User prompt
when a coin is collected, play the Coin sound
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whenever the player taps the screen play the Bounce sound
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sometimes a single tap reverses the ball's direction twice in a quick succession. fix this bug
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instead of spawning coins obstacles rnadomly, have them have a predispozition to be spawned more towards the cells closer to the edges of the grid and a lower chance towards the center of the grid
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make the grid on which obstacles and coins ged created, only 9 columns and reduce it's rows from 20 to 15
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instead of spawning coins fully rnadomly, have them have a predispozition to be spawned more towards the center cells of the grid and lower towards the edges
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'fontSize')' in or related to this line: 'this.originalSize = textElement.style.fontSize;' Line Number: 243
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the score bumping animtion never happens
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whenever the score increases, by either the player tapping, or a coin is collected or a ricochet is done. play an animation on the score where it slightly bumps in size for a fraction of a second. right now this doesnt happen
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Please fix the bug: 'Uncaught TypeError: setTimeout is not a function' in or related to this line: 'setTimeout(function () {' Line Number: 252
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'fontSize')' in or related to this line: 'this.originalSize = textElement.style.fontSize;' Line Number: 243
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'size')' in or related to this line: 'this.originalSize = textElement.style.size;' Line Number: 243
User prompt
whenever the score increases, by either the player tapping, or a coin is collected or a ricochet is done. play an animation on the score where it slightly bumps in size for a fraction of a second. create a centralized class for this animation on the score, then call it's function from the 3 triggers
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Please fix the bug: 'Uncaught TypeError: Cannot set properties of undefined (setting 'update')' in or related to this line: 'self.update = function () {' Line Number: 249
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Please fix the bug: 'Uncaught TypeError: Cannot set properties of undefined (setting 'update')' in or related to this line: 'self.update = function () {' Line Number: 243
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Please fix the bug: 'Uncaught TypeError: Cannot set properties of undefined (setting 'update')' in or related to this line: 'self.update = function () {' Line Number: 231
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the score disapeared from the screen. bring it back, you broke something in the last update
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'set')' in or related to this line: 'scoreTxt.anchor.set(0.5, 0);' Line Number: 323
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Please fix the bug: 'Uncaught TypeError: Cannot set properties of undefined (setting 'size')' in or related to this line: 'self.style[key] = style[key];' Line Number: 241
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Please fix the bug: 'Uncaught TypeError: scoreTxt.setText is not a function' in or related to this line: 'scoreTxt.setText('0', {' Line Number: 308
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whenever the score increases, by either the player tapping, or a coin is collected or a ricochet is done. play an animation on the score where it slightly bumps in size for a fraction of a second. create a centralized class for this animation on the score, then call it's function from the 3 triggers
User prompt
whenever the score increases, by either the player tapping, or a coin is collected or a ricochet is done. play an animation on the score where it slightly bumps in size for a fraction of a second
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add a black outline to the score of value 15
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similar to the incremental score for consecutive ricochets, also award incremental coins for each collected coin. so the first collected coin is worth 1 point, the second 2 points, the third 3 points etc
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stretch the background asset over the entire game screen area
/**** * 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); } 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); } 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); } 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); } }; }); // 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 () { // 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; } }; }); // 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 () { // Obstacles can have their own behavior if needed }; }); /**** * 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()); ball.x = 1024; ball.y = 1366; var obstacles = []; var grid = new Grid(); var obstacles = []; for (var i = 0; i < 5; i++) { 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; } }; // 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 (ball.intersects(obstacles[i]) && !(obstacles[i] instanceof Coin)) { // 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, 2) + Math.pow(ballBounds.y - obstacleBounds.y, 2)) < ball.width / 2 + obstacles[i].width / 2) { // End game on collision with an obstacle LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } } } };
===================================================================
--- original.js
+++ change.js
@@ -26,8 +26,10 @@
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;
}
}