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i need to add combo fruits
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add fruits pineapple papaya lemon
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add tween effect for combo ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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make combo text bold and add tween effect ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Move 'swipe-to-slice' asset downwards
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move swipe to slice asset downwards
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make the swipe to slice asset dissaper after the game starts
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add asset in place of swipe to slice
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change the swipe to slice text to golden yellow color
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make the text bold
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Please fix the bug: 'Cannot set properties of undefined (setting 'fill')' in or related to this line: 'scoreText.style.fill = 0xFF69B4; // Change text color to pink' Line Number: 759
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change text color SWIPE TO SLICE' and add special effects ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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make the game start when cursor slice the 'SWIPE TO SLICE' text
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Move 'SWIPE TO SLICE' text little upwards
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Move 'SWIPE TO SLICE' text upwards
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Move 'SWIPE TO SLICE' text downwards place in middle
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move swipe to slice text little downwards
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add one game icon asset like swipe to slice
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i need to add game icon at the starting of the game and disappear after game start
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Move 'SWIPE TO SLICE' text to the middle of the screen
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move swipe to slice text to the middle of the screen
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make the play button as gui
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instead of play text for the play button replace asset
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place the play button below the game icon middle of the screen
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add asset for play button
/**** * 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 blast tween effect var bombBlast = LK.getAsset('bomb-blast', { anchorX: 0.5, anchorY: 0.5, x: self.x, y: self.y, alpha: 1.0 }); game.addChild(bombBlast); tween(bombBlast, { alpha: 0, scaleX: 2, scaleY: 2 }, { duration: 500, easing: tween.easeOut, onFinish: function onFinish() { bombBlast.destroy(); } }); // 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, scaleX: 2, scaleY: 2 }, { duration: 500, easing: tween.easeOut, 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; } } // Prevent fruits from getting too close to the side boundaries if (self.x < 100 && self.velocityX < 0) { self.velocityX = Math.abs(self.velocityX); // Move right if too close to the left } else if (self.x > 1948 && self.velocityX > 0) { self.velocityX = -Math.abs(self.velocityX); // Move left if too close to the right } 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: 1.0, tint: 0x00ff00 // Initial green tint }); 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; // 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 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 ****/ function lineRectIntersect(line, rect) { // Check if the line intersects with any of the rectangle's sides return lineLineIntersect(line.x1, line.y1, line.x2, line.y2, rect.x, rect.y, rect.x + rect.width, rect.y) || lineLineIntersect(line.x1, line.y1, line.x2, line.y2, rect.x, rect.y, rect.x, rect.y + rect.height) || lineLineIntersect(line.x1, line.y1, line.x2, line.y2, rect.x + rect.width, rect.y, rect.x + rect.width, rect.y + rect.height) || lineLineIntersect(line.x1, line.y1, line.x2, line.y2, rect.x, rect.y + rect.height, rect.x + rect.width, rect.y + rect.height); } function lineLineIntersect(x1, y1, x2, y2, x3, y3, x4, y4) { // Calculate the direction of the lines var uA = ((x4 - x3) * (y1 - y3) - (y4 - y3) * (x1 - x3)) / ((y4 - y3) * (x2 - x1) - (x4 - x3) * (y2 - y1)); var uB = ((x2 - x1) * (y1 - y3) - (y2 - y1) * (x1 - x3)) / ((y4 - y3) * (x2 - x1) - (x4 - x3) * (y2 - y1)); // If uA and uB are between 0-1, lines are colliding if (uA >= 0 && uA <= 1 && uB >= 0 && uB <= 1) { return true; } return false; } // Sliced watermelon asset // Sliced strawberry asset // Sliced orange asset // Sliced banana asset // Sliced apple asset //{0.1} 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) { // Check if the swipe intersects with the 'SWIPE TO SLICE' text var swipeLine = { x1: lastMouseX, y1: lastMouseY, x2: x, y2: y }; var textBounds = { x: scoreText.x - scoreText.width / 2, y: scoreText.y, width: scoreText.width, height: scoreText.height }; if (lineRectIntersect(swipeLine, textBounds)) { // Start game if swipe intersects with the text 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 endGame(); // Trigger game over immediately // 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; // Check if score is a multiple of 100 if (gameState.score % 100 === 0) { // Add two bombs as a special effect spawnSpecificFruit('bomb'); spawnSpecificFruit('bomb'); } 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 = -20 - Math.random() * 5; // -20 to -25 (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"); scoreText.y = 2732 / 4; // Move the text slightly upwards; scoreText.setStyle({ fill: 0xFF69B4 }); // Change text color to pink // Add a tween effect to the text for a pulsing effect tween(scoreText, { scaleX: 1.2, scaleY: 1.2 }, { duration: 1000, yoyo: true, repeat: Infinity, easing: tween.easeInOutSine });
===================================================================
--- original.js
+++ change.js
@@ -726,9 +726,11 @@
};
// Start with instructions
scoreText.setText("SWIPE TO SLICE");
scoreText.y = 2732 / 4; // Move the text slightly upwards;
-scoreText.style.fill = 0xFF69B4; // Change text color to pink
+scoreText.setStyle({
+ fill: 0xFF69B4
+}); // Change text color to pink
// Add a tween effect to the text for a pulsing effect
tween(scoreText, {
scaleX: 1.2,
scaleY: 1.2
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