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Please fix the bug: 'Uncaught ReferenceError: SGTarget25 is not defined' in or related to this line: 'var sgTarget25 = game.addChild(new SGTarget25());' Line Number: 214
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add a 5% chance to spawn an sgtarget25 when bottle,beans,poster,barrel are destroyed
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var SGBeans01 = Container.expand(function () { var self = Container.call(this); var beansGraphics = self.attachAsset('sgBeans01', { anchorX: 0.5, anchorY: 0.5 }); self.down = function (x, y, obj) { if (!this.clicked) { score += 1; scoreTxt.setText(score); this.clicked = true; } if (Math.random() > 0.5) { LK.getSound('canHit').play(); } else { LK.getSound('canHit02').play(); } var velocityX = Math.random() * 20 - 10; var velocityY = Math.random() * 10 + 5; var gravity = 0.5; var angularVelocity = Math.random() * 0.2 - 0.1; velocityY += gravity; this.update = function () { this.y += velocityY; this.x += velocityX; this.rotation += angularVelocity; if (this.y > 2732 || this.x < 0 || this.x > 2048) { this.destroy(); respawnSGBeans01(); } }; }; self.update = function () { // Do any additional update logic here }; game.update = self.update.bind(self); });
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To fix the code, update self.update = function() to self.update = () => { to ensure this retains the correct context. Replace game.update = self.update.bind(self); with game.update = self.update;. Ensure the game object and its properties (sgBeans01 and update) are correctly managed within the game's initialization and update loops.
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there can never be more than one sgbeans01 on screen fix it
Code edit (1 edits merged)
Please save this source code
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Please fix the bug: 'Uncaught ReferenceError: sgTarget5 is not defined' in or related to this line: 'sgTarget5.down = function (x, y, obj) {' Line Number: 869
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Please fix the bug: 'Uncaught ReferenceError: sgTarget5 is not defined' in or related to this line: 'sgTarget5.update = function () {' Line Number: 869
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SGTarget5 has three possible spawn locations, Position 1: x: 700 / 2, y: 2350 / 2 Position 2: x: 2050 / 2, y: 3300/ 2 Position 3: x: 2700/ 2, y: 2700/ 2 When SGTarget5 is destroyed, respawn one instance of SGTarget5 after 1 to 4 seconds to one of the three positions. There can only be one instance of SGTarget5 active.
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Please fix the bug: 'Uncaught ReferenceError: sgTarget10 is not defined' in or related to this line: 'sgTarget10.down = function (x, y, obj) {' Line Number: 875
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Please fix the bug: 'Uncaught ReferenceError: sgTarget10 is not defined' in or related to this line: 'sgTarget10.update = function () {' Line Number: 872
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SGTarget10 has three possible spawn locations, Position 1: x: 1625, Y:1350 Position 2: x: 525, y: 1765 Position 3: x: 995, y: 935 When SGTarget10 is destroyed, respawn one instance of SGTarget10 after 1 to 4 seconds to one of the three positions.
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ensure sgtarget10 respawns correctly after being destroyed
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ensure sgtarget10 respawns correctly
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SGTarget10 has three possible spawn locations, Position 1: x: 1625, Y:1350 Position 2: x: 525, y: 1765 Position 3: x: 995, y: 935 When SGTarget10 is destroyed, respawn one instance of SGTarget10 after 1 to 4 seconds to one of the three positions. There can only be one instance of SGTarget10 active.
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SGTarget10 has three possible spawn locations, Position 1: x: 1625, Y:1350 Position 2: x: 525, y: 1765 Position 3: x: 995, y: 935 When SGTarget10 is destroyed, respawn one instance of SGTarget10 after 1 to 4 seconds to one of the three positions. There can only be one instance of SGTarget10 active.
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make sure sgposter01 spawns behind sgbarman
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var SGBeans01 = Container.expand(function () { var self = Container.call(this); var beansGraphics = self.attachAsset('sgBeans01', { anchorX: 0.5, anchorY: 0.5 }); self.down = function (x, y, obj) { if (!this.clicked) { score += 1; scoreTxt.setText(score); this.clicked = true; } if (Math.random() > 0.5) { LK.getSound('canHit').play(); } else { LK.getSound('canHit02').play(); } var velocityX = Math.random() * 20 - 10; var velocityY = Math.random() * 10 + 5; var gravity = 0.5; var angularVelocity = Math.random() * 0.2 - 0.1; this.update = function () { velocityY += gravity; this.y += velocityY; this.x += velocityX; this.rotation += angularVelocity; if (this.y > 2732 || this.x < 0 || this.x > 2048) { this.destroy(); // Only call respawn function once respawnSGBeans01(); } }; game.update = this.update.bind(this); }; }); // Ensure only one respawn is triggered var respawnTimeout = null; function respawnSGBeans01() { if (respawnTimeout) { return; } var respawnTime = Math.random() * 3000 + 1000; respawnTimeout = LK.setTimeout(function () { spawnSGBeans01(); respawnTimeout = null; // Reset the timeout tracker }, respawnTime); } function spawnSGBeans01() { var positions = [{ x: 2048 / 2 - 100, y: 2975 / 2 }, { x: 2048 / 2 - 400, y: 2975 / 2 + 125 }, { x: 2048 / 2 + 800, y: 2975 / 2 + 225 }]; var randomPosition = positions[Math.floor(Math.random() * positions.length)]; var sgBeans01 = game.addChild(new SGBeans01()); sgBeans01.x = randomPosition.x; sgBeans01.y = randomPosition.y; }
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Please fix the bug: 'Uncaught ReferenceError: sgBeans01 is not defined' in or related to this line: 'sgBeans01.down = function (x, y, obj) {' Line Number: 767
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SGBeans01 has three possible spawn locations, Position 1: x: 2048 / 2 - 100, y: 2975 / 2 Position 2: x: 2048 / 2 - 400, y: 2975 / 2 + 125 Position 3: x: 2048 / 2 + 800, y: 2975 / 2 + 225 When SGBeans01 is destroyed, respawn one instance of SGBeans01 after 1 to 4 seconds to one of the three positions. There can only be one instance of SGBeans01 active.
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remember to destroy sgbeans01 when it is outside of the playspace
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remember, when sgbeans01 is destroyed, respawn one instance of SGBeans01 after 1 to 4 seconds to one of the three positions.
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SGBeans01 has three possible spawn locations, Position 1: x: 2048 / 2 - 100, y: 2975 / 2 Position 2: x: 2048 / 2 - 400, y: 2975 / 2 + 125 Position 3: x: 2048 / 2 + 800, y: 2975 / 2 + 225 When SGBeans01 is destroyed, respawn one instance of SGBeans01 after 1 to 4 seconds to one of the three positions. Not all three.
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there can only be one instance of sgbeans01 on screen, after its destroyed it selects one of the three spawn positions not all three.
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there can only be one sgbeans01 on screen
/**** * Classes ****/ var Barman = Container.expand(function () { var self = Container.call(this); var barmanGraphics = self.attachAsset('sgBarman', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { // Do any additional update logic here }; self.down = function (x, y, obj) { // Add any specific click logic for the barman here }; }); // Create a class for the sg_Notes asset var Note = Container.expand(function () { var self = Container.call(this); // Attach the sg_Notes asset to the Note instance var noteGraphics = self.attachAsset('sg_Notes', { anchorX: 0.5, anchorY: 0.5 }); // Set the initial speed of the note self.speed = 1.25; // This is automatically called every game tick, if the note is attached! self.update = function () { self.y -= self.speed; // Destroy the note if it goes off screen if (self.y < -50) { self.destroy(); } }; }); var Poster = Container.expand(function () { var self = Container.call(this); var posterGraphics = self.attachAsset('sgPoster01', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { if (self.y < -50) { self.destroy(); } }; self.down = function (x, y, obj) { if (!self.clicked) { score += 1; scoreTxt.setText(score); self.clicked = true; } if (Math.random() > 0.5) { LK.getSound('canHit').play(); } else { LK.getSound('canHit02').play(); } var velocityX = Math.random() * 20 - 10; var velocityY = Math.random() * 10 + 5; var gravity = 0.5; var angularVelocity = Math.random() * 0.2 - 0.1; self.update = function () { velocityY += gravity; self.y += velocityY; self.x += velocityX; self.rotation += angularVelocity; if (self.y > 2732 || self.x < 0 || self.x > 2048) { self.destroy(); } }; game.update = this.update.bind(this); }; }); var SGBarrel = Container.expand(function () { var self = Container.call(this); var barrelGraphics = self.attachAsset('sgBarrel', { anchorX: 0.5, anchorY: 0.5 }); self.down = function (x, y, obj) { // Play barreltHit01 sound LK.getSound('barreltHit01').play(); // Add 1 to the score score += 1; scoreTxt.setText(score); // Destroy the sgBarrel asset this.destroy(); // Instantiate sgBrokenBarrel at the same position for 1 second var sgBrokenBarrel = game.addChild(LK.getAsset('sgBrokenBarrel', { anchorX: 0.5, anchorY: 0.5, x: this.x, y: this.y })); LK.setTimeout(function () { sgBrokenBarrel.destroy(); }, 1000); // Respawn the barrel after 1 to 4 seconds var respawnTime = Math.random() * 3000 + 1000; LK.setTimeout(spawnSGBarrel, respawnTime); }; }); var SGBeans01 = Container.expand(function () { var self = Container.call(this); var beansGraphics = self.attachAsset('sgBeans01', { anchorX: 0.5, anchorY: 0.5 }); self.down = function (x, y, obj) { if (!this.clicked) { score += 1; scoreTxt.setText(score); this.clicked = true; } if (Math.random() > 0.5) { LK.getSound('canHit').play(); } else { LK.getSound('canHit02').play(); } var velocityX = Math.random() * 20 - 10; var velocityY = Math.random() * 10 + 5; var gravity = 0.5; var angularVelocity = Math.random() * 0.2 - 0.1; self.update = function () { velocityY += gravity; self.y += velocityY; self.x += velocityX; self.rotation += angularVelocity; if (self.y > 2732 || self.x < 0 || self.x > 2048) { self.destroy(); respawnSGBeans01(); } }; }; }); var SGGlassBottle01 = Container.expand(function () { var self = Container.call(this); var bottleGraphics = self.attachAsset('sgGlassBottle01', { anchorX: 0.5, anchorY: 0.5 }); self.down = function (x, y, obj) { if (Math.random() > 0.5) { LK.getSound('glassHit01').play(); } else { LK.getSound('glassHit02').play(); } this.destroy(); score += 1; scoreTxt.setText(score); var sgBrokenGlassBottle01 = game.addChild(LK.getAsset('sgBrokenGlassBottle01', { anchorX: 0.5, anchorY: 0.5, x: this.x, y: this.y })); LK.setTimeout(function () { sgBrokenGlassBottle01.destroy(); }, 500); respawnSGGlassBottle01(); }; }); var SGPoster = Container.expand(function () { var self = Container.call(this); var posterGraphics = self.attachAsset('sgPoster01', { anchorX: 0.5, anchorY: 0.5 }); self.down = function (x, y, obj) { if (!this.clicked) { score += 1; scoreTxt.setText(score); this.clicked = true; } if (Math.random() > 0.5) { LK.getSound('canHit').play(); } else { LK.getSound('canHit02').play(); } var velocityX = Math.random() * 20 - 10; var velocityY = Math.random() * 10 + 5; var gravity = 0.5; var angularVelocity = Math.random() * 0.2 - 0.1; this.update = function () { velocityY += gravity; this.y += velocityY; this.x += velocityX; this.rotation += angularVelocity; if (this.y > 2732 || this.x < 0 || this.x > 2048) { this.destroy(); respawnSGPoster(); } }; }; }); var SGTarget10 = Container.expand(function () { var self = Container.call(this); var targetGraphics = self.attachAsset('sgTarget10', { anchorX: 0.5, anchorY: 0.5 }); self.down = function (x, y, obj) { LK.getSound('canHit02').play(); this.destroy(); score += 10; scoreTxt.setText(score); var sgCloudSmoke = game.addChild(LK.getAsset('sgCloudSmoke', { anchorX: 0.5, anchorY: 0.5, x: this.x, y: this.y })); LK.setTimeout(function () { sgCloudSmoke.destroy(); }, 500); respawnSGTarget10(); }; self.update = function () { this.x += 1 * Math.sin(LK.ticks * 0.05); // Adjust the speed and amplitude as needed }; }); var SGTarget5 = Container.expand(function () { var self = Container.call(this); var targetGraphics = self.attachAsset('sgTarget5', { anchorX: 0.5, anchorY: 0.5 }); self.down = function (x, y, obj) { LK.getSound('canHit02').play(); this.destroy(); score += 5; scoreTxt.setText(score); var sgCloudSmoke = game.addChild(LK.getAsset('sgCloudSmoke', { anchorX: 0.5, anchorY: 0.5, x: this.x, y: this.y })); LK.setTimeout(function () { sgCloudSmoke.destroy(); }, 500); respawnSGTarget5(); }; self.update = function () { this.y += 1 * Math.sin(LK.ticks * 0.05); // Adjust the speed and amplitude as needed }; }); var Target25 = Container.expand(function () { var self = Container.call(this); var targetGraphics = self.attachAsset('sgTarget25', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { this.scale.x = Math.sin(LK.ticks * 0.1); }; self.down = function (x, y, obj) { LK.getSound('getSound01').play(); this.destroy(); score += 25; scoreTxt.setText(score); var number25 = new Text2('25', { size: 75, fill: "#FFD700" }); number25.x = this.x - 40; number25.y = this.y - 30; game.addChild(number25); var flashInterval = LK.setInterval(function () { number25.visible = !number25.visible; }, 100); LK.setTimeout(function () { LK.clearInterval(flashInterval); number25.visible = true; }, 1000); LK.setTimeout(function () { number25.destroy(); }, 1000); }; }); var Tumbleweed = Container.expand(function () { var self = Container.call(this); var tumbleweedGraphics = self.attachAsset('sgTumbleWeed', { anchorX: 0.5, anchorY: 0.4 }); self.speedX = 6; self.speedY = 0; self.rotationSpeed = 0.075; self.update = function () { self.x += self.speedX; self.rotation += self.rotationSpeed; if (self.x > 2048) { self.destroy(); } }; }); var sgTrainSmoke = Container.expand(function () { var self = Container.call(this); var smokeGraphics = self.attachAsset('sgTrainSmoke', { anchorX: 0.5, anchorY: 0.5 }); self.speed = -1; self.update = function () { self.y += self.speed; }; LK.setTimeout(function () { self.destroy(); currentSmoke = null; }, 2000); }); /**** * Initialize Game ****/ //<Assets used in the game will automatically appear here> var game = new LK.Game({ backgroundColor: 0x000000 //Init game with black background }); /**** * Game Code ****/ function respawnSGTarget5() { var respawnTime = Math.random() * 3000 + 1000; LK.setTimeout(spawnSGTarget5, respawnTime); } function spawnSGTarget5() { var positions = [{ x: 700 / 2, y: 2350 / 2 }, { x: 2050 / 2, y: 3300 / 2 }, { x: 2700 / 2, y: 2700 / 2 }]; var randomPosition = positions[Math.floor(Math.random() * positions.length)]; var sgTarget5 = game.addChild(new SGTarget5()); sgTarget5.x = randomPosition.x; sgTarget5.y = randomPosition.y; } function respawnSGTarget10() { var respawnTime = Math.random() * 3000 + 1000; LK.setTimeout(spawnSGTarget10, respawnTime); } function spawnSGTarget10() { var positions = [{ x: 1625, y: 1425 }, { x: 525, y: 1765 }, { x: 995, y: 935 }]; var randomPosition = positions[Math.floor(Math.random() * positions.length)]; var sgTarget10 = game.addChild(new SGTarget10()); sgTarget10.x = randomPosition.x; sgTarget10.y = randomPosition.y; } var respawnTimeout = null; function respawnSGBeans01() { if (respawnTimeout) { return; } var respawnTime = Math.random() * 3000 + 1000; respawnTimeout = LK.setTimeout(function () { spawnSGBeans01(); respawnTimeout = null; // Reset the timeout tracker }, respawnTime); } function spawnSGBeans01() { var positions = [{ x: 2048 / 2 - 100, y: 2975 / 2 }, { x: 2048 / 2 - 400, y: 2975 / 2 + 125 }, { x: 2048 / 2 + 800, y: 2975 / 2 + 225 }]; var randomPosition = positions[Math.floor(Math.random() * positions.length)]; var sgBeans01 = game.addChild(new SGBeans01()); sgBeans01.x = randomPosition.x; sgBeans01.y = randomPosition.y; } function spawnSGGlassBottle01() { var positions = [{ x: 2848 / 2 - 100, y: 2732 / 2 + 105 }, { x: 2848 / 2 + 320, y: 2732 / 2 + 175 }, { x: 2848 / 2 - 920, y: 2732 / 2 + 225 }]; var randomPosition = positions[Math.floor(Math.random() * positions.length)]; var sgGlassBottle01 = game.addChild(new SGGlassBottle01()); sgGlassBottle01.x = randomPosition.x; sgGlassBottle01.y = randomPosition.y; } function respawnSGGlassBottle01() { var respawnTime = Math.random() * 3000 + 1000; LK.setTimeout(spawnSGGlassBottle01, respawnTime); } // Initialize the sgBackground01 asset on screen var sgBackground01 = game.addChild(LK.getAsset('sgBackground01', { anchorX: 0.5, anchorY: 0.5, x: 2025 / 2, y: 2725 / 2 })); var currentSmoke = null; // Initialize the sgTrain01 asset on screen var sgTrain01 = game.addChild(LK.getAsset('sgTrain01', { anchorX: 0.5, anchorY: 0.5, x: 125, y: 1910 })); // Add a flag to track if sgTrain01 has been clicked var sgTrain01Clicked = false; // Initialize the sgTrainWagon01 asset and parent it to sgTrain01 var sgTrainWagons = []; for (var i = 0; i < 8; i++) { var sgTrainWagon = sgTrain01.addChild(LK.getAsset('sgTrainWagon01', { anchorX: 0.5, anchorY: 0.5, x: sgTrain01.width / 2 - 300 - i * 220, // Adjust position for each wagon y: sgTrain01.height / 2 - 70 })); sgTrainWagons.push(sgTrainWagon); } // Add a click event to the sgTrain01 asset sgTrain01.down = function (x, y, obj) { // Check if sgTrain01 has already been clicked if (sgTrain01Clicked) { return; } sgTrain01Clicked = true; // Check if there is already an sgTrainSmoke instance if (currentSmoke) { return; } // Play sgTrainSound01 sound LK.getSound('sgTrainSound01').play(); // Initialize sgSmoke in the center of sgTrain01 var sgSmoke = new sgTrainSmoke(); sgSmoke.x = sgTrain01.x + 70; sgSmoke.y = sgTrain01.y - 100; game.addChild(sgSmoke); currentSmoke = sgSmoke; // Play sgTrainSound02 after 2 seconds LK.setTimeout(function () { LK.getSound('sgTrainsSound02').play(); }, 2000); // Move sgTrain01 horizontally to the right until it is near the border of the playspace var moveTrain = function moveTrain() { if (sgTrain01.x < 1825 - sgTrain01.width / 2) { sgTrain01.x += 7; LK.setTimeout(moveTrain, 16); // Move every 16ms (~60 FPS) } else { // Spawn three sgTarget25 on the visible train carts for (var i = 0; i < 3; i++) { var target25 = new Target25(); target25.x = sgTrainWagons[i].x + sgTrain01.x + -400; target25.y = sgTrainWagons[i].y + sgTrain01.y; game.addChild(target25); } // After 2 seconds, fade out the train LK.setTimeout(function () { var fadeOut = function fadeOut() { if (sgTrain01.alpha > 0) { sgTrain01.alpha -= 0.05; LK.setTimeout(fadeOut, 50); // Reduce alpha every 50ms } else { sgTrain01.destroy(); } }; fadeOut(); }, 2000); } }; moveTrain(); }; // Initialize the saloonPiano asset on screen var saloonPiano = game.addChild(LK.getAsset('saloonPiano', { anchorX: 0.5, anchorY: 0.5, x: 3275 / 2, y: 3800 / 2 })); // Add a click event to the piano saloonPiano.down = function (x, y, obj) { // If the piano jingle is not playing, play it if (!isPianoPlaying) { isPianoPlaying = true; LK.getSound('saloonPianoJingle01').play(); // After 5 seconds, set isPianoPlaying to false and hide sg_notes LK.setTimeout(function () { isPianoPlaying = false; note.visible = false; }, 3250); // Create sg_Notes above saloonPiano when piano jingle is playing var note = new Note(); note.x = saloonPiano.x; note.y = saloonPiano.y - 100; game.addChild(note); } }; // Initialize the sgBarrel asset on screen function spawnSGBarrel() { var positions = [{ x: 400, y: 1800 }, { x: 1325, y: 1800 }, { x: 1750, y: 2200 }]; var randomPosition = positions[Math.floor(Math.random() * positions.length)]; var sgBarrel = game.addChild(new SGBarrel()); sgBarrel.x = randomPosition.x; sgBarrel.y = randomPosition.y; } spawnSGBarrel(); // Initialize the sgBoard asset on screen var sgBoard = game.addChild(LK.getAsset('sgBoard', { anchorX: 0.5, anchorY: 0.5, x: 1024, // Center of the screen horizontally y: 2366 // Center of the screen vertically })); // Initialize the sgFrame01 asset on screen var sgFrame01 = game.addChild(LK.getAsset('sgFrame01', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2600 / 2 })); // Initialize the sgBulletHole01 asset on screen var sgBulletHole01 = game.addChild(LK.getAsset('sgBulletHole01', { anchorX: 0.5, anchorY: 0.5, x: 50, // Center of the screen horizontally y: 1800 // Center of the screen vertically })); // Initialize the sgInGrain asset on screen var sgInGrain = game.addChild(LK.getAsset('sgIngrain', { anchorX: 0.5, anchorY: 0.5, x: 50, y: 320 })); // Initialize the sgVines asset on screen var sgVines = game.addChild(LK.getAsset('sgVines', { anchorX: 0.5, anchorY: 0.5, x: 50, // Center of the screen horizontally y: 150 // Center of the screen vertically })); // Initialize the sgSpeechBubble01 asset on screen for 2 second and then destroy it var sgSpeechBubble01 = game.addChild(LK.getAsset('sgSpeechBubble01', { anchorX: 0.5, anchorY: 0.5, x: 924, // Center of the screen horizontally y: 1966 // Center of the screen vertically })); LK.setTimeout(function () { sgSpeechBubble01.destroy(); }, 2000); // Play sgYeehaw sound 0.5 seconds after the game is initialized LK.setTimeout(function () { LK.getSound('sgYeehaw').play(); }, 500); // Initialize the sgPoster01 asset on screen function spawnSGPoster() { var positions = [{ x: 385, y: 1425 }, { x: 1585, y: 1275 }, { x: 250, y: 1725 }]; var randomPosition = positions[Math.floor(Math.random() * positions.length)]; var sgPoster = game.addChild(new SGPoster()); sgPoster.x = randomPosition.x; sgPoster.y = randomPosition.y; } function respawnSGPoster() { var respawnTime = Math.random() * 3000 + 1000; LK.setTimeout(spawnSGPoster, respawnTime); } spawnSGPoster(); function spawnTumbleweed() { var tumbleweed = new Tumbleweed(); tumbleweed.x = 100; tumbleweed.y = 2800; game.addChild(tumbleweed); var nextSpawnTime = Math.random() * 20000 + 30000; // 20 to 30 seconds LK.setTimeout(spawnTumbleweed, nextSpawnTime); } LK.setTimeout(spawnTumbleweed, 10000); var sgBarman = game.addChild(new Barman()); sgBarman.x = 255; // Center of the screen horizontally sgBarman.y = 1455; // Center of the screen vertically // Initialize the sgDesertRock asset on screen var sgDesertRock = game.addChild(LK.getAsset('sgDesertRock', { anchorX: 0.5, anchorY: 0.5, x: 1500, y: 2900 })); // Initialize the sgGecko asset on screen after sgDesertRock var sgGecko = game.addChild(LK.getAsset('sgGecko', { anchorX: 0.5, anchorY: 0.5, x: 1500, y: 2375 })); // Add a click event to the sgGecko asset sgGecko.down = function (x, y, obj) { // Play sgGeckoNoise sound LK.getSound('sgGeckoNoise').play(); // Destroy the sgGecko asset this.destroy(); // Instantiate sgCloudPuff at the same position var sgCloudPuff = game.addChild(LK.getAsset('sgCloudPuff', { anchorX: 0.5, anchorY: 0.5, x: this.x - 25, y: this.y })); // After 1 second, destroy sgCloudPuff and instantiate sgTarget100 LK.setTimeout(function () { sgCloudPuff.destroy(); var sgTarget100 = game.addChild(LK.getAsset('sgTarget100', { anchorX: 0.5, anchorY: 0.5, x: sgCloudPuff.x, y: sgCloudPuff.y })); // Add pulsing effect to sgTarget100 sgTarget100.update = function () { this.scale.x = 1 + 0.1 * Math.sin(LK.ticks * 0.1); this.scale.y = 1 + 0.1 * Math.sin(LK.ticks * 0.1); }; // Add a click event to the sgTarget100 asset to destroy it and replace it with a flashing number 100 for 1 second sgTarget100.down = function (x, y, obj) { // Play getSound02 sound LK.getSound('getSound02').play(); // Destroy the sgTarget100 asset this.destroy(); // Add 100 to the score score += 100; scoreTxt.setText(score); // Create a text asset for the number 100 var number100 = new Text2('100', { size: 50, fill: "#00FF00" // Green color }); // Position the number 100 at the same position as the sgTarget100 asset number100.x = this.x - 50; number100.y = this.y - 30; // Add the number 100 to the game game.addChild(number100); // Make the number 100 flash for 1 second var flashInterval = LK.setInterval(function () { number100.visible = !number100.visible; }, 100); LK.setTimeout(function () { LK.clearInterval(flashInterval); number100.visible = true; }, 1000); // After 1 second, destroy the number 100 LK.setTimeout(function () { number100.destroy(); }, 1000); }; }, 1000); }; // Initialize the sgTarget100 asset on screen var sgTarget100 = game.addChild(LK.getAsset('sgTarget100', { anchorX: 0.5, anchorY: 0.5, x: 1000, y: 350 })); // Add pulsing effect to sgTarget100 sgTarget100.update = function () { this.scale.x = 1 + 0.1 * Math.sin(LK.ticks * 0.1); this.scale.y = 1 + 0.1 * Math.sin(LK.ticks * 0.1); }; // Add a click event to the sgTarget100 asset to destroy it and replace it with a flashing number 100 for 1 second sgTarget100.down = function (x, y, obj) { // Play getSound02 sound LK.getSound('getSound02').play(); // Destroy the sgTarget100 asset this.destroy(); // Add 100 to the score score += 100; scoreTxt.setText(score); // Create a text asset for the number 100 var number100 = new Text2('100', { size: 50, fill: "#00FF00" // Green color }); // Position the number 100 at the same position as the sgTarget100 asset number100.x = this.x - 50; number100.y = this.y - 30; // Add the number 100 to the game game.addChild(number100); // Make the number 100 flash for 1 second var flashInterval = LK.setInterval(function () { number100.visible = !number100.visible; }, 100); LK.setTimeout(function () { LK.clearInterval(flashInterval); number100.visible = true; }, 1000); // After 1 second, destroy the number 100 LK.setTimeout(function () { number100.destroy(); }, 1000); }; // Initialize variables var scoreTxt; var score = 0; var isPianoPlaying = false; // Initialize the sgSign01 asset on screen and center it at the top var sgSign01 = LK.gui.top.addChild(LK.getAsset('sg_Sign01', { anchorX: 0.5, anchorY: 0, x: 0, y: -150 })); // Add a click event to the sg_Sign01 asset to make it swing for 5 seconds sgSign01.down = function (x, y, obj) { // Check if the sign is already swinging if (this.isSwinging) { return; } this.isSwinging = true; var swingDuration = 5000; // 5 seconds in milliseconds var swingFrequency = 1 / swingDuration; // Frequency of the oscillation var swingAmplitude = 1; // The maximum rotation angle var startTime = Date.now(); // Play chainNoises sound once at the start of the swinging LK.getSound('chainNoises').play(); this.update = function () { var currentTime = Date.now(); var timePassed = currentTime - startTime; if (timePassed < swingDuration) { this.rotation = swingAmplitude * Math.sin(2 * Math.PI * swingFrequency * timePassed); } else { this.rotation = 0; this.update = function () {}; this.isSwinging = false; } }; game.update = this.update.bind(this); }; spawnSGBeans01(); // Initialize the sgCactus asset on screen var sgCactus = game.addChild(LK.getAsset('sgCactus', { anchorX: 0.5, anchorY: 0.5, x: 2000, y: 2500 })); // Initialize the sgCharacter asset on screen var sgCharacter = game.addChild(LK.getAsset('sgCharacter', { anchorX: 0.5, anchorY: 0.5, x: 800 / 2, y: 4800 / 2 })); // Add a click event to the sgCharacter asset to trigger game over sgCharacter.down = function (x, y, obj) { LK.effects.flashScreen(0xff0000, 1000); LK.setTimeout(function () { LK.showGameOver(); }, 250); }; // Create score text scoreTxt = new Text2('0', { size: 150, fill: "#000000" }); scoreTxt.anchor.set(0.5, 0); game.addChild(scoreTxt); scoreTxt.x = sgCharacter.x; scoreTxt.y = sgCharacter.y + 85; spawnSGGlassBottle01(); // Initialize the sgTarget5 asset on screen spawnSGTarget5(); // Initialize the sgTarget10 asset on screen spawnSGTarget10(); // Handle game updates sgTarget100.update(); // Add a click event to the game to create a sgCrosshair asset at the clicked position game.down = function (x, y, obj) { // Create a sgCrosshair asset at the clicked position var sgCrosshair = game.addChild(LK.getAsset('sgCrosshair', { anchorX: 0.5, anchorY: 0.5, x: x, y: y })); // Play bulletHit01 or bulletHit02 sound randomly if (Math.random() > 0) { LK.getSound('bulletHit01').play(); } // After 0.5 second, destroy the sgCrosshair asset LK.setTimeout(function () { sgCrosshair.destroy(); }, 500); }; ; ;
===================================================================
--- original.js
+++ change.js
@@ -7,9 +7,9 @@
anchorX: 0.5,
anchorY: 0.5
});
self.update = function () {
- // Add any specific update logic for the barman here
+ // Do any additional update logic here
};
self.down = function (x, y, obj) {
// Add any specific click logic for the barman here
};
@@ -106,9 +106,8 @@
anchorX: 0.5,
anchorY: 0.5
});
self.down = function (x, y, obj) {
- var _this = this;
if (!this.clicked) {
score += 1;
scoreTxt.setText(score);
this.clicked = true;
@@ -121,20 +120,18 @@
var velocityX = Math.random() * 20 - 10;
var velocityY = Math.random() * 10 + 5;
var gravity = 0.5;
var angularVelocity = Math.random() * 0.2 - 0.1;
- this.update = function () {
+ self.update = function () {
velocityY += gravity;
- _this.y += velocityY;
- _this.x += velocityX;
- _this.rotation += angularVelocity;
- if (_this.y > 2732 || _this.x < 0 || _this.x > 2048) {
- _this.destroy();
- game.sgBeans01 = null;
+ self.y += velocityY;
+ self.x += velocityX;
+ self.rotation += angularVelocity;
+ if (self.y > 2732 || self.x < 0 || self.x > 2048) {
+ self.destroy();
respawnSGBeans01();
}
};
- game.update = self.update;
};
});
var SGGlassBottle01 = Container.expand(function () {
var self = Container.call(this);
@@ -324,9 +321,8 @@
/****
* Game Code
****/
-game.sgBeans01 = null;
function respawnSGTarget5() {
var respawnTime = Math.random() * 3000 + 1000;
LK.setTimeout(spawnSGTarget5, respawnTime);
}
@@ -388,14 +384,11 @@
x: 2048 / 2 + 800,
y: 2975 / 2 + 225
}];
var randomPosition = positions[Math.floor(Math.random() * positions.length)];
- if (!game.sgBeans01) {
- var sgBeans01 = game.addChild(new SGBeans01());
- sgBeans01.x = randomPosition.x;
- sgBeans01.y = randomPosition.y;
- game.sgBeans01 = sgBeans01;
- }
+ var sgBeans01 = game.addChild(new SGBeans01());
+ sgBeans01.x = randomPosition.x;
+ sgBeans01.y = randomPosition.y;
}
function spawnSGGlassBottle01() {
var positions = [{
x: 2848 / 2 - 100,
@@ -780,9 +773,9 @@
this.update = function () {};
this.isSwinging = false;
}
};
- game.update = this.update;
+ game.update = this.update.bind(this);
};
spawnSGBeans01();
// Initialize the sgCactus asset on screen
var sgCactus = game.addChild(LK.getAsset('sgCactus', {
wild west saloon piano real life. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
front facing western shooting gallery wooden frame. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
a white musical note on a empty background. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
western baked beans can. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
western glass beer bottle. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
western shooting target with 5 written on it.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
western shooting target with 10 written on it.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
vertical exploded glass beer bottle. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
vertical red curtain. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
pretty blond human cowgirl holding a sign. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
western gold star with 25 written on it. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
a western shining green diamond. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Create a cactus. The goal is to capture a lively and playful location.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Create a desert rock. The goal is to capture a lively and playful location.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Create a desert tumble weed. The goal is to capture a lively and playful location.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
western barrel. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
cartoon gecko with a cowboy hat. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
cartoon smoke puff. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
western destroyed barrel. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
cloud of smoke. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
a single brown dust particle. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
western wanted poster. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
2d western toy train side view. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
train smoke. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
western toy train wagon side profile. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
a single wildvine with spikes and flowers dangling.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
J+G ingrained in a heart, on wood by a knife. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
a western shooting gallery ranking charts written rookie (70) skilled(220) legendary (400). Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
wood bullet hole. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
empty western saloon, just the floor, ceiling and walls.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
front facing western shooting gallery wooden sign hanging from chains that is written "Whiskey Saloon". Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
upper torso of a western cartoon barman getting ready to throw a bottle of whiskey.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
western cowboy toy shooting. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
western target dummy. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
grawlix in a speech bubble, make sure it looks something like this !#@* and theres an angry icon. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
western bottle of whiskey.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
orange damage splash.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
cartoon pie drawn top view. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
add an apron, add a bow in the hair, remove the hat
purple damage splash. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Tap to shoot! in a western style speech bubble.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Red x western inspired. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
western inspired letters that spell "Score". Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
saloonPianoJingle01
Sound effect
chainNoises
Sound effect
canHit
Sound effect
canHit02
Sound effect
glassHit01
Sound effect
glassHit02
Sound effect
bulletHit01
Sound effect
sgGeckoNoise
Sound effect
getSound02
Sound effect
getSound01
Sound effect
barreltHit01
Sound effect
sgSaloonMusic
Sound effect
sgYeehaw
Sound effect
sgTrainSound01
Sound effect
sgTrainsSound02
Sound effect
sgGrunt
Sound effect
sgRicochet
Sound effect
sgOof
Sound effect
sgfemaleoof
Sound effect
sgfemaleow
Sound effect
sgsquish
Sound effect