User prompt
sliced fruit water melon should fall down immediately after slicing
User prompt
check sliced fruits falling down or not
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'y')' in or related to this line: 'slicedFruit1.y += slicedFruit1.velocityY;' Line Number: 208
User prompt
Please fix the bug: 'ReferenceError: slicedFruit1 is not defined' in or related to this line: 'slicedFruit1.y += slicedFruit1.velocityY;' Line Number: 207
User prompt
make sure its working Enable gravity on sliced fruit objects to make them fall naturally after slicing ✅ Update sliced fruit objects to apply gravity in their update method
User prompt
How do I enable gravity on sliced fruit objects? I'm using a component-based approach and need the pieces to fall naturally after slicing."
User prompt
Ensure juice splash is triggered immediately upon slicing.
User prompt
Make sliced fruits fall immediately after slicing
User prompt
make sure that sliced fruits are falling immediately after slicing
User prompt
Add soft lighting effect to the background animation
User prompt
Add background animation to the game soft lighting effects
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Add background animations
User prompt
Improve sound effects for slicing, juice splashes, and bombs exploding
User prompt
add bomb explosion effects
User prompt
Check juice splash effects match the fruit type (e.g., red splash for watermelon, orange for oranges).
User prompt
add juice splash effects
User prompt
make sure that sliced fruits correctly displayed and positioned after slicing.
User prompt
add sliced fruit assets
Code edit (1 edits merged)
Please save this source code
User prompt
need to add backgroung image
User prompt
change code and remove errors
Code edit (1 edits merged)
Please save this source code
User prompt
Fruit Master
User prompt
Title: Fruit Master Description: Unleash your inner ninja in Fruit Slash Master! Slice through flying fruits with precision and speed while avoiding deadly bombs. Master exciting power-ups like Freeze Mode, Frenzy Mode, and Double Score to boost your skills. Compete for high scores, unlock unique blades, and experience the ultimate fruit-slashing challenge. Are you ready to become the ultimate Fruit Ninja? 🍉⚡🔪
User prompt
start fresh
/**** 
* Plugins
****/ 
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1", {
	highScore: 0
});
/**** 
* Classes
****/ 
var FruitItem = Container.expand(function () {
	var self = Container.call(this);
	var type = 'fruit-watermelon';
	var fruitGraphic = null;
	self.isBomb = false;
	self.isPowerup = false;
	self.powerupType = '';
	self.sliced = false;
	self.velocityX = 0;
	self.velocityY = 0;
	self.gravity = 0.25;
	self.rotationSpeed = 0;
	self.init = function (fruitType, startX, startY, velX, velY) {
		type = fruitType;
		self.isBomb = fruitType === 'bomb';
		self.isPowerup = fruitType.indexOf('powerup') !== -1;
		if (self.isPowerup) {
			self.powerupType = fruitType.split('-')[1];
		}
		fruitGraphic = self.attachAsset(fruitType, {
			anchorX: 0.5,
			anchorY: 0.5
		});
		self.x = startX;
		self.y = startY;
		self.velocityX = velX;
		self.velocityY = velY;
		self.lastX = startX; // Initialize lastX for tracking changes on X
		self.lastY = startY; // Initialize lastY for tracking changes on Y
		self.rotationSpeed = (Math.random() - 0.5) * 0.05;
		return self;
	};
	self.slice = function () {
		if (self.sliced) {
			return false;
		}
		self.sliced = true;
		if (self.isBomb) {
			// Bomb visual effect
			tween(fruitGraphic, {
				alpha: 0.5,
				scaleX: 1.5,
				scaleY: 1.5
			}, {
				duration: 300,
				easing: tween.easeOut
			});
			LK.getSound('bomb').play();
			return true;
		} else if (self.isPowerup) {
			// Powerup visual effect
			tween(fruitGraphic, {
				alpha: 0.7,
				scaleX: 0.7,
				scaleY: 0.7
			}, {
				duration: 300,
				easing: tween.easeOut
			});
			LK.getSound('powerup').play();
			return true;
		} else {
			// Regular fruit slicing effect
			tween(fruitGraphic, {
				alpha: 0.7,
				scaleX: 0.7,
				scaleY: 0.7
			}, {
				duration: 300,
				easing: tween.easeOut
			});
			// Add juice splash effect
			var juiceSplash = LK.getAsset('juice-splash', {
				anchorX: 0.5,
				anchorY: 0.5,
				x: self.x,
				y: self.y,
				alpha: 0.8
			});
			game.addChild(juiceSplash);
			tween(juiceSplash, {
				alpha: 0
			}, {
				duration: 500,
				onFinish: function onFinish() {
					juiceSplash.destroy();
				}
			});
			// Split the fruit in two (visual effect)
			var halfScale = fruitGraphic.scaleX * 0.7;
			// Create sliced fruit assets
			var slicedFruit1 = LK.getAsset('sliced-' + type, {
				anchorX: 0.5,
				anchorY: 0.5,
				x: self.x - 20,
				y: self.y,
				rotation: fruitGraphic.rotation
			});
			var slicedFruit2 = LK.getAsset('sliced-' + type, {
				anchorX: 0.5,
				anchorY: 0.5,
				x: self.x + 20,
				y: self.y,
				rotation: fruitGraphic.rotation
			});
			// Add sliced fruits to the game
			game.addChild(slicedFruit1);
			game.addChild(slicedFruit2);
			// Apply velocity to sliced fruits
			slicedFruit1.velocityX = self.velocityX - 2;
			slicedFruit2.velocityX = self.velocityX + 2;
			slicedFruit1.velocityY = self.velocityY;
			slicedFruit2.velocityY = self.velocityY;
			// Now separate the halves
			self.velocityX = self.velocityX * 0.5;
			self.rotationSpeed = self.rotationSpeed * 2;
			LK.getSound('slice').play();
			return true;
		}
	};
	self.update = function () {
		if (!gameActive) {
			return;
		}
		// Apply physics
		self.velocityY += self.gravity * (gameState.freezeMode ? 0.3 : 1);
		self.x += self.velocityX * (gameState.freezeMode ? 0.3 : 1);
		self.y += self.velocityY * (gameState.freezeMode ? 0.3 : 1);
		self.lastX = self.x; // Update lastX after applying physics
		self.lastY = self.y; // Update lastY after applying physics
		// Apply rotation
		fruitGraphic.rotation += self.rotationSpeed * (gameState.freezeMode ? 0.3 : 1);
		// Check if fruit is out of bounds
		if (self.y > 2732 + fruitGraphic.height) {
			// Check if we missed a fruit (not a bomb)
			if (!self.sliced && !self.isBomb && !self.isPowerup) {
				gameState.lives--;
				updateLivesDisplay();
				if (gameState.lives <= 0) {
					endGame();
				}
			}
			self.destroy();
			var index = fruits.indexOf(self);
			if (index !== -1) {
				fruits.splice(index, 1);
			}
		}
	};
	return self;
});
var Slash = Container.expand(function () {
	var self = Container.call(this);
	var slashGraphic = self.attachAsset('slash', {
		anchorX: 0.5,
		anchorY: 0.5,
		alpha: 0.8
	});
	self.startPoint = {
		x: 0,
		y: 0
	};
	self.endPoint = {
		x: 0,
		y: 0
	};
	self.setup = function (startX, startY, endX, endY) {
		self.startPoint.x = startX;
		self.startPoint.y = startY;
		self.endPoint.x = endX;
		self.endPoint.y = endY;
		// Calculate position (midpoint)
		self.x = (startX + endX) / 2;
		self.y = (startY + endY) / 2;
		// Calculate angle
		var angle = Math.atan2(endY - startY, endX - startX);
		slashGraphic.rotation = angle;
		// Calculate length
		var length = Math.sqrt(Math.pow(endX - startX, 2) + Math.pow(endY - startY, 2));
		slashGraphic.width = length;
		return self;
	};
	self.fadeOut = function () {
		tween(slashGraphic, {
			alpha: 0
		}, {
			duration: 300,
			onFinish: function onFinish() {
				self.destroy();
			}
		});
	};
	return self;
});
/**** 
* Initialize Game
****/ 
var game = new LK.Game({
	backgroundColor: 0x000000
});
/**** 
* Game Code
****/ 
// Sliced watermelon asset
// Sliced strawberry asset
// Sliced orange asset
// Sliced banana asset
// Sliced apple asset
var background = LK.getAsset('background', {
	anchorX: 0.5,
	anchorY: 0.5,
	x: 2048 / 2,
	y: 2732 / 2
});
game.addChild(background);
// Game state
var gameActive = false;
var gameState = {
	score: 0,
	lives: 3,
	combo: 0,
	comboTimer: 0,
	freezeMode: false,
	freezeTimer: 0,
	frenzyMode: false,
	frenzyTimer: 0,
	doubleScoreMode: false,
	doubleScoreTimer: 0,
	spawnRate: 60,
	// Frames between fruit spawns
	spawnCounter: 0,
	difficulty: 1
};
// Game arrays
var fruits = [];
var slashes = [];
// Create UI elements
var scoreText = new Text2('0', {
	size: 100,
	fill: 0xFFFFFF
});
scoreText.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreText);
var livesText = new Text2('Lives: 3', {
	size: 60,
	fill: 0xFFFFFF
});
livesText.anchor.set(0, 0);
livesText.x = 50;
livesText.y = 50;
LK.gui.topRight.addChild(livesText);
var comboText = new Text2('', {
	size: 70,
	fill: 0xF39C12
});
comboText.anchor.set(0.5, 0.5);
comboText.alpha = 0;
LK.gui.center.addChild(comboText);
var powerupText = new Text2('', {
	size: 60,
	fill: 0x3498DB
});
powerupText.anchor.set(0.5, 1);
powerupText.alpha = 0;
LK.gui.bottom.addChild(powerupText);
// Track swipe
var swipeStart = {
	x: 0,
	y: 0
};
var isSwipe = false;
var lastMouseX = 0;
var lastMouseY = 0;
// Handlers for touch/mouse events
game.down = function (x, y, obj) {
	if (!gameActive) {
		return;
	}
	swipeStart.x = x;
	swipeStart.y = y;
	isSwipe = true;
	lastMouseX = x;
	lastMouseY = y;
};
game.move = function (x, y, obj) {
	if (!isSwipe || !gameActive) {
		if (!gameActive) {
			// Start game on first swipe
			startGame();
		}
		return;
	}
	// Create slash effect if moved enough distance
	var dist = Math.sqrt(Math.pow(x - lastMouseX, 2) + Math.pow(y - lastMouseY, 2));
	if (dist > 30) {
		var slash = new Slash().setup(lastMouseX, lastMouseY, x, y);
		game.addChild(slash);
		slashes.push(slash);
		// Check for fruit collisions
		checkSlashCollisions(lastMouseX, lastMouseY, x, y);
		slash.fadeOut();
		lastMouseX = x;
		lastMouseY = y;
	}
};
game.up = function (x, y, obj) {
	isSwipe = false;
};
// Helper functions
function startGame() {
	// Reset game state
	gameState.score = 0;
	gameState.lives = 3;
	gameState.combo = 0;
	gameState.comboTimer = 0;
	gameState.freezeMode = false;
	gameState.freezeTimer = 0;
	gameState.frenzyMode = false;
	gameState.frenzyTimer = 0;
	gameState.doubleScoreMode = false;
	gameState.doubleScoreTimer = 0;
	gameState.spawnRate = 60;
	gameState.spawnCounter = 0;
	gameState.difficulty = 1;
	// Clear any existing fruits
	for (var i = fruits.length - 1; i >= 0; i--) {
		fruits[i].destroy();
	}
	fruits = [];
	// Clear any existing slashes
	for (var i = slashes.length - 1; i >= 0; i--) {
		slashes[i].destroy();
	}
	slashes = [];
	// Reset UI
	scoreText.setText("0");
	updateLivesDisplay();
	// Start the game
	gameActive = true;
	// Play music
	LK.playMusic('gameMusic');
}
function endGame() {
	gameActive = false;
	// Check high score
	if (gameState.score > storage.highScore) {
		storage.highScore = gameState.score;
	}
	// Show game over
	LK.showGameOver();
	// Stop music
	LK.stopMusic();
}
function updateLivesDisplay() {
	livesText.setText("Lives: " + gameState.lives);
}
function checkSlashCollisions(startX, startY, endX, endY) {
	var sliced = false;
	var slashLine = {
		x1: startX,
		y1: startY,
		x2: endX,
		y2: endY
	};
	for (var i = fruits.length - 1; i >= 0; i--) {
		var fruit = fruits[i];
		if (fruit.sliced) {
			continue;
		}
		// Simple line-circle intersection for collision detection
		if (lineCircleIntersect(slashLine, {
			x: fruit.x,
			y: fruit.y,
			r: fruit.width / 2
		})) {
			var result = fruit.slice();
			if (result) {
				sliced = true;
				if (fruit.isBomb) {
					// Hit a bomb
					gameState.lives--;
					updateLivesDisplay();
					if (gameState.lives <= 0) {
						endGame();
					}
					// Reset combo
					gameState.combo = 0;
					comboText.alpha = 0;
				} else if (fruit.isPowerup) {
					// Activate powerup
					activatePowerup(fruit.powerupType);
				} else {
					// Regular fruit
					updateScore(10);
					// Update combo
					gameState.combo++;
					gameState.comboTimer = 120; // 2 seconds at 60fps
					if (gameState.combo >= 3) {
						comboText.setText("COMBO x" + gameState.combo + "!");
						comboText.alpha = 1;
						// Add bonus points for combo
						updateScore(gameState.combo * 5);
					}
				}
			}
		}
	}
	return sliced;
}
function lineCircleIntersect(line, circle) {
	// Distance formula for point-line segment distance
	var dx = line.x2 - line.x1;
	var dy = line.y2 - line.y1;
	var len = Math.sqrt(dx * dx + dy * dy);
	// Normalize direction vector
	dx /= len;
	dy /= len;
	// Vector from line start to circle center
	var cx = circle.x - line.x1;
	var cy = circle.y - line.y1;
	// Project circle center onto line
	var projLen = cx * dx + cy * dy;
	// Calculate closest point on line to circle center
	var closestX, closestY;
	// Handle cases where circle center projection is outside line segment
	if (projLen < 0) {
		closestX = line.x1;
		closestY = line.y1;
	} else if (projLen > len) {
		closestX = line.x2;
		closestY = line.y2;
	} else {
		closestX = line.x1 + projLen * dx;
		closestY = line.y1 + projLen * dy;
	}
	// Calculate distance from closest point to circle center
	var distance = Math.sqrt(Math.pow(circle.x - closestX, 2) + Math.pow(circle.y - closestY, 2));
	// Check if distance is less than circle radius
	return distance <= circle.r;
}
function updateScore(points) {
	// Apply double score if active
	if (gameState.doubleScoreMode) {
		points *= 2;
	}
	gameState.score += points;
	scoreText.setText(gameState.score);
	// Update game score
	LK.setScore(gameState.score);
}
function activatePowerup(type) {
	// Duration in frames (60fps)
	var duration = 300; // 5 seconds
	switch (type) {
		case 'freeze':
			gameState.freezeMode = true;
			gameState.freezeTimer = duration;
			showPowerupMessage("FREEZE MODE!");
			break;
		case 'frenzy':
			gameState.frenzyMode = true;
			gameState.frenzyTimer = duration;
			showPowerupMessage("FRUIT FRENZY!");
			break;
		case 'double':
			gameState.doubleScoreMode = true;
			gameState.doubleScoreTimer = duration;
			showPowerupMessage("DOUBLE SCORE!");
			break;
	}
}
function showPowerupMessage(message) {
	powerupText.setText(message);
	powerupText.alpha = 1;
	tween(powerupText, {
		alpha: 0
	}, {
		duration: 2000
	});
}
function spawnFruit() {
	// Determine if we should spawn a fruit based on spawn rate
	if (gameState.spawnCounter <= 0) {
		// Reset counter
		gameState.spawnCounter = gameState.frenzyMode ? Math.floor(gameState.spawnRate / 3) : gameState.spawnRate;
		// Determine how many fruits to spawn
		var fruitCount = 1;
		if (gameState.difficulty >= 2) {
			fruitCount++;
		}
		if (gameState.difficulty >= 4) {
			fruitCount++;
		}
		if (gameState.frenzyMode) {
			fruitCount += 2;
		}
		// Spawn multiple fruits
		for (var i = 0; i < fruitCount; i++) {
			spawnSingleFruit();
		}
		// Possibly spawn a bomb (higher chance with higher difficulty)
		if (Math.random() < 0.1 * gameState.difficulty && !gameState.frenzyMode) {
			spawnSpecificFruit('bomb');
		}
		// Possibly spawn a powerup (lower chance)
		if (Math.random() < 0.03) {
			var powerupTypes = ['powerup-freeze', 'powerup-frenzy', 'powerup-double'];
			var randomPowerup = powerupTypes[Math.floor(Math.random() * powerupTypes.length)];
			spawnSpecificFruit(randomPowerup);
		}
	} else {
		gameState.spawnCounter--;
	}
}
function spawnSingleFruit() {
	var fruitTypes = ['fruit-watermelon', 'fruit-orange', 'fruit-apple', 'fruit-banana', 'fruit-strawberry'];
	var randomFruit = fruitTypes[Math.floor(Math.random() * fruitTypes.length)];
	spawnSpecificFruit(randomFruit);
}
function spawnSpecificFruit(fruitType) {
	// Determine spawn position and velocity
	var startX = Math.random() * 2048;
	var startY = 2732 + 100; // Start below screen
	// Determine velocity
	var velocityX = (Math.random() - 0.5) * 10; // -5 to 5
	var velocityY = -15 - Math.random() * 5; // -15 to -20 (upward)
	// Create fruit and add to game
	var fruit = new FruitItem().init(fruitType, startX, startY, velocityX, velocityY);
	game.addChild(fruit);
	fruits.push(fruit);
}
// Main game update
game.update = function () {
	if (!gameActive) {
		return;
	}
	// Update all fruits
	for (var i = fruits.length - 1; i >= 0; i--) {
		fruits[i].update();
	}
	// Handle spawning of new fruits
	spawnFruit();
	// Update combo timer
	if (gameState.comboTimer > 0) {
		gameState.comboTimer--;
		if (gameState.comboTimer <= 0) {
			gameState.combo = 0;
			comboText.alpha = 0;
		}
	}
	// Update powerup timers
	if (gameState.freezeTimer > 0) {
		gameState.freezeTimer--;
		if (gameState.freezeTimer <= 0) {
			gameState.freezeMode = false;
		}
	}
	if (gameState.frenzyTimer > 0) {
		gameState.frenzyTimer--;
		if (gameState.frenzyTimer <= 0) {
			gameState.frenzyMode = false;
		}
	}
	if (gameState.doubleScoreTimer > 0) {
		gameState.doubleScoreTimer--;
		if (gameState.doubleScoreTimer <= 0) {
			gameState.doubleScoreMode = false;
		}
	}
	// Increase difficulty over time
	if (LK.ticks % 1800 === 0) {
		// Every 30 seconds
		gameState.difficulty += 0.5;
		gameState.spawnRate = Math.max(30, gameState.spawnRate - 5);
	}
};
// Start with instructions
scoreText.setText("SWIPE TO SLICE"); ===================================================================
--- original.js
+++ change.js
@@ -79,8 +79,25 @@
 			}, {
 				duration: 300,
 				easing: tween.easeOut
 			});
+			// Add juice splash effect
+			var juiceSplash = LK.getAsset('juice-splash', {
+				anchorX: 0.5,
+				anchorY: 0.5,
+				x: self.x,
+				y: self.y,
+				alpha: 0.8
+			});
+			game.addChild(juiceSplash);
+			tween(juiceSplash, {
+				alpha: 0
+			}, {
+				duration: 500,
+				onFinish: function onFinish() {
+					juiceSplash.destroy();
+				}
+			});
 			// Split the fruit in two (visual effect)
 			var halfScale = fruitGraphic.scaleX * 0.7;
 			// Create sliced fruit assets
 			var slicedFruit1 = LK.getAsset('sliced-' + type, {
:quality(85)/https://cdn.frvr.ai/67dd58d47a52a3acfd5180bc.png%3F3) 
 apple fruit. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/67dd59027a52a3acfd5180c8.png%3F3) 
 banana. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/67dd61a87a52a3acfd51812e.png%3F3) 
 watermelon images. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/67dd63857a52a3acfd518165.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67dd687d7a52a3acfd51818c.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67dd90b07a52a3acfd5181e9.png%3F3) 
 sliced watermelon fruit into two left side one and rightside one. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/67dd95737a52a3acfd5181fc.png%3F3) 
 orange fruit double cut. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/67dd9c777a52a3acfd51827e.png%3F3) 
 apple fruit is cut into two halves with a slight separation to match the style of Fruit Ninja. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/67dda12f7a52a3acfd5182de.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67dda2797a52a3acfd5182e1.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67ddaea07a52a3acfd518317.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67ddafea7a52a3acfd51832f.png%3F3) 
 firing Bomb Asset firing on top of the bomb thread: Approximately 512x512 pixels. Consistent with fruit sizes to maintain visual coherence.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/67ddc1d080c994e12f823a9c.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67ddcb199d8cc9d5bc23c6f1.png%3F3) 
 game icon for a video game called fruit slash, show an fruits cutting with sword symbols in the fore ground show the name of the game "Swipe to Slice "big in the center with the fruits underneath. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/67dffbf222da9dd295ff5ed8.png%3F3) 
 lemon fruit cartoon style. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/67dffc5622da9dd295ff5ee6.png%3F3) 
 fruit pine apple. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/67e3f9120de700590fa368b0.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67e3f9fe0de700590fa368bf.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67e3fc0e0de700590fa368ea.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67e3fd080de700590fa368f7.png%3F3) 
 any three combo fruits some distance from each one. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/67e3febd0de700590fa3690f.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67e3ff6c0de700590fa36922.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67e400790de700590fa3692a.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/683aa9b45d685e2006a474ee.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/683aaa5a5d685e2006a474f8.png%3F3)