User prompt
When the game starts spawn 5 nice and 2 naughty houses anywhere on the screen
User prompt
Make the powerup name appear in the center of the button instead of near the top
User prompt
Change the font color of the powerup title to white
User prompt
Make the powerup title font very bold
User prompt
Lower the powerup title by 25 pixels
User prompt
Lower the powerup title over the button slightly more and make the font bolder
User prompt
Fix Bug: 'TypeError: Cannot set properties of undefined (setting 'fontWeight')' in this line: 'nameLabel.style.fontWeight = 'bold';' Line Number: 22
User prompt
Lower the powerup title over the button slightly and make the font bold
User prompt
Display your final score on the game over screen
User prompt
Santa should not vibrate when he's resting
User prompt
Change the powerup name "More Reindeer!" to "More Carrots!"
User prompt
Display your final score on the game over screen
User prompt
Change the powerup name "More Reindeer!" to "More Carrots!"
User prompt
Santa should not vibrate when he's resting
User prompt
The UI button's z values are higher than any house even after the house changes type so that the buttons are always above the houses
User prompt
Santa's z value is higher than any house even after the house changes type so that santa is always above the houses
User prompt
flop the santa image vertically
User prompt
flop the santa image
User prompt
rotate the santa asset 90 degrees
User prompt
Fix Bug: 'TypeError: happyHouse.shake is not a function' in this line: 'happyHouse.shake();' Line Number: 498
User prompt
Instead of shaking, when a house turns into a happy house, it has a brief gentle bounce
User prompt
Instead of shaking, when a nice house is hit with a present, it has a brief gentle bounce
User prompt
Add a small white glow to text for the score, timer, rank and xp UI elements
User prompt
Change the color of the score, timer, rank and xp UI elements to a forest green
User prompt
Remove the grey effect from dark houses
var allowPresentAngle = false; var Button = Container.expand(function (label, onClick) { var self = Container.call(this); var buttonGraphics = self.createAsset('button', label, 0.5, 0.5); buttonGraphics.scale.set(4); buttonGraphics.interactive = true; buttonGraphics.buttonMode = true; var nameLabel = new Text2(label.split(' ').reduce(function (acc, word) { if (acc.length && acc[acc.length - 1].length + word.length <= 12) { acc[acc.length - 1] += ' ' + word; } else { acc.push(word); } return acc; }, []).join('\n'), { size: 50, fill: '#000000', align: 'center' }); nameLabel.anchor.set(0.5); nameLabel.y = -buttonGraphics.height / 2 - (label.length > 12 ? 25 : 0) + 40; self.addChild(nameLabel); var descriptionLabel = new Text2(label.split(' ').reduce(function (acc, word) { if (acc.length && acc[acc.length - 1].length + word.length <= 12) { acc[acc.length - 1] += ' ' + word; } else { acc.push(word); } return acc; }, []).join('\n') + ' Description', { size: 45, fill: '#000000' }); descriptionLabel.anchor.set(0.5); descriptionLabel.y = buttonGraphics.height / 2 + 240; var powerupDescriptions = { 'Pitching Arm!': 'Throw more presents', 'More Carrots!': 'Fly faster', 'City Flying!': 'Denser houses', 'Present Frenzy!': 'A barrage of presents', 'Human Kindness!': 'More nice houses', 'Naughty Deflector!': 'Avoid naughty houses', 'Joyous!': 'More points now', 'New Time Zone!': 'More time to fly' }; descriptionLabel.setText(powerupDescriptions[label] || ''); descriptionLabel.anchor.set(0.5); descriptionLabel.x = 0; self.addChild(descriptionLabel); self.on('down', function (obj) { onClick(); }); }); var Present = Container.expand(function () { var self = Container.call(this); var presentGraphics = self.createAsset('present', 'Present Graphics', .5, .5); self.speed = -10; self.distanceTraveled = 0; self.speedX = 0; self.speedY = self.speed; self.lastMoved = LK.ticks; self.isCounter = false; self.move = function () { self.x += self.speedX; self.y += self.speedY; self.distanceTraveled += Math.sqrt(self.speedX * self.speedX + self.speedY * self.speedY); if (self.distanceTraveled <= 300) { self.scale.set(1 + self.distanceTraveled / 300 * 0.25); } else if (self.distanceTraveled <= 1200) { self.scale.set(1.25 - (self.distanceTraveled - 300) / 900 * 0.75); } else if (self.distanceTraveled <= 1500) { self.scale.set(0.5 - (self.distanceTraveled - 1200) / 300 * 0.5); } self.lastMoved = LK.ticks; if (self.counterLifetime && LK.ticks > self.counterLifetime || self.distanceTraveled > 1500) { self.destroy(); } }; }); var NaughtyHouse = Container.expand(function () { var self = Container.call(this); NaughtyHouse.prototype.spawnCounterPresent = function () { var counterPresent = new Present(); counterPresent.x = this.x; counterPresent.y = this.y; var angle = Math.random() < 0.5 ? 240 : 300; angle *= Math.PI / 180; counterPresent.speedX = counterPresent.speed * Math.cos(angle); counterPresent.speedY = counterPresent.speed * Math.sin(angle); counterPresent.counterLifetime = LK.ticks + 60; counterPresent.isCounter = true; return counterPresent; }; var houseGraphics = self.createAsset('naughtyHouse', 'Naughty House Graphics', .5, .5); houseGraphics.scale.set(1.75); self.speed = 4; self.lastMoved = LK.ticks; self.move = function () { self.y += self.speed; self.lastMoved = LK.ticks; if (self.y > 2732 + self.height) { self.destroy(); } }; }); var NiceHouse = Container.expand(function () { var self = Container.call(this); NiceHouse.prototype.hitByPresent = function () { var originalScale = this.scale.x; var bounceHeight = 0.1; var self = this; var bounce = function () { self.scale.y = originalScale + bounceHeight; LK.setTimeout(function () { self.scale.y = originalScale; }, 200); }; bounce(); }; var houseGraphics = self.createAsset('niceHouse', 'Nice House Graphics', .5, .5); houseGraphics.scale.set(1.75); self.speed = 4; self.hitCount = 0; self.move = function () { self.y += self.speed; if (self.y > 2732 + self.height) { self.destroy(); } }; }); var HappyHouse = Container.expand(function () { var self = Container.call(this); HappyHouse.prototype.bounce = function () { var self = this; var originalScaleY = self.scale.y; var bounceHeight = 0.1; var bounceDuration = 5; var bounceCount = 0; var bounce = function () { if (bounceCount < bounceDuration) { self.scale.y = originalScaleY + bounceHeight * (bounceCount % 2 === 0 ? -1 : 1); LK.setTimeout(bounce, 100); bounceCount++; } else { self.scale.y = originalScaleY; } }; bounce(); }; var houseGraphics = self.createAsset('happyHouse', 'Happy House Graphics', .5, .5); houseGraphics.scale.set(1.75); self.speed = 4; self.move = function () { self.y += self.speed; if (self.y > 2732 + self.height) { self.destroy(); } }; }); var DarkHouse = Container.expand(function () { var self = Container.call(this); var houseGraphics = self.createAsset('darkHouse', 'Dark House Graphics', .5, .5); houseGraphics.scale.set(1.75); self.speed = 4; self.shake = function () { var originalX = self.x; var shakeIntensity = 5; var shakeDuration = 10; var shakeCount = 0; var shake = function () { if (shakeCount < shakeDuration) { self.x += shakeIntensity * (shakeCount % 2 === 0 ? 1 : -1); LK.setTimeout(shake, 50); shakeCount++; } else { self.x = originalX; } }; shake(); }; self.move = function () { self.y += self.speed; if (self.y > 2732 + self.height) { self.destroy(); } }; }); var Santa = Container.expand(function () { var self = Container.call(this); var santaGraphics = self.createAsset('santa', 'Santa Graphics', .5, .5); self.targetPosition = null; self.moveSpeed = 7; self.move = function (position) { if (position) { self.targetPosition = position; } if (self.targetPosition) { var dx = self.targetPosition.x - self.x; var dy = self.targetPosition.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); var threshold = 5; if (distance > threshold) { var angle = Math.atan2(dy, dx); var tentativeX = self.x + Math.cos(angle) * self.moveSpeed; var tentativeY = self.y + Math.sin(angle) * self.moveSpeed; self.x = tentativeX; if (tentativeY > 2732 - 2732 / 3) { self.y = tentativeY; } } else { self.targetPosition = null; } } }; }); var Game = Container.expand(function () { var self = Container.call(this); var whiteBackground = self.createAsset('whiteRectangle', 'White Background', 0, 0); whiteBackground.width = 2048; whiteBackground.height = 2732; whiteBackground.tint = 0xFFFFFF; self.addChildAt(whiteBackground, 0); function startPresentFrenzy() { var originalFireRate = presentFireRate; var originalPresentSpeed = Present.prototype.speed; presentFireRate /= 5; Present.prototype.speed *= 2; if (typeof self.frenzyTimeout !== 'undefined') { LK.clearTimeout(self.frenzyTimeout); self.frenzyTimeout = LK.setTimeout(function () { presentFireRate = originalFireRate; Present.prototype.speed = originalPresentSpeed; allowPresentAngle = false; delete self.frenzyTimeout; }, 7000 + (self.frenzyTimeout - LK.ticks)); } else { self.frenzyTimeout = LK.setTimeout(function () { presentFireRate = originalFireRate; Present.prototype.speed = originalPresentSpeed; allowPresentAngle = false; delete self.frenzyTimeout; }, 7000); } allowPresentAngle = true; } function checkRankUp() { var xpThreshold = Math.floor(6 * Math.pow(1.20, rank - 1)); if (xp >= xpThreshold) { rank++; xp = 0; rankTxt.setText('Rank: ' + rank); updateXPDisplay(); self.spawnButtons(); } } var countdown = 100; var score = 0; var naughtyToNiceConversionRate = 3; var humanKindnessActive = false; var scoreTxt = new Text2('Score: ' + score, { size: 75, fill: "#228B22", stroke: "#FFFFFF", strokeThickness: 6 }); scoreTxt.anchor.set(0, 0); scoreTxt.x += 50; scoreTxt.y += 30; LK.gui.topLeft.addChild(scoreTxt); var timerTxt = new Text2(countdown.toString(), { size: 150, fill: "#228B22", stroke: "#FFFFFF", strokeThickness: 6 }); timerTxt.anchor.set(.5, 0); LK.gui.topCenter.addChild(timerTxt); var xp = 0; var rank = 1; var rankTxt = new Text2('Rank: ' + rank, { size: 75, fill: "#228B22", stroke: "#FFFFFF", strokeThickness: 6 }); rankTxt.anchor.set(0, 0); rankTxt.x = timerTxt.x + timerTxt.width + 180; rankTxt.y = scoreTxt.y; LK.gui.topCenter.addChild(rankTxt); var xpDisplayTxt = new Text2(xp + ' / ' + Math.floor(6 * Math.pow(1.20, rank - 1)), { size: 75, fill: "#228B22", stroke: "#FFFFFF", strokeThickness: 6 }); xpDisplayTxt.anchor.set(0, 0); xpDisplayTxt.x = rankTxt.x + 20; xpDisplayTxt.y = rankTxt.y + rankTxt.height + 20; LK.gui.topCenter.addChild(xpDisplayTxt); function updateXPDisplay() { var xpThreshold = Math.floor(6 * Math.pow(1.20, rank - 1)); xpDisplayTxt.setText(xp + ' / ' + xpThreshold); } function addXP(amount) { if (amount > 0) { xp += amount; checkRankUp(); } updateXPDisplay(); } var timer = LK.setInterval(function () { countdown--; timerTxt.setText(countdown.toString()); if (countdown <= 0) { LK.clearInterval(timer); LK.showGameOver('Final Score: ' + score); } }, 1000); var houses = []; var houseSpawnRate = 1; var buttons = []; self.spawnButtons = function () { buttons.forEach(function (button) { button.destroy(); }); buttons = []; var powerups = [{ label: 'Pitching Arm!', action: function () { presentFireRate *= 0.65; } }, { label: 'More Carrots!', action: function () { santa.moveSpeed *= 1.6; } }, { label: 'New Time Zone!', action: function () { countdown += 10; timerTxt.setText(countdown.toString()); } }, { label: 'Present Frenzy!', action: function () { startPresentFrenzy(); } }, { label: 'Human Kindness!', action: function () { humanKindnessActive = true; } }, { label: 'Naughty Deflector!', action: function () { NaughtyHouse.prototype.requiredHitCount = 2; } }, { label: 'Joyous!', action: function () { score += Math.ceil(score * 0.2); scoreTxt.setText('Score: ' + score); } }, { label: 'City Flying!', action: function () { houseSpawnRate *= 0.5; } }]; var chosenPowerups = powerups.sort(function () { return Math.random() - Math.random(); }).slice(0, 2); chosenPowerups.forEach(function (powerup, index) { var button = new Button(powerup.label, function () { powerup.action(); buttons.forEach(function (btn) { btn.destroy(); }); }); button.x = 2048 / 2 + (index === 0 ? -300 : 300); button.y = 2732 / 2 - 100; buttons.push(button); self.addChild(button); }); }; self.spawnHouse = function () { var nextSpawnTime = (Math.random() * 1000 + 1000) * houseSpawnRate; var newHouseX = Math.random() * 2048; var newHouseY = -Math.random() * 500; var canSpawn = true; for (var i = 0; i < houses.length; i++) { var house = houses[i]; if (Math.abs(newHouseX - house.x) < house.width && Math.abs(newHouseY - house.y) < house.height) { canSpawn = false; break; } } if (canSpawn) { var houseTypes = [NaughtyHouse, NiceHouse]; var naughtyCount = houses.reduce(function (acc, house) { return acc + (house instanceof NaughtyHouse ? 1 : 0); }, 0); var randomIndex; if (humanKindnessActive && naughtyCount % 3 === 0) { randomIndex = 1; } else { randomIndex = Math.random() < 0.5 ? 0 : 1; } var house = new houseTypes[randomIndex](); house.x = newHouseX; house.y = newHouseY; houses.push(house); var buttonIndex = buttons.length > 0 ? self.children.indexOf(buttons[0]) : self.children.length; buttonIndex = buttonIndex === -1 ? self.children.length : buttonIndex; self.addChildAt(house, buttonIndex); self.addChildAt(santa, self.children.length); } LK.setTimeout(self.spawnHouse, nextSpawnTime); }; self.spawnHouse(); var houses = []; var presents = []; var santa = self.addChild(new Santa()); santa.x = 2048 / 2; santa.y = 2732 - 2732 * 0.1; var presentFireRate = 75; var presentFireCounter = 0; stage.on('down', function (obj) { var pos = obj.event.getLocalPosition(self); santa.move(pos); }); LK.on('tick', function () { santa.move(); if (presentFireCounter++ >= presentFireRate) { var present = new Present(); present.x = santa.x; present.y = santa.y; if (allowPresentAngle) { var angle = (Math.random() * 20 + 80) * (Math.PI / 180); present.speedX = present.speed * Math.cos(angle); present.speedY = present.speed * Math.sin(angle); } else { present.speedX = 0; present.speedY = present.speed; } presents.push(present); var buttonIndex = buttons.length > 0 ? self.children.indexOf(buttons[0]) : self.children.length; buttonIndex = buttonIndex === -1 ? self.children.length : buttonIndex; self.addChildAt(present, buttonIndex); presentFireCounter = 0; } for (var i = presents.length - 1; i >= 0; i--) { var present = presents[i]; if (LK.ticks - present.lastMoved > 6) { present.destroy(); presents.splice(i, 1); continue; } present.move(); for (var j = houses.length - 1; j >= 0; j--) { var house = houses[j]; if (house instanceof NaughtyHouse && present.intersects(house) && !present.isCounter) { house.hitCount = (house.hitCount || 0) + 1; if (house.hitCount >= (NaughtyHouse.prototype.requiredHitCount || 1)) { var darkHouse = new DarkHouse(); darkHouse.x = house.x; darkHouse.y = house.y; darkHouse.shake(); houses[j] = darkHouse; self.addChild(darkHouse); self.addChildAt(santa, self.children.length); score = Math.max(0, score - 1); scoreTxt.setText('Score: ' + score); house.destroy(); } else { var counterPresent = house.spawnCounterPresent(); presents.push(counterPresent); self.addChild(counterPresent); } present.destroy(); presents.splice(i, 1); break; } else if (house instanceof NiceHouse && present.intersects(house)) { house.hitCount++; house.hitByPresent(); score++; addXP(1); scoreTxt.setText('Score: ' + score); present.destroy(); presents.splice(i, 1); if (house.hitCount >= 3) { var happyHouse = new HappyHouse(); happyHouse.x = house.x; happyHouse.y = house.y; houses[j] = happyHouse; self.addChild(happyHouse); self.addChildAt(santa, self.children.length); happyHouse.bounce(); house.destroy(); } break; } } if (present.y < -present.height) { present.destroy(); presents.splice(i, 1); } } for (var i = houses.length - 1; i >= 0; i--) { var house = houses[i]; if (LK.ticks - house.lastMoved > 6) { house.destroy(); houses.splice(i, 1); continue; } house.move(); if (house.y > 2732 + house.height) { houses.splice(i, 1); } } }); });
===================================================================
--- original.js
+++ change.js
@@ -312,9 +312,9 @@
countdown--;
timerTxt.setText(countdown.toString());
if (countdown <= 0) {
LK.clearInterval(timer);
- LK.showGameOver();
+ LK.showGameOver('Final Score: ' + score);
}
}, 1000);
var houses = [];
var houseSpawnRate = 1;
overhead view of simple box house christmas decorations giant christmas tree out front video game asset 2d blank background Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
overhead view of drab house with giant prohibition symbol snowy lawn video game asset 2d blank background Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
overhead view of charred remains of a completely burned down box house snowy lawn video game asset 2d blank background Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Santa on sleigh pulled by reindeer blank background no shadows flying forward away straight top down Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
simple red christmas ornament 2d blank background high contrast no shadows in game asset Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
simple snowflake In-Game asset. 2d. Blank background. High contrast. No shadows. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
old white scroll unfurled blank no shadows Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
top down simple wrapped red present with gold bow. In-Game asset. 2d. Blank background. High contrast. No shadows. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
top down plate of cookies glass of milk. In-Game asset. Blank background. No shadows. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.