Add Start Button to the Game: - In the `Game` class, create an instance of the Start Button class and add it to the game using `self.addChild(startButtonInstance)`. - Position the start button appropriately, considering the virtual resolution and desired placement. 3. Define the Start Button's Behavior: - Add an event listener to the start button for the 'down' event, which is triggered when the button is pressed. - Inside this event listener, define the actions that should occur when the button is pressed. This will include generating a new customer order and starting the ingredient fall. 4. Generate a New Order: - Call a method on the `Customer` instance that generates a new order. This method should create a new array of ingredient types that the customer desires. - Update the visual representation of the order on the screen, if necessary. 5. Start the Ingredients Falling: - Set a flag or state variable in the `Game` class that indicates the game has started. - In the game loop (`LK.on('tick', function() {...})`), check this flag before updating the positions of the ingredients. If the game has started, proceed with moving the ingredients; otherwise, skip this step. - You may also want to disable the start button or remove it from the screen once the game has started to prevent it from being pressed again during gameplay. 6. Handle Game Start Logic: - When the start button is pressed, you may need to reset certain game elements or states to their initial conditions to ensure a fresh start. This could include resetting scores, clearing existing ingredients from the screen, and reinitializing any game timers or counters.
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Fix Bug: 'ReferenceError: gameStarted is not defined' in this line: 'if (gameStarted) {' Line Number: 107
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move the start button to the center of the screen
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move the start button to the center of the screen
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raise the start button to the center of the x axis on the screen
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Raise the start button to the center of the y axis on the screen
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1. Retrieve the graphical asset for the start button using `LK.getAsset`, which will give you an object representing the button with its anchor point set to the values provided in the `anchor_x` and `anchor_y` parameters. 2. Set the anchor point of the start button to the center of the asset. This is typically done by setting the anchor point to (0.5, 0.5), which means the anchor is at the center of the asset both horizontally and vertically. 3. Calculate the center position of the screen using the virtual resolution provided by the LK game engine. Since the virtual resolution is 2048x2732, the center would be at (2048 / 2, 2732 / 2). 4. Set the `x` and `y` properties of the start button to these center values. Because the anchor point is set to the center of the asset, setting the `x` and `y` properties to the center of the screen will position the button exactly in the middle.
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remove anchor to start button
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anchor start button in center of screen on the xy axis
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raise the start button 600 pixels upward
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include in game mechanics two reactions to the order. if the player gets the order correct, display happy asset. If the player gets the order wrong, display the angry asset.
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if the player gets the order correct, display happy asset.
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when the angry or happy assets are displayed, display them over the customer at 75% opacity
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move start buttpn to top of screen
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once the start button is pressed, it disappears. and does not appear again until the end of the level.
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place cup graphic in front of all other graphics
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when start buttoni s pressed, the level begins and the ingredients start falling
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move the angry asset behind the cupgraphic
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2. After the asset is created, set the x and y coordinates of the `StartButton` container. Use the `self.width` and `self.height` properties to position the button in the center of the screen horizontally and vertically.
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the angry and happy graphics only display once the game is either won or lost
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1. Within the 'Game' class, set up a mechanism to periodically create new ingredient instances. This could be done using a timer or by counting ticks to determine when to create a new ingredient. 2. When it's time to create a new ingredient, instantiate one of the ingredient classes (such as `Topping`, `Fruit`, `Jelly`, `Pudding`, `Pearl`) and set its initial position at the top of the screen or at a specific spawn point. 3. Add the newly created ingredient instance to the game world, which typically involves adding it to the 'Game' container or a specific layer within the game that handles game objects. 4. In the `LK.on('tick', function() {...})` event, iterate over all the existing ingredient instances and call their `move` method to update their position, simulating the falling motion. 5. Implement logic to check if the ingredients have reached the bottom of the screen or a specific y-coordinate. If they have, remove them from the game world and destroy the instances to free up resources. 6. Ensure that the falling ingredients can interact with other game elements, such as being caught by the bubble tea container.
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change the point tally into a money format USD. Every correct order (win state) is $2.50 added to the tally
var Customer = Container.expand(function () {
var self = Container.call(this);
var customerGraphics = self.createAsset('customer', 'Customer', .5, .5);
self.request = function () {
var ingredientTypes = ['Topping', 'Fruit', 'Jelly', 'Pudding', 'Pearl'];
var request = [];
for (var i = 0; i < 3; i++) {
var randomIndex = Math.floor(Math.random() * ingredientTypes.length);
request.push(ingredientTypes[randomIndex]);
}
self.order = request;
return request;
};
self.createOrderVisual = function () {
var orderVisual = new Container();
for (var i = 0; i < self.order.length; i++) {
var ingredientAsset = LK.getAsset(self.order[i], 'Ingredient', .5, .5);
orderVisual.addChild(ingredientAsset);
ingredientAsset.x = i * ingredientAsset.width;
}
orderVisual.x = self.x - orderVisual.width / 2;
orderVisual.y = self.y - orderVisual.height - self.height * 0.3 - 50;
return orderVisual;
};
});
var BubbleTea = Container.expand(function () {
var self = Container.call(this);
var teaGraphics = self.createAsset('bubbleTea', 'Bubble Tea', .5, .5);
self.move = function (x) {
self.x = x;
};
self.catch = function (topping) {
if (self.intersects(topping)) {
self.addChild(topping);
topping.x = 0;
topping.y = 0;
}
};
});
var Ingredient = Container.expand(function (assetId) {
var self = Container.call(this);
var ingredientGraphics = self.createAsset(assetId, 'Ingredient', .5, .5);
self.speed = Math.random() * 5 + 1;
self.move = function () {
self.y += self.speed;
};
});
var Topping = Ingredient.expand(function () {
var self = Ingredient.call(this, 'topping');
});
var Fruit = Ingredient.expand(function () {
var self = Ingredient.call(this, 'fruit');
});
var Jelly = Ingredient.expand(function () {
var self = Ingredient.call(this, 'jelly');
});
var Pudding = Ingredient.expand(function () {
var self = Ingredient.call(this, 'pudding');
});
var Pearl = Ingredient.expand(function () {
var self = Ingredient.call(this, 'pearl');
});
var Game = Container.expand(function () {
var self = Container.call(this);
var bubbleTeas = [];
var ingredients = [];
var scoreTxt = new Text2('0', {
size: 150,
fill: "#ffffff"
});
scoreTxt.anchor.set(.5, 0);
LK.gui.topCenter.addChild(scoreTxt);
var customer = self.addChild(new Customer());
customer.x = 2048 / 2 - 500;
customer.y = 2732 - customer.height / 2;
self.addChild(customer);
var bubbleTea = self.addChild(new BubbleTea());
bubbleTea.x = 2048 / 2;
bubbleTea.y = 2732 - bubbleTea.height / 2;
bubbleTea.on('down', function (obj) {
console.log('Bubble tea was pressed');
});
customer.request();
var orderVisual = customer.createOrderVisual();
self.addChild(orderVisual);
stage.on('move', function (obj) {
var pos = obj.event.getLocalPosition(self);
bubbleTea.move(pos.x);
});
LK.on('tick', function () {
for (var a = ingredients.length - 1; a >= 0; a--) {
if (ingredients[a]) {
ingredients[a].move();
bubbleTea.catch(ingredients[a]);
if (ingredients[a].y > 2732) {
ingredients[a].destroy();
ingredients.splice(a, 1);
}
}
}
var order = customer.order;
for (var i = 0; i < order.length; i++) {
if (!bubbleTea.children.some(function (child) {
return child.assetId === order[i];
})) {
console.log('Wrong combination!');
return;
}
}
console.log('Correct combination!');
orderVisual.destroy();
customer.destroy();
customer = self.addChild(new Customer());
customer.x = 0;
customer.y = 0;
LK.gui.topLeft.addChild(customer);
customer.request();
orderVisual = customer.createOrderVisual();
self.addChild(orderVisual);
if (LK.ticks % 60 == 0) {
var ingredientTypes = [Topping, Fruit, Jelly, Pudding, Pearl];
var randomIndex = Math.floor(Math.random() * ingredientTypes.length);
var newIngredient = new ingredientTypes[randomIndex]();
newIngredient.x = Math.random() * 2048;
newIngredient.y = 0;
ingredients.push(newIngredient);
self.addChild(newIngredient);
}
});
});
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.