User prompt
remove the swipe to swap moment and add play button click to start
User prompt
make sure that click the play button for game start and disappear after the game start
User prompt
under the game icon need a play button if i touch the button can enter into the game
User prompt
game icon should disappear after the game starts
User prompt
can i add game icon in starting of game
User prompt
Add two bombs for every multiples of 100 score as a special effect
User prompt
add 2 bomb for every round numbers score as a special effect
User prompt
make sure the fruits doesnt go so closer to the side boundaries
User prompt
Add single bomb after 5 fruits jumped and double bombs after 10 fruits jumped as special effect
User prompt
add single bomb after 5 fruits and double bombs after 10 fruits as special effect
User prompt
make sure that if we hit the bomb that leads to game over
User prompt
if we hit the bomb make bombblast tween effect immediately ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
initialize asset for bomb blast tween effect using tween plugin ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
add asset for bomb blast tween effect ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
after collision with bomb make a tween blast effect ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
increase some jumping height for fruits
User prompt
remove the slasher cursor shadow effects
User prompt
remove the old slasher cursor style and add new
User prompt
Please fix the bug: 'Uncaught ReferenceError: glow is not defined' in or related to this line: 'glow.rotation = angle;' Line Number: 276
User prompt
make the slasher like single line
User prompt
add new slasher effect
User prompt
make changes that visible single blade
User prompt
Create a high-quality game asset of a dynamic slasher effect for a Fruit Ninja-style game. The effect should resemble a glowing blade swipe with a smooth, motion-blurred trail that follows the player's cursor or touch input. The trail should be slightly curved, fading over time, and have a neon glow. The edges should be sharp, resembling a fast sword slice. The effect should have variations in color intensity based on the slicing speed. Include a subtle glow aura around the trail and optional sparks or small particle bursts at the end of the slash. The background should be transparent so it can be overlaid in a game engine. The style should be sleek, modern, and visually striking, similar to the glowing sword effects seen in Fruit Ninja."
User prompt
change the slasher hover effect
User prompt
after slicing fruits with splash make the fruits disappear and start falling sliced fruits downwards
/**** * 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; }; var slicedFruit1, slicedFruit2; // Declare slicedFruit1 and slicedFruit2 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 }); // Add bomb explosion effect var explosion = LK.getAsset('juice-splash', { anchorX: 0.5, anchorY: 0.5, x: self.x, y: self.y, alpha: 0.8, tint: 0xff0000 // Red explosion }); game.addChild(explosion); tween(explosion, { alpha: 0 }, { duration: 500, onFinish: function onFinish() { explosion.destroy(); } }); 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 splashColor = 0xff0000; // Default to red switch (type) { case 'fruit-watermelon': splashColor = 0xff0000; // Red break; case 'fruit-orange': splashColor = 0xffa500; // Orange break; case 'fruit-apple': splashColor = 0x00ff00; // Green break; case 'fruit-banana': splashColor = 0xffff00; // Yellow break; case 'fruit-strawberry': splashColor = 0xff69b4; // Pink break; } var juiceSplash = LK.getAsset('juice-splash', { anchorX: 0.5, anchorY: 0.5, x: self.x, y: self.y, alpha: 0.8, tint: splashColor }); 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 slicedFruit1 = LK.getAsset('sliced-' + type, { anchorX: 0.5, anchorY: 0.5, x: self.x - 20, y: self.y, rotation: fruitGraphic.rotation }); 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 + 20; // Further increase Y velocity for immediate fall slicedFruit2.velocityY = self.velocityY + 20; // Further increase Y velocity for immediate fall slicedFruit1.gravity = self.gravity; // Apply gravity to the first sliced fruit slicedFruit2.gravity = self.gravity; // Apply gravity to the second sliced fruit // Remove the original fruit graphic fruitGraphic.destroy(); // 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); // Apply gravity to sliced fruits if (self.sliced) { self.velocityY += self.gravity; if (slicedFruit1 && slicedFruit2) { slicedFruit1.velocityY += slicedFruit1.gravity; slicedFruit2.velocityY += slicedFruit2.gravity; slicedFruit1.y += slicedFruit1.velocityY; slicedFruit2.y += slicedFruit2.velocityY; } } 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, tint: 0x00ff00 // Initial green tint }); // Add a glow effect around the slash var glow = self.attachAsset('slash', { anchorX: 0.5, anchorY: 0.5, alpha: 0.7, tint: 0x00ff00 // Glow tint }); glow.scaleX = 1.5; glow.scaleY = 1.5; // Add motion blur effect var motionBlur = self.attachAsset('slash', { anchorX: 0.5, anchorY: 0.5, alpha: 0.3, tint: 0x00ff00 }); motionBlur.scaleX = 1.8; motionBlur.scaleY = 1.8; 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; glow.rotation = angle; // Calculate length var length = Math.sqrt(Math.pow(endX - startX, 2) + Math.pow(endY - startY, 2)); // Add motion blur effect var motionBlur = self.attachAsset('slash', { anchorX: 0.5, anchorY: 0.5, alpha: 0.3, tint: 0x00ff00 }); motionBlur.rotation = angle; motionBlur.width = length * 1.8; motionBlur.scaleY = 1.8; slashGraphic.width = length; glow.width = length * 1.5; // Adjust color intensity based on speed var speed = Math.sqrt(Math.pow(endX - startX, 2) + Math.pow(endY - startY, 2)); var intensity = Math.min(1, speed / 100); slashGraphic.tint = 0x00ff00 + Math.floor(intensity * 0xff0000); // Vary between green and red glow.tint = 0x00ff00 + Math.floor(intensity * 0xff0000); // Match glow color intensity motionBlur.tint = 0x00ff00 + Math.floor(intensity * 0xff0000); // Match motion blur color intensity return self; }; self.fadeOut = function () { tween(slashGraphic, { alpha: 0 }, { duration: 300, onFinish: function onFinish() { self.destroy(); } }); tween(glow, { alpha: 0 }, { duration: 300 }); }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ // Sliced apple asset // Sliced banana asset // Sliced orange asset // Sliced strawberry asset // Sliced watermelon asset var background = LK.getAsset('background', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 }); game.addChild(background); // Add soft lighting effect to the background var lightingEffect = LK.getAsset('background', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2, alpha: 0.3, // Soft lighting effect tint: 0xffffe0 // Light yellow tint for soft lighting }); game.addChild(lightingEffect); tween(lightingEffect, { alpha: 0.5 }, { duration: 2000, yoyo: true, repeat: Infinity, easing: tween.easeInOutSine }); // 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
@@ -228,8 +228,17 @@
tint: 0x00ff00 // Glow tint
});
glow.scaleX = 1.5;
glow.scaleY = 1.5;
+ // Add motion blur effect
+ var motionBlur = self.attachAsset('slash', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ alpha: 0.3,
+ tint: 0x00ff00
+ });
+ motionBlur.scaleX = 1.8;
+ motionBlur.scaleY = 1.8;
self.startPoint = {
x: 0,
y: 0
};
@@ -267,8 +276,9 @@
var speed = Math.sqrt(Math.pow(endX - startX, 2) + Math.pow(endY - startY, 2));
var intensity = Math.min(1, speed / 100);
slashGraphic.tint = 0x00ff00 + Math.floor(intensity * 0xff0000); // Vary between green and red
glow.tint = 0x00ff00 + Math.floor(intensity * 0xff0000); // Match glow color intensity
+ motionBlur.tint = 0x00ff00 + Math.floor(intensity * 0xff0000); // Match motion blur color intensity
return self;
};
self.fadeOut = function () {
tween(slashGraphic, {
apple fruit. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
banana. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
watermelon images. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
orange. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
strawberry fruit. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
sliced watermelon fruit into two left side one and rightside one. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
orange fruit double cut. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
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
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
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
lemon fruit cartoon style. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
fruit pine apple. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
any three combo fruits some distance from each one. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows