User prompt
add a background music loop
User prompt
when detecting the collision with the ball and obstacle, for the obstacle only consider it's center point, not it's entire asset surface. if any part of the ball touches the center of the obstacle, only then go to game over
User prompt
the ball's hitbox is broken towards it's bottom part, the hitbox of collision with the obstacles extends lower than the ball's asset edges
User prompt
Please fix the bug: 'Uncaught ReferenceError: Circle is not defined' in or related to this line: 'var ballGraphics = self.attachAsset('ball', {' Line Number: 22
User prompt
the ball's hitbox is broken towards it's bottom part, the hitbox of collision with the obstacles extends lower than the ball's asset edges
User prompt
decrease the obstacles duration from 1000 to 750
User prompt
increase the duration of the obstacles staying on the screen
Code edit (1 edits merged)
Please save this source code
User prompt
obstacles remain permanently on the screen they dont self destroy after 5 seconds as expected
Code edit (3 edits merged)
Please save this source code
User prompt
remove duplicate mentions for the obstacle self destroy timer
Code edit (1 edits merged)
Please save this source code
User prompt
increase the obstacles lifetime from 300 to 1000
User prompt
obstacles remin permanently on the screen they dont self destroy after 5 seconds as expected
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot set properties of undefined (setting 'destroy')' in or related to this line: 'self.destroy = function () {' Line Number: 372
User prompt
obstacles need to have a limited expiration date, so they disappear 5 seconds after creation, including the first starting one
User prompt
the ball's starting direction at the start of the game shoud be trandom towards any edges of the screen, not just bottom-right as it is now. it should also be bottom left, or top left or top right and always pick a raundom position out of these 4 when a new game starts
User prompt
the ball's starting direction at the start of the game shoud be the opposite direction from the position of the first generated obstacle
User prompt
Make the ball invounrable to the obstacles, so if an obstacle it hit during the first second of the game start it doesnt trigger the game over for the first 1 sec of play start
User prompt
Make the ball invounrable for the first 1 sec of play start
User prompt
start the game with only a single obstacle on the map instead of five
User prompt
when the ball hits an edge of the screen play the Edge sound
/**** * Classes ****/ //<Assets used in the game will automatically appear here> // Ball class var Ball = Container.expand(function () { var self = Container.call(this); var ballGraphics = self.attachAsset('ball', { anchorX: 0.5, anchorY: 0.5 }); self.speedX = 5; self.speedY = 5; self.rotationDirection = 1; // 1 for right, -1 for left self.update = function () { // Check for collision with coins for (var i = 0; i < obstacles.length; i++) { if (obstacles[i] instanceof Coin && self.intersects(obstacles[i])) { // Increase the score by the current scoreMultiplier and remove the Coin score += scoreMultiplier; scoreTxt.setText(score); // Remove the coin from the grid var coinCell = grid.getCell(obstacles[i]); grid.grid[coinCell.row][coinCell.col] = null; // Destroy the coin and remove it from the obstacles array obstacles[i].destroy(); obstacles.splice(i, 1); // Increase the scoreMultiplier for the next coin scoreMultiplier++; // Play the Coin sound LK.getSound('Coin').play(); // Break the loop as the current index is no longer valid break; } } self.x += self.speedX; self.y += self.speedY; self.rotation += 0.05 * self.rotationDirection; // Rotate the ball // Bounce off walls if (self.x - self.width / 2 <= 0) { self.x = self.width / 2; self.speedX *= -1; self.rotationDirection *= -1; // Flip the rotation direction score += scoreMultiplier; scoreTxt.setText(score); scoreMultiplier++; var obstacle = new BlinkingObstacle(); var emptyCells = grid.getEmptyCells(); var randomCell = emptyCells[Math.floor(Math.random() * emptyCells.length)]; obstacle.x = randomCell.col * (2048 / 12) + obstacle.width / 2; obstacle.y = randomCell.row * (2732 / 20) + obstacle.height / 2; obstacles.push(obstacle); game.addChild(obstacle); grid.addObstacle(obstacle, randomCell.row, randomCell.col); // Play the Edge sound LK.getSound('Edge').play(); } else if (self.x + self.width / 2 >= 2048) { self.x = 2048 - self.width / 2; self.speedX *= -1; self.rotationDirection *= -1; // Flip the rotation direction score += scoreMultiplier; scoreTxt.setText(score); scoreMultiplier++; var obstacle = new BlinkingObstacle(); var emptyCells = grid.getEmptyCells(); var randomCell = emptyCells[Math.floor(Math.random() * emptyCells.length)]; obstacle.x = randomCell.col * (2048 / 12) + obstacle.width / 2; obstacle.y = randomCell.row * (2732 / 20) + obstacle.height / 2; obstacles.push(obstacle); game.addChild(obstacle); grid.addObstacle(obstacle, randomCell.row, randomCell.col); // Play the Edge sound LK.getSound('Edge').play(); } if (self.y - self.height / 2 <= 0) { self.y = self.height / 2; self.speedY *= -1; score += scoreMultiplier; scoreTxt.setText(score); scoreMultiplier++; var obstacle = new Obstacle(); var emptyCells = grid.getEmptyCells(); var randomCell = emptyCells[Math.floor(Math.random() * emptyCells.length)]; obstacle.x = randomCell.col * (2048 / 12) + obstacle.width / 2; obstacle.y = randomCell.row * (2732 / 20) + obstacle.height / 2; obstacles.push(obstacle); game.addChild(obstacle); grid.addObstacle(obstacle, randomCell.row, randomCell.col); // Play the Edge sound LK.getSound('Edge').play(); } else if (self.y + self.height / 2 >= 2732) { self.y = 2732 - self.height / 2; self.speedY *= -1; score += scoreMultiplier; scoreTxt.setText(score); scoreMultiplier++; var obstacle = new Obstacle(); var emptyCells = grid.getEmptyCells(); var randomCell = emptyCells[Math.floor(Math.random() * emptyCells.length)]; obstacle.x = randomCell.col * (2048 / 12) + obstacle.width / 2; obstacle.y = randomCell.row * (2732 / 20) + obstacle.height / 2; obstacles.push(obstacle); game.addChild(obstacle); grid.addObstacle(obstacle, randomCell.row, randomCell.col); // Play the Edge sound LK.getSound('Edge').play(); } }; }); // BlinkingObstacle class var BlinkingObstacle = Container.expand(function () { var self = Container.call(this); var obstacleGraphics = self.attachAsset('obstacle', { anchorX: 0.5, anchorY: 0.5 }); var blinkGraphics = self.attachAsset('obstacle_blink', { anchorX: 0.5, anchorY: 0.5 }); blinkGraphics.alpha = 0; var blinkDirection = 1; // 1 for fading in, -1 for fading out self.update = function () { if (!self.created) { self.created = LK.ticks; } if (LK.ticks - self.created > 1000) { // 300 ticks at 60FPS is 5 seconds self.destroy(); } // Update the alpha value of the blinkGraphics blinkGraphics.alpha += 0.02 * blinkDirection; // Reverse the direction of the blink when it reaches full opacity or full transparency if (blinkGraphics.alpha >= 1) { blinkDirection = -1; } else if (blinkGraphics.alpha <= 0) { blinkDirection = 1; } }; self.destroy = function () { var index = obstacles.indexOf(self); if (index !== -1) { obstacles.splice(index, 1); } Container.prototype.destroy.call(this); }; }); // Coin class var Coin = Container.expand(function () { var self = Container.call(this); var coinGraphics = self.attachAsset('coin', { anchorX: 0.5, anchorY: 0.5 }); var coinFrame2 = self.attachAsset('coin_2', { anchorX: 0.5, anchorY: 0.5 }); coinFrame2.visible = false; var coinFrame3 = self.attachAsset('coin_3', { anchorX: 0.5, anchorY: 0.5 }); coinFrame3.visible = false; var frameIndex = 0; var frameTimer = 0; self.update = function () { frameTimer += 1; if (frameTimer >= 18) { // 300ms at 60FPS frameTimer = 0; frameIndex = (frameIndex + 1) % 3; coinGraphics.visible = frameIndex === 0; coinFrame2.visible = frameIndex === 1; coinFrame3.visible = frameIndex === 2; } }; }); // Grid class var Grid = Container.expand(function () { var self = Container.call(this); self.grid = []; for (var i = 0; i < 20; i++) { self.grid[i] = []; for (var j = 0; j < 13; j++) { self.grid[i][j] = null; } } self.getEmptyCells = function () { var emptyCells = []; for (var row = 0; row < 20; row++) { for (var col = 0; col < 12; col++) { if (self.grid[row][col] === null) { emptyCells.push({ row: row, col: col }); } } } return emptyCells; }; self.addObstacle = function (obstacle, row, col) { self.grid[row][col] = obstacle; }; self.getCell = function (obstacle) { for (var row = 0; row < 20; row++) { for (var col = 0; col < 12; col++) { if (self.grid[row][col] === obstacle) { return { row: row, col: col }; } } } return null; }; }); // Obstacle class var Obstacle = Container.expand(function () { var self = Container.call(this); var obstacleGraphics = self.attachAsset('obstacle', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { if (!self.created) { self.created = LK.ticks; } if (LK.ticks - self.created > 1000) { // 300 ticks at 60FPS is 5 seconds self.destroy(); } // Obstacles can have their own behavior if needed }; self.destroy = function () { var index = obstacles.indexOf(self); if (index !== -1) { obstacles.splice(index, 1); } Container.prototype.destroy.call(this); }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 //Init game with black background }); /**** * Game Code ****/ // Initialize arrays and variables var BackgroundContainer = new Container(); var MidgroundContainer = new Container(); var ForegroundContainer = new Container(); var scoreMultiplier = 1; // Initialize scoreMultiplier game.addChild(BackgroundContainer); game.addChild(MidgroundContainer); game.addChild(ForegroundContainer); // Create a background and attach it to the BackgroundContainer var background = LK.getAsset('background', { anchorX: 0.0, anchorY: 0.0, scaleX: 2048 / 1000, // Scale the background to fit the screen width scaleY: 2732 / 926.76, // Scale the background to fit the screen height x: 0, y: 0 }); BackgroundContainer.addChild(background); var ball = MidgroundContainer.addChild(new Ball()); var invulnerable = true; LK.setTimeout(function () { invulnerable = false; }, 1000); var directions = [{ x: 1024, y: 1366, speedX: 5, speedY: 5 }, // Bottom-right { x: 1024, y: 1366, speedX: -5, speedY: 5 }, // Bottom-left { x: 1024, y: 1366, speedX: -5, speedY: -5 }, // Top-left { x: 1024, y: 1366, speedX: 5, speedY: -5 } // Top-right ]; var randomDirection = directions[Math.floor(Math.random() * directions.length)]; ball.x = randomDirection.x; ball.y = randomDirection.y; ball.speedX = randomDirection.speedX; ball.speedY = randomDirection.speedY; var obstacles = []; var grid = new Grid(); var obstacles = []; var obstacle = new BlinkingObstacle(); var emptyCells = grid.getEmptyCells(); var randomCell = emptyCells[Math.floor(Math.random() * emptyCells.length)]; obstacle.x = randomCell.col * (2048 / 12) + obstacle.width / 2; obstacle.y = randomCell.row * (2732 / 20) + obstacle.height / 2; obstacles.push(obstacle); ForegroundContainer.addChild(obstacle); grid.addObstacle(obstacle, randomCell.row, randomCell.col); // Handle touch events var lastTap = 0; game.down = function (x, y, obj) { var now = Date.now(); if (now - lastTap > 200) { // 200ms delay between taps // Change ball direction on touch ball.speedY *= -1; ball.rotationDirection *= -1; // Flip the rotation direction // Add +1 to the score everytime the player taps on the screen score += 1; scoreTxt.setText(score); // Generate a Coin var coin = new Coin(); var emptyCells = grid.getEmptyCells(); var randomCell = emptyCells[Math.floor(Math.random() * emptyCells.length)]; coin.x = randomCell.col * (2048 / 12) + coin.width / 2; coin.y = randomCell.row * (2732 / 20) + coin.height / 2; obstacles.push(coin); ForegroundContainer.addChild(coin); grid.addObstacle(coin, randomCell.row, randomCell.col); // Play the Bounce sound LK.getSound('Bounce').play(); lastTap = now; } }; // Play background music in a loop LK.playMusic('bgmusic', { loop: true }); // Update game state // Create a score text and attach it to the GUI overlay var score = 0; var scoreTxt = new Text2('0', { size: 150, fill: "#ffffff", stroke: "#000000", strokeThickness: 15 }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); game.update = function () { ball.update(); for (var i = 0; i < obstacles.length; i++) { obstacles[i].update(); // Check for collision with ball if (Math.sqrt(Math.pow(ball.x - obstacles[i].x, 2) + Math.pow(ball.y - obstacles[i].y, 2)) < ball.width / 2) { // Adjust the collision detection to consider the actual size of the ball and the obstacle var ballBounds = ball.getBounds(); var obstacleBounds = obstacles[i].getBounds(); if (Math.sqrt(Math.pow(ballBounds.x - (obstacleBounds.x + obstacleBounds.width / 2), 2) + Math.pow(ballBounds.y - (obstacleBounds.y + obstacleBounds.height / 2), 2)) < ball.width / 2) { // End game on collision with an obstacle LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } } } };
===================================================================
--- original.js
+++ change.js
@@ -347,8 +347,12 @@
LK.getSound('Bounce').play();
lastTap = now;
}
};
+// Play background music in a loop
+LK.playMusic('bgmusic', {
+ loop: true
+});
// Update game state
// Create a score text and attach it to the GUI overlay
var score = 0;
var scoreTxt = new Text2('0', {