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Customer entry stops at left side of screen.
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Customer.x = 2300 customer.y = +100
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Revert code to Change customer entry to stop at left side of screen
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Game mechanics: player must catch ingredients from order in the cup to succeed and move to the next customer. When succeeding, Customer moves right off screen.
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Change the customer entry to stop 300 pixels more right
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Bring customer up on c and y axis
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Make customer entry further onto screen. Lower customer 300 pixels
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Lower customer to bottom of screw
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Move customer 200 pixels onto screen
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Move speech bubble 150 pixels right
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Fit order ingredients into speech bubble graphic limits
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Move order 50 pixels left. Put 10 pixel space between each ingredient in order.
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Separate order ingredient graphics by 10 pixels
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Ensure that order ingredient graphics do not overal within speech bubble
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Move order ingredients 100 pixels left. Spread out by 10 pixels each
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Move speech bubble on x axis right 150 pixels
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Center order ingredients inside speech bubble
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Center the prefer intends o nothing the boundary of the speech bubble graphic. Order ingredients and speech bubble must overlap.
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Move cup graphic layer in front of customer
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Move cup graphic layer in front of customer layer so that it passes in front when it's moved
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Fix Bug: 'ReferenceError: Can't find variable: bubbleTea' in this line: '} else if (bubbleTea.intersects(ingredients[a])) {' Line Number: 141
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Fix Bug: 'ReferenceError: Can't find variable: bubbleTea' in this line: '} else if (bubbleTea.intersects(ingredients[a])) {' Line Number: 141
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Change win perimeters. Player must collection only the ingredients in the customers current order to win the round.
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follow the following instructions. 1. Identify the conditions that currently lead to game over. In the provided code, game over is triggered when an ingredient falls to the bottom of the screen without being caught. 2. Determine the new conditions or parameters for game over according to your game design. For example, you might want to end the game after a certain time limit, or after a certain number of ingredients are missed. 3. Update the logic within the 'Game' class to reflect these new conditions. This might involve setting and checking new variables, creating timers, or keeping track of missed ingredients. 4. Ensure that the updated conditions are checked during the game's tick events, and when the conditions are met, call `LK.showGameOver()`. 5. Test the game to make sure that the new game over conditions work as expected and do not cause any errors. Remember to follow the general guidelines provided, such as writing all game logic in the 'Game' class and creating or destroying instances within this class. Avoid direct use of PIXI, ensure touchscreen compatibility, and use 'var' for variable declarations. Always use `LK.getAsset` for graphical assets and do not alter assets with `.tint` unless directed. game over is changed from ingredients hitting the bottom of the screen to incorrect order.
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1. **Customer Entry**: At the start of each round, a new customer should enter the screen. This can be done by creating an instance of a Customer class and displaying it along with its speech bubble that shows the order. 2. **Order Generation**: When the customer is created, generate a random order of ingredients that will be displayed in the speech bubble. This order is what the player must match by catching the correct ingredients. 3. **Ingredient Spawning**: Spawn ingredients at random positions at the top of the screen and let them fall down. The ingredients should be instances of an Ingredient class with properties that allow them to be identified and matched against the customer's order. 4. **Catching Ingredients**: The player controls a catcher (e.g., a bubble tea cup) that moves horizontally at the bottom of the screen. The player must move the catcher to collect the falling ingredients that match the customer's order. 5. **Round Success**: If the player catches all the ingredients in the correct order before they fall past the catcher, the customer's order is considered fulfilled. The customer should then exit the screen, and a new round begins with a new customer and a new order. 6. **Round Failure**: If the player fails to catch the correct ingredients or catches incorrect ingredients, the game should end, and the game over screen should be shown. 7. **New Round**: Upon successful completion of a round, reset the necessary game elements (such as the catcher's collected ingredients) and start a new round by bringing in a new customer with a new order. 8. **Game Over Logic**: Modify the game over logic to check if the player has failed to match the order. This could be done by comparing the collected ingredients with the customer's order and triggering game over if they do not match. 9. **Game Over Display**: When the game over condition is met, display the game over screen using `LK.showGameOver()`. 10. **Round Transition**: Implement a smooth transition between rounds, which could involve animating the customer leaving the screen and a new customer entering. Remember to follow the general guidelines provided, such as writing all game logic in the 'Game' class, using `LK.getAsset` for graphical assets, and ensuring that the game is touchscreen-compatible.
var Order = Container.expand(function () {
var self = Container.call(this);
self.ingredients = [];
for (var i = 0; i < 3; i++) {
self.ingredients.push(Math.floor(Math.random() * 5));
}
});
var SpeechBubble = Container.expand(function (text) {
var self = Container.call(this);
var bubbleGraphics = self.createAsset('speechBubble', 'Speech Bubble', .5, .5);
for (var i = 0; i < text.length; i++) {
var ingredientGraphic = self.createAsset('ingredient' + text[i], 'Ingredient', .5, .5);
ingredientGraphic.scale.set(0.5);
ingredientGraphic.x = i * (ingredientGraphic.width / 2);
self.addChild(ingredientGraphic);
}
});
var Customer1 = Container.expand(function () {
var self = Container.call(this);
var customerGraphics = self.createAsset('customer1', 'Customer1', .5, .5);
if (!self.order) {
self.order = new Order();
}
if (self.speechBubble) {
self.speechBubble.destroy();
}
self.speechBubble = self.addChild(new SpeechBubble(self.order.ingredients));
self.speechBubble.y = -self.speechBubble.height - 30;
});
var Customer2 = Container.expand(function () {
var self = Container.call(this);
var customerGraphics = self.createAsset('customer2', 'Customer2', .5, .5);
if (!self.order) {
self.order = new Order();
}
if (self.speechBubble) {
self.speechBubble.destroy();
}
self.speechBubble = self.addChild(new SpeechBubble(self.order.ingredients));
self.speechBubble.y = -self.speechBubble.height - 30;
});
var Customer3 = Container.expand(function () {
var self = Container.call(this);
var customerGraphics = self.createAsset('customer3', 'Customer3', .5, .5);
if (!self.order) {
self.order = new Order();
}
if (self.speechBubble) {
self.speechBubble.destroy();
}
self.speechBubble = self.addChild(new SpeechBubble(self.order.ingredients));
self.speechBubble.y = -self.speechBubble.height - 30;
});
var BubbleTea = Container.expand(function () {
var self = Container.call(this);
var teaGraphics = self.createAsset('bubbleTea', 'Bubble Tea', .5, .5);
self.ingredients = [];
self.speed = 10;
self.catch = function (ingredient) {
self.ingredients.push(ingredient);
};
self.move = function (direction) {
self.x += self.speed * direction;
if (self.x < teaGraphics.width / 2) self.x = teaGraphics.width / 2;
if (self.x > 2048 - teaGraphics.width / 2) self.x = 2048 - teaGraphics.width / 2;
if (self.y < teaGraphics.height / 2) self.y = teaGraphics.height / 2;
if (self.y > 2732 - teaGraphics.height / 2) self.y = 2732 - teaGraphics.height / 2;
};
});
var Ingredient = Container.expand(function (id) {
var self = Container.call(this);
self.id = id;
self.speed = Math.random() * 10 + 6;
var ingredientGraphics = self.createAsset('ingredient' + id, 'Ingredient', .5, .5);
self.move = function () {
self.y += self.speed;
if (self.y > 2732) {
self.y = 2732;
}
if (self.x < ingredientGraphics.width / 2) self.x = ingredientGraphics.width / 2;
if (self.x > 2048 - ingredientGraphics.width / 2) self.x = 2048 - ingredientGraphics.width / 2;
};
self.add = function () {};
});
var Game = Container.expand(function () {
var self = Container.call(this);
var score = 0;
var scoreTxt = new Text2(score.toString(), {
size: 100,
fill: '#FFA500'
});
scoreTxt.anchor.set(0.5, 0.5);
var scoreBox = LK.getAsset('scoreBox', 'Score Box', 0, 0);
scoreBox.width = 200;
scoreBox.height = 100;
scoreBox.x = 2048 - scoreBox.width / 2;
scoreBox.y = 2732 - scoreBox.height / 2;
self.addChild(scoreBox);
scoreBox.addChild(scoreTxt);
scoreTxt.x = scoreBox.width / 2;
scoreTxt.y = scoreBox.height / 2;
self.updateScore = function (newScore) {
score = newScore;
scoreTxt.setText(score.toString());
};
var background = self.createAsset('background', 'Game Background', 0.5, 0.5);
self.addChild(background);
background.width = 2048;
background.height = 2732;
background.x = 2048 / 2;
background.y = 2732 / 2;
var ingredients = [];
var customer;
LK.on('tick', function () {
if (!customer || customer.x > 0) {
if (customer) return;
var CustomerClass = [Customer1, Customer2, Customer3][Math.floor(Math.random() * 3)];
customer = self.addChild(new CustomerClass());
customer.x = -customer.width;
customer.y = 2732 - customer.height / 2 + 300;
}
customer.x += 20;
});
var bubbleTea = self.addChild(new BubbleTea());
bubbleTea.x = 2048 / 2;
bubbleTea.y = 2732 - bubbleTea.height / 2;
stage.on('move', function (obj) {
var event = obj.event;
var pos = event.getLocalPosition(self);
bubbleTea.x = pos.x;
});
LK.on('tick', function () {
for (var a = ingredients.length - 1; a >= 0; a--) {
ingredients[a].move();
if (ingredients[a].y >= 2732) {
LK.showGameOver();
} else if (bubbleTea.intersects(ingredients[a])) {
bubbleTea.catch(ingredients[a]);
ingredients[a].destroy();
ingredients.splice(a, 1);
self.updateScore(score + ingredients[a].speed);
}
}
if (LK.ticks % 60 == 0) {
var newIngredient = new Ingredient(Math.floor(Math.random() * 5));
newIngredient.x = Math.random() * 2048;
newIngredient.y = -newIngredient.height;
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 đź’¬, "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.