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play sg yeehaw 0.25 seconds after the game initializes
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rather than sgcloudsmoke, use sgDestroyedTarget10
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rather than sgcloudsmoke, use sgDestroyedTarget5
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remove the periodic check
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remove 1. **Initial Play**: The music is set to start playing 0.5 seconds after the game initializes. This is achieved using `LK.setTimeout(startSaloonMusic, 500);`.
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remove the first play, keep the second play
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fix it so it doesn't play twice
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instead of: The `sgSaloonMusic` sound is initialized and starts playing when the game initializes. Do this: The `sgSaloonMusic` sound is initialized and starts playing 0.5 seconds after the game initializes.
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fix it
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Please fix the bug: 'Uncaught ReferenceError: sgCrosshair is not defined' in or related to this line: 'var sgCloudPuff = game.addChildAt(LK.getAsset('sgCloudPuff', {' Line Number: 1113
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make sure sgcrosshair appears on top of sgbrokenglassbottle01, sgbrokebarrel, sgcloudpuff
Code edit (1 edits merged)
Please save this source code
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wait between 5 and 8 seconds before sgbarlady is instantiated and when she is destroyed wait between 5 and 8 seconds before respawning her
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wait between 6 and 10 seconds before sgbarlady is instantiated and when she is destroyed wait between 6 and 10 seconds before respawning her
Code edit (1 edits merged)
Please save this source code
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fix it
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check the code
Code edit (1 edits merged)
Please save this source code
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change score >= 100 to score >= 300
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wait until score reaches 300 before spawning sgbarman
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wait 8 seconds before sgbarlady is instantiated and when she is destroyed wait 8 seconds before respawning her
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wait 10 seconds before sgbarlady is instantiated and when she is destroyed wait 10 seconds before respawning her
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remove the logic to spawn sgbarlady when the score reaches 300
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fix it
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fix it
/**** * 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.throwWhiskey = function () { // Play sgGrunt sound LK.getSound('sgGrunt').play(); // Simulate wind-up motion LK.setTimeout(function () { self.x += 10; // Move right }, 100); LK.setTimeout(function () { self.x -= 20; // Move left }, 200); LK.setTimeout(function () { self.x += 10; // Move back to original position self.throwBottle(); // Call the throwBottle method }, 300); // Schedule the next throwWhiskey call var nextThrowTime = Math.random() * 2000 + 1000; // 1 to 3 seconds self.throwWhiskeyTimeout = LK.setTimeout(function () { if (self.parent) { // Check if the barman is still alive self.throwWhiskey(); } }, nextThrowTime); }; self.throwBottle = function () { var throwTwoBottles = Math.random() < 0.33; var whiskey1 = null; if (self.parent) { whiskey1 = game.addChild(new sgWhiskey()); whiskey1.x = this.x; whiskey1.y = this.y; } if (throwTwoBottles) { var whiskey2 = null; if (self.parent) { whiskey2 = game.addChild(new sgWhiskey()); whiskey2.x = this.x + whiskey1.width + 50; // Offset by the width of the first bottle plus a larger gap whiskey2.y = this.y; } } // Scale the whiskey bottle by 200% every second until it reaches 800% var scaleInterval1 = LK.setInterval(function () { if (whiskey1 && whiskey1.scaleX < 8 && whiskey1.scaleY < 8) { whiskey1.scaleX *= 2; whiskey1.scaleY *= 2; } else { LK.clearInterval(scaleInterval1); } }, 1000); if (throwTwoBottles) { var scaleInterval2 = LK.setInterval(function () { if (whiskey2 && whiskey2.scaleX < 8 && whiskey2.scaleY < 8) { whiskey2.scaleX *= 2; whiskey2.scaleY *= 2; } else { LK.clearInterval(scaleInterval2); } }, 1000); } }; self.down = function (x, y, obj) { // Destroy the barman LK.getSound('sgOof').play(); // Add 1 to the score score += 1; scoreTxt.setText(score); self.throwWhiskey(); // Clear the throwWhiskey timeout if (self.throwWhiskeyTimeout) { LK.clearTimeout(self.throwWhiskeyTimeout); } self.destroy(); // Respawn the barman after 1 to 4 seconds var respawnTime = Math.random() * 3000 + 1000; LK.setTimeout(spawnSGBarman, respawnTime); }; }); // 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); if (Math.random() < 0.1) { spawnSGTarget25(this.x, this.y); } }; }); 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 += 3; 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(); if (Math.random() < 0.1) { spawnSGTarget25(this.x, this.y); } 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 SGLady = Container.expand(function () { var self = Container.call(this); var ladyGraphics = self.attachAsset('sgBarlady', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { // Do any additional update logic here }; self.throwPie = function () { // Simulate wind-up motion LK.setTimeout(function () { self.x += 10; // Move right }, 100); LK.setTimeout(function () { self.x -= 20; // Move left }, 200); LK.setTimeout(function () { self.x += 10; // Move back to original position self.throwPieObject(); // Call the throwPieObject method }, 300); // Schedule the next throwPie call var nextThrowTime = Math.random() * 2000 + 1000; // 1 to 3 seconds self.throwPieTimeout = LK.setTimeout(function () { if (self.parent) { // Check if the lady is still alive self.throwPie(); } }, nextThrowTime); }; self.throwPieObject = function () { var throwTwoPies = false; var pie1 = null; if (self.parent) { pie1 = game.addChild(new SGPie()); pie1.x = this.x; pie1.y = this.y; } // Play sgfemaleoof sound when sgBarlady throws a pie LK.getSound('sgfemaleoof').play(); if (throwTwoPies) { var pie2 = null; if (self.parent) { pie2 = game.addChild(new SGPie()); pie2.x = this.x + pie1.width + 50; // Offset by the width of the first pie plus a larger gap pie2.y = this.y; } } // Scale the pie by 200% every second until it reaches 800% var scaleInterval1 = LK.setInterval(function () { if (pie1 && pie1.scaleX < 8 && pie1.scaleY < 8) { pie1.scaleX *= 2; pie1.scaleY *= 2; } else { LK.clearInterval(scaleInterval1); } }, 1000); if (throwTwoPies) { var scaleInterval2 = LK.setInterval(function () { if (pie2 && pie2.scaleX < 8 && pie2.scaleY < 8) { pie2.scaleX *= 2; pie2.scaleY *= 2; } else { LK.clearInterval(scaleInterval2); } }, 1000); } }; self.down = function (x, y, obj) { // Play sgfemaleow sound LK.getSound('sgfemaleow').play(); // Add 1 to the score score += 1; scoreTxt.setText(score); self.throwPie(); // Clear the throwPie timeout if (self.throwPieTimeout) { LK.clearTimeout(self.throwPieTimeout); } self.destroy(); // Respawn the lady after 5 seconds LK.setTimeout(spawnSGLady, Math.random() * 3000 + 5000); }; }); var SGPie = Container.expand(function () { var self = Container.call(this); var pieGraphics = self.attachAsset('sgPie', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 5; self.scaleSpeed = 0.05; self.down = function (x, y, obj) { // Play sgsquish sound when the pie is clicked LK.getSound('sgsquish').play(); // Add 1 to the score score += 1; scoreTxt.setText(score); // Destroy the pie self.destroy(); }; self.update = function () { // Add rotation to the pie self.rotation += 0.1; // Move towards the player self.y -= self.speed; // Gradually increase size self.scale.x += self.scaleSpeed; self.scale.y += self.scaleSpeed; // Check if the pie is 4x its original scale if (self.scale.x >= 6 && self.scale.y >= 6 && game.children.some(function (child) { return child instanceof SGLady; })) { // Instantiate sgSplash var sgSplash = game.addChild(LK.getAsset('sgSplash', { anchorX: 0.5, anchorY: 0.5, x: self.x, y: self.y })); // Trigger game over LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } }; }); 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 += 5; 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 sgDestroyedTarget10 = game.addChild(LK.getAsset('sgDestroyedTarget10', { anchorX: 0.5, anchorY: 0.5, x: this.x, y: this.y })); LK.setTimeout(function () { sgDestroyedTarget10.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 sgDestroyedTarget5 = game.addChild(LK.getAsset('sgDestroyedTarget5', { anchorX: 0.5, anchorY: 0.5, x: this.x, y: this.y })); LK.setTimeout(function () { sgDestroyedTarget5.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); }); var sgWhiskey = Container.expand(function () { var self = Container.call(this); var whiskeyGraphics = self.attachAsset('sgWhiskey', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 5; self.scaleSpeed = 0.05; self.down = function (x, y, obj) { // Play a sound when the whiskey bottle is clicked LK.getSound('glassHit01').play(); // Add 1 to the score score += 1; scoreTxt.setText(score); // Destroy the whiskey bottle self.destroy(); }; self.update = function () { // Add rotation to the whiskey bottle self.rotation += 0.1; // Move towards the player self.y -= self.speed; // Gradually increase size self.scale.x += self.scaleSpeed; self.scale.y += self.scaleSpeed; // Check if the bottle is 4x its original scale if (self.scale.x >= 6 && self.scale.y >= 6 && game.children.some(function (child) { return child instanceof Barman; })) { // Instantiate sg_damage var sgDamage = game.addChild(LK.getAsset('sgDamage', { anchorX: 0.5, anchorY: 0.5, x: self.x, y: self.y })); // Trigger game over LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } }; }); /**** * 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 spawnSGLady() { var sgLady = new SGLady(); sgLady.throwPie(); sgLady.x = 1024; sgLady.y = 2050; game.addChildAt(sgLady, game.getChildIndex(sgBoard)); } // Initialize and start looping sgSaloonMusic function startSaloonMusic() { LK.getSound('sgSaloonMusic').play(); loopSaloonMusic(); } // Function to loop the music function loopSaloonMusic() { var musicDuration = LK.getSound('sgSaloonMusic').duration * 1000; // Get duration in milliseconds LK.setTimeout(function () { LK.getSound('sgSaloonMusic').play(); loopSaloonMusic(); }, musicDuration); } // Start the music 0.5 seconds after the game initializes LK.setTimeout(startSaloonMusic, 500); // Add continuous score check to spawn Barman when score reaches 100 game.update = function () { // Existing update logic for (var i = 0; i < game.children.length; i++) { if (game.children[i] instanceof sgWhiskey) { game.children[i].update(); } } // Check if score has reached 100 to spawn Barman if (score >= 100 && !barmanCreated) { spawnSGBarman(); } }; var barmanCreated = false; function spawnSGBarman() { var positions = [{ x: 1024, y: 1385 }, { x: 525, y: 1500 }, { x: 1500, y: 1525 }, { x: 255, y: 1455 }]; var randomPosition = positions[Math.floor(Math.random() * positions.length)]; if (score >= 100) { var sgBarman = game.addChild(new Barman()); sgBarman.throwWhiskey(); sgBarman.x = randomPosition.x; sgBarman.y = randomPosition.y; if (!barmanCreated) { var sgVerbal = game.addChild(LK.getAsset('sgVerbal', { anchorX: 0.5, anchorY: 0.5, x: sgBarman.x + 100, y: sgBarman.y - 200 })); barmanCreated = true; LK.setTimeout(function () { sgVerbal.destroy(); }, 1000); } } } var sgToyCowboyClickCounter = 0; function spawnSGTarget25(x, y) { var sgTarget25 = game.addChild(new Target25()); sgTarget25.x = x; sgTarget25.y = y; } 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 })); // Initialize the sgToyCowboy asset on screen var sgToyCowboy = game.addChild(LK.getAsset('sgToyCowboy', { anchorX: 0.5, anchorY: 0.5, x: 600, y: 965 })); // Add a click event to the sgToyCowboy asset sgToyCowboy.down = function (x, y, obj) { sgToyCowboyClickCounter++; if (sgToyCowboyClickCounter < 2) { // Create sgCloudSmoke at the position of sgToyCowboy var sgCloudSmoke = game.addChild(LK.getAsset('sgCloudSmoke', { anchorX: 0.5, anchorY: 0.5, x: this.x + 50, y: this.y - 20 })); // Create sgDustStorm at the position of sgTargetDummy var sgDustStorm = game.addChild(LK.getAsset('sgDustStorm', { anchorX: 0.5, anchorY: 0.5, x: sgTargetDummy.x, y: sgTargetDummy.y })); // Play sgRicochet sound LK.getSound('sgRicochet').play(); // Spawn sgTarget25 on sgDustStorm var sgTarget25 = game.addChild(new Target25()); sgTarget25.x = sgDustStorm.x; sgTarget25.y = sgDustStorm.y; // Destroy sgCloudSmoke and sgDustStorm after 1 second LK.setTimeout(function () { sgCloudSmoke.destroy(); sgDustStorm.destroy(); }, 1000); // Add falling behavior to sgTargetDummy similar to sgPoster01 var velocityX = Math.random() * 20 - 10; var velocityY = Math.random() * 10 + 5; var gravity = 0.5; var angularVelocity = Math.random() * 0.2 - 0.1; sgTargetDummy.update = function () { velocityY += gravity; sgTargetDummy.y += velocityY; sgTargetDummy.x += velocityX; sgTargetDummy.rotation += angularVelocity; if (sgTargetDummy.y > 2732 || sgTargetDummy.x < 0 || sgTargetDummy.x > 2048) { sgTargetDummy.destroy(); } }; // Ensure the update loop for sign01 is not interrupted var originalUpdate = game.update; game.update = function () { sgTargetDummy.update(); if (originalUpdate) { originalUpdate(); } }; } }; // Initialize the sgBoard asset on screen var sgBoard = game.addChild(LK.getAsset('sgBoard', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 2366 })); // Initialize sgLady on screen LK.setTimeout(spawnSGLady, Math.random() * 3000 + 5000); // Initialize the sgTargetDummy asset on screen var sgTargetDummy = game.addChild(LK.getAsset('sgTargetDummy', { anchorX: 0.5, anchorY: 0.5, x: 1450, y: 970 })); // 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 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 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 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: 900, // Center of the screen horizontally y: 1966 // Center of the screen vertically })); LK.setTimeout(function () { sgSpeechBubble01.destroy(); }, 2000); // Play sgYeehaw sound 0.25 seconds after the game is initialized LK.setTimeout(function () { LK.getSound('sgYeehaw').play(); }, 250); // 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); // 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(); for (var i = 0; i < game.children.length; i++) { if (game.children[i] instanceof sgWhiskey) { game.children[i].update(); } } // Check if score has reached 100 to spawn Barman if (score >= 100 && !barmanCreated) { spawnSGBarman(); } // 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
@@ -979,12 +979,12 @@
}));
LK.setTimeout(function () {
sgSpeechBubble01.destroy();
}, 2000);
-// Play sgYeehaw sound 0.5 seconds after the game is initialized
+// Play sgYeehaw sound 0.25 seconds after the game is initialized
LK.setTimeout(function () {
LK.getSound('sgYeehaw').play();
-}, 500);
+}, 250);
// Initialize the sgPoster01 asset on screen
function spawnSGPoster() {
var positions = [{
x: 385,
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