User prompt
Add the slime, night, sky, cheese, popcorn, mismi, and volcano assets as the footballs in the game
User prompt
Please fix the bug: 'Script error.' in or related to this line: 'inventoryContainer.destroy();' Line Number: 268
Code edit (1 edits merged)
Please save this source code
User prompt
Football Pack Collect
User prompt
Create a fun football collecting game where people open a pack of ootballs and they get 4 collectible footballs with an inevntory tab where they can see sll of the footballs they have and the footballs they are missing to collect
User prompt
And add an inventory where players can see their ootballs
User prompt
Create a fun football collecting game where you open a pack and you get 4 random collectible ootballs
User prompt
Please continue polishing my design document.
User prompt
Please continue polishing my design document.
Initial prompt
Create a fun collecting game where you can buy a pack of footballs and youget a
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1", { collectedFootballs: [] }); /**** * Classes ****/ //Library for using the camera (the background becomes the user's camera video feed) and the microphone. It can access face coordinates for interactive play, as well detect microphone volume / voice interactions // var facekit = LK.import('@upit/facekit.v1'); //Classes can only be defined here. You cannot create inline classes in the games code. var Football = Container.expand(function (id) { var self = Container.call(this); self.id = id; // Unique ID for the football self.attachAsset('football', { anchorX: 0.5, anchorY: 0.5 }); return self; }); var InventorySlot = Container.expand(function (footballId) { var self = Container.call(this); self.footballId = footballId; self.attachAsset('inventorySlot', { anchorX: 0.5, anchorY: 0.5 }); // Display the football if it has been collected if (isFootballCollected(footballId)) { var football = new Football(footballId); football.scale.set(0.7); // Scale down to fit in slot football.x = self.width / 2; football.y = self.height / 2; self.addChild(football); } else { // Display a placeholder or question mark for uncollected footballs var placeholder = new Text2('?', { size: 150, fill: 0xFFFFFF }); placeholder.anchor.set(0.5); placeholder.x = self.width / 2; placeholder.y = self.height / 2; self.addChild(placeholder); } return self; }); var Pack = Container.expand(function () { var self = Container.call(this); self.attachAsset('pack', { anchorX: 0.5, anchorY: 0.5 }); self.down = function (x, y, obj) { // Open the pack when pressed openPack(); }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x1a1a1a // Dark background }); /**** * Game Code ****/ //Storage library which should be used for persistent game data //Minimalistic tween library which should be used for animations over time, including tinting / colouring an object, scaling, rotating, or changing any game object property. //Only include the plugins you need to create the game. //We have access to the following plugins. (Note that the variable names used are mandetory for each plugin) // Initialize music // Placeholder football graphic // Initialize assets used in this game. Scale them according to what is needed for the game. // or via static code analysis based on their usage in the code. // Assets are automatically created and loaded either dynamically during gameplay /* Supported Types: 1. Shape: - Simple geometric figures with these properties: * width: (required) pixel width of the shape. * height: (required) pixel height of the shape. * color: (required) color of the shape. * shape: (required) type of shape. Valid options: 'box', 'ellipse'. 2. Image: - Imported images with these properties: * width: (required) pixel resolution width. * height: (required) pixel resolution height. * id: (required) identifier for the image. * flipX: (optional) horizontal flip. Valid values: 0 (no flip), 1 (flip). * flipY: (optional) vertical flip. Valid values: 0 (no flip), 1 (flip). * orientation: (optional) rotation in multiples of 90 degrees, clockwise. Valid values: - 0: No rotation. - 1: Rotate 90 degrees. - 2: Rotate 180 degrees. - 3: Rotate 270 degrees. Note: Width and height remain unchanged upon flipping. 3. Sound: - Sound effects with these properties: * id: (required) identifier for the sound. * volume: (optional) custom volume. Valid values are a float from 0 to 1. 4. Music: - In contract to sound effects, only one music can be played at a time - Music is using the same API to initilize just like sound. - Music loops by default - Music with these config options: * id: (required) identifier for the sound. * volume: (optional) custom volume. Valid values are a float from 0 to 1. * start: (optional) a float from 0 to 1 used for cropping and indicates the start of the cropping * end: (optional) a float from 0 to 1 used for cropping and indicates the end of the cropping */ var allFootballs = []; // Array of all possible football IDs var packNode = null; // The visual representation of the pack var inventoryContainer = null; // Container for inventory slots var scoreTxt = null; // Text display for collection progress // Define all possible football IDs (placeholder) for (var i = 1; i <= 20; i++) { // Assume 20 unique footballs for now allFootballs.push('football' + i); } // Function to check if a football ID is in the player's collection function isFootballCollected(footballId) { return storage.collectedFootballs.indexOf(footballId) !== -1; } // Function to get a random uncollected football ID function getRandomUncollectedFootballId() { var uncollected = allFootballs.filter(function (id) { return !isFootballCollected(id); }); if (uncollected.length === 0) { return null; // All footballs collected } var randomIndex = Math.floor(Math.random() * uncollected.length); return uncollected[randomIndex]; } // Function to get a random football ID (collected or uncollected) function getRandomFootballId() { var randomIndex = Math.floor(Math.random() * allFootballs.length); return allFootballs[randomIndex]; } // Function to open a pack function openPack() { // Remove the pack node if (packNode) { packNode.destroy(); packNode = null; } LK.getSound('openPack').play(); var revealedFootballs = []; // Generate 4 footballs. Prioritize uncollected footballs if available. for (var i = 0; i < 4; i++) { var footballId = getRandomUncollectedFootballId(); if (footballId === null) { // If all collected, just show random ones footballId = getRandomFootballId(); } revealedFootballs.push(footballId); // Add to collection if not already collected if (!isFootballCollected(footballId)) { storage.collectedFootballs.push(footballId); LK.getSound('collectFootball').play(); } } // Update storage immediately (ensure persistence) storage.collectedFootballs = storage.collectedFootballs; // Display the revealed footballs var startX = (game.width - (revealedFootballs.length * 300 + (revealedFootballs.length - 1) * 50)) / 2 + 150; var startY = game.height / 2; for (var j = 0; j < revealedFootballs.length; j++) { var football = new Football(revealedFootballs[j]); football.x = startX + j * 350; football.y = startY; game.addChild(football); // Simple animation tween(football, { y: football.y - 200 }, { duration: 500, easing: tween.easeOut }); tween(football, { rotation: Math.PI * 2 }, { duration: 1000, easing: tween.linear }); } // Update collection progress display updateCollectionProgress(); // After a delay, show the inventory again LK.setTimeout(showInventory, 3000); // Show inventory after 3 seconds } // Function to update the collection progress display function updateCollectionProgress() { var collectedCount = storage.collectedFootballs.length; var totalCount = allFootballs.length; scoreTxt.setText('Collected: ' + collectedCount + '/' + totalCount); // Check for win condition if (collectedCount === totalCount) { LK.showYouWin(); } } // Function to show the inventory function showInventory() { // Remove any revealed footballs from pack opening game.children.forEach(function (child) { if (child instanceof Football) { child.destroy(); } }); // Create or show the inventory container if (!inventoryContainer) { inventoryContainer = new Container(); // Position the inventory container (example positioning) inventoryContainer.x = (game.width - 1800) / 2; // Center horizontally inventoryContainer.y = 200; // Offset from top game.addChild(inventoryContainer); // Arrange inventory slots var slotsPerRow = 6; var slotWidth = 300; var slotHeight = 300; var padding = 50; for (var i = 0; i < allFootballs.length; i++) { var footballId = allFootballs[i]; var slot = new InventorySlot(footballId); var row = Math.floor(i / slotsPerRow); var col = i % slotsPerRow; slot.x = col * (slotWidth + padding) + slotWidth / 2; slot.y = row * (slotHeight + padding) + slotHeight / 2; inventoryContainer.addChild(slot); } // Add a button to open a pack var openPackButton = new Container(); var buttonGraphic = openPackButton.attachAsset('pack', { anchorX: 0.5, anchorY: 0.5 }); // Use pack graphic for button buttonGraphic.width = 300; buttonGraphic.height = 400; var buttonText = new Text2('Open Pack', { size: 60, fill: 0xFFFFFF }); buttonText.anchor.set(0.5); buttonText.x = buttonGraphic.width / 2; buttonText.y = buttonGraphic.height / 2; openPackButton.addChild(buttonText); openPackButton.x = game.width / 2; openPackButton.y = game.height - 300; // Position at the bottom openPackButton.down = function () { // Remove the inventory and show the pack if (inventoryContainer) { // Destroy children first inventoryContainer.children.forEach(function (child) { child.destroy(); }); inventoryContainer.destroy(); inventoryContainer = null; } showPack(); }; game.addChild(openPackButton); } else { inventoryContainer.visible = true; } // Update the content of the inventory slots based on collected footballs inventoryContainer.children.forEach(function (child) { if (child instanceof InventorySlot) { // Clear existing content in the slot child.children.forEach(function (slotChild) { slotChild.destroy(); }); child.children = []; // Clear children array // Add appropriate graphic based on collection status if (isFootballCollected(child.footballId)) { var football = new Football(child.footballId); football.scale.set(0.7); football.x = child.width / 2; football.y = child.height / 2; child.addChild(football); } else { var placeholder = new Text2('?', { size: 150, fill: 0xFFFFFF }); placeholder.anchor.set(0.5); placeholder.x = child.width / 2; placeholder.y = child.height / 2; child.addChild(placeholder); } } }); } // Function to show the pack function showPack() { // Remove inventory if visible if (inventoryContainer) { inventoryContainer.visible = false; } if (!packNode) { packNode = new Pack(); packNode.x = game.width / 2; packNode.y = game.height / 2; game.addChild(packNode); } else { packNode.visible = true; } } // Initial setup scoreTxt = new Text2('Collected: 0/0', { size: 80, fill: 0xFFFFFF }); scoreTxt.anchor.set(0.5, 0); scoreTxt.x = LK.gui.top.width / 2; scoreTxt.y = 100; // Offset from the very top to avoid the menu icon LK.gui.top.addChild(scoreTxt); updateCollectionProgress(); // Initialize the score display showInventory(); // Start by showing the inventory // Play background music LK.playMusic('backgroundMusic'); // Main game loop (not needed for this simple UI game) // game.update = function () { // };
===================================================================
--- original.js
+++ change.js
@@ -254,10 +254,16 @@
openPackButton.x = game.width / 2;
openPackButton.y = game.height - 300; // Position at the bottom
openPackButton.down = function () {
// Remove the inventory and show the pack
- inventoryContainer.destroy();
- inventoryContainer = null;
+ if (inventoryContainer) {
+ // Destroy children first
+ inventoryContainer.children.forEach(function (child) {
+ child.destroy();
+ });
+ inventoryContainer.destroy();
+ inventoryContainer = null;
+ }
showPack();
};
game.addChild(openPackButton);
} else {