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add an animation to the coin that has a total of 4 frames. the Coin is the first frame, the 2nd frame is Coin_1, the 3rd frame is Coin_2 and the 4th frame is Coin_3. the frames change every second
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the background should only increase it's alpha by 0.3 per point, instead of 0.5
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there should be another background even bellow the current background that is black. this should be the base overall background
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the background should start from alpha 0. for every point increase in the score, increase it's alpha by 0.5, so that at 200 score the background becomes fully visible
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instead of replacing a tilted domino with domino_flipped asset, simply destroy it after it shoots its projecil
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Please fix the bug: 'Uncaught ReferenceError: directionsList is not defined' in or related to this line: 'self.direction = directionsList.shift();' Line Number: 23
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ensure that no two adjacent tiles have the same direction
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Please fix the bug: 'Uncaught ReferenceError: directionsList is not defined' in or related to this line: 'self.direction = directionsList.shift();' Line Number: 23
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'shift')' in or related to this line: 'self.direction = directionsList.shift();' Line Number: 23
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'shift')' in or related to this line: 'self.direction = directionsList.shift();' Line Number: 23
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'shift')' in or related to this line: 'self.direction = directionsList.shift();' Line Number: 23
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Please fix the bug: 'Uncaught ReferenceError: directionsList is not defined' in or related to this line: 'self.direction = directionsList.shift();' Line Number: 23
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create a more complex randomizing system for the tiles on the grid, ensuring each adjacent tile is different, follow these instructions: Initialize the Grid: Start by creating a grid representation of your play area where each cell corresponds to a potential domino position. This can be a 2D array filled initially with placeholders indicating empty positions. Random Direction Assignment with Adjacency Check: For each cell in the grid, randomly assign a direction (up, down, left, right) but before finalizing the assignment, check the adjacent cells (above, below, left, right) that have already been assigned. If the randomly chosen direction for the current cell matches any of its already assigned adjacent cells, re-select a direction until it is different from all adjacents. Direction Allocation Algorithm: One way to approach this is to use a loop that goes through each cell and: Generate a list of possible directions. Remove directions from this list that match the directions of adjacent cells that have already been determined. Randomly select from the remaining possible directions. If at any point the list of possible directions becomes empty due to adjacent constraints, you may need to backtrack and adjust previously set cells, or restart the randomization process with a different seed or starting point to avoid deadlocks. Backtracking: Implement a backtracking algorithm that can undo direction assignments if a conflict with the no-adjacent-matching rule occurs that cannot be resolved with the current setup. This ensures flexibility in filling the grid while adhering to the rule. Grid to Visual Mapping: Once the grid is fully populated with non-conflicting directions, map these directions to the actual visual representation of the dominos on the game board. Use the appropriate assets or transformations based on the direction assigned to each grid cell.
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the dominos are no lomger appearing on the screen which is a bug . fix it
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the dominos are no lomger appearing on the screen which is a bug . fix it
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the dominos are no lomger appearing on the screen which is a bug . fix it
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the dominos are no lomger appearing on the screen which is a bug . fix it
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create a more complex randomizing system for the tiles on the grid, ensuring each adjacent tile is different, follow these instructions: Initialize the Grid: Start by creating a grid representation of your play area where each cell corresponds to a potential domino position. This can be a 2D array filled initially with placeholders indicating empty positions.
Code edit (1 edits merged)
Please save this source code
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have 20 hidden coins on the grid instead of 10
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before removing the life from the lives idnicator, flash the UI element white
Code edit (1 edits merged)
Please save this source code
Code edit (1 edits merged)
Please save this source code
User prompt
after a life is used, the UI indicator should turn the used life into white color
Code edit (11 edits merged)
Please save this source code
/**** * Classes ****/ // Assets will be automatically generated based on usage in the code. // Domino class var Domino = Container.expand(function () { var self = Container.call(this); // Assuming directionsList is a shuffled array of directions ['U', 'L', 'R', 'D'] repeated to match the number of dominos self.direction = directionsList.shift(); // Updated asset attachment logic based on direction switch (self.direction) { case 'U': dominoGraphics = self.attachAsset('D_Up', { anchorX: 0.5, anchorY: 0.5 }); break; case 'D': dominoGraphics = self.attachAsset('D_Down', { anchorX: 0.5, anchorY: 0.5 }); break; case 'L': dominoGraphics = self.attachAsset('D_Left', { anchorX: 0.5, anchorY: 0.5 }); break; case 'R': dominoGraphics = self.attachAsset('D_Right', { anchorX: 0.5, anchorY: 0.5 }); break; } self.isTipped = false; self.hiddenCoin = false; // Indicates whether a coin is hidden underneath // Direction is already set at the beginning of the constructor. // Direction label code removed as it's no longer necessary with direction-specific assets self.tip = function (projectile, isPlayerAction) { if (projectile) { projectilePool.put(projectile); // Recycle the projectile immediately var index = projectiles.indexOf(projectile); if (index !== -1) { projectiles.splice(index, 1); // Remove from tracking array } } if (!self.isTipped) { self.isTipped = true; if (self.hiddenCoin) { // Change appearance to a coin and increase score by 10 points self.destroy(); var coin = new Container(); coin.attachAsset('coin', { anchorX: 0.5, anchorY: 0.5 }); game.addChild(coin); coin.x = self.x; coin.y = self.y; score += 10; // Increase score by 10 points for revealing a coin } else { // Destroy the domino after it shoots its projectile self.destroy(); } // directionLabel removal code has been deprecated // Tip animation logic here LK.effects.flashObject(self, 0xffa500, 500); // Decrement lives only for direct player actions if (isPlayerAction) { lives -= 1; // Update UI_Projectile color to indicate a life has been used if (lives >= 0 && lives < livesIndicators.length) { livesIndicators[lives].tint = 0x000000; // Change the color of the life indicator to black } // Check for game over condition after the 3rd domino is tipped if (lives <= 0) { // Ensure this flag is checked in the projectile's edge collision logic isProjectileInMotion = true; } } // Increment score by 1 for all domino flips score += 1; scoreTxt.setText(score.toString()); background.alpha = Math.min(score * 0.005, 1); // Increase alpha by 0.005 for each score point, up to a maximum of 1 // Shoot a projectile in the direction specified by the domino's symbol var projectile = projectilePool.get(); projectile.direction = self.direction; projectile.x = self.x; projectile.y = self.y; // Update the projectile's grid position projectile.gridX = Math.floor(projectile.x / 100); projectile.gridY = Math.floor(projectile.y / 100); game.addChild(projectile); projectiles.push(projectile); } // Update the domino's grid position self.gridX = Math.floor(self.x / 100); self.gridY = Math.floor(self.y / 100); }; }); // Factory class var Factory = Container.expand(function () { var self = Container.call(this); self.dominos = []; self.addDomino = function (x, y, hasHiddenCoin) { var domino = new Domino(); domino.x = x; domino.y = y; domino.hiddenCoin = hasHiddenCoin || false; self.addChild(domino); self.dominos.push(domino); }; self.reset = function () { self.dominos.forEach(function (domino) { domino.destroy(); // Destroy domino instance // Remove any event listeners attached to domino here if any }); self.dominos.length = 0; // Clear the array without creating a new one }; }); // Projectile class var Projectile = Container.expand(function () { var self = Container.call(this); var projectileGraphics = self.attachAsset('projectile', { anchorX: 0.5, anchorY: 0.5 }); self.direction = ''; self.speed = 10; self.move = function () { // Decrease acceleration factor var acceleration = 0.5; // Update speed with decreased acceleration self.speed += acceleration; switch (self.direction) { case 'U': self.y -= self.speed; break; case 'L': self.x -= self.speed; break; case 'R': self.x += self.speed; break; case 'D': self.y += self.speed; break; } // Update the projectile's grid position and check for collisions with dominos self.gridX = Math.floor(self.x / 100); self.gridY = Math.floor(self.y / 100); // Check for domino collisions after moving factory.dominos.forEach(function (domino) { if (!domino.isTipped && self.raycast(domino)) { domino.tip(self); // Pass this projectile to the domino's tip method // Reset projectile's speed to its original value after tipping a domino self.speed = 10; } }); }; self.raycast = function (domino) { // Calculate the distance between the projectile and the domino var dx = domino.x - self.x; var dy = domino.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); // If the distance is less than the sum of their radii, there is an intersection return distance < self.width / 2 + domino.width / 2; }; }); /**** * Initialize Game ****/ // Initialize a new projectile pool var game = new LK.Game({ backgroundColor: 0xd3d3d3 // Set game background to light grey }); /**** * Game Code ****/ var backgroundAsset = LK.getAsset('background', { anchorX: 0.0, anchorY: 0.0 }); var background = game.addChild(LK.getAsset('background', { x: 0, y: 0, width: game.width, height: game.height, alpha: 0 })); // Function to shuffle an array function shuffleArray(array) { for (var i = array.length - 1; i > 0; i--) { var j = Math.floor(Math.random() * (i + 1)); var _ref = [array[j], array[i]]; array[i] = _ref[0]; array[j] = _ref[1]; } } // Calculate total number of dominos based on grid size (16 columns * 20 rows) var totalDominos = 16 * 20; // Divide total by 4 to get number of dominos for each direction var dominosPerDirection = totalDominos / 4; // Create a list of directions with an equal number of 'U', 'L', 'R', 'D' var directionsList = []; ['U', 'L', 'R', 'D'].forEach(function (direction) { for (var i = 0; i < dominosPerDirection; i++) { directionsList.push(direction); } }); // Shuffle the directions list shuffleArray(directionsList); // Reset game flags and counters at the start of a new game session var score = 0; // Reset score to 0 var lives = 3; // Reset lives to 3 var isProjectileInMotion = false; // Reset projectile motion flag var awaitingLastProjectile = false; // Reset awaiting last projectile flag // Display score // Initialize UI_Projectile assets as lives indicators var livesIndicators = []; for (var i = 0; i < 3; i++) { var lifeIndicator = game.addChild(LK.getAsset('UI_Projectile', { x: 1600 + i * 150, // Moved 500 pixels to the right y: 130, anchorX: 0.5, anchorY: 0.5 })); livesIndicators.push(lifeIndicator); } var scoreTxt = new Text2(score.toString(), { size: 150, fill: "#ffffff", stroke: "#000000", // Black outline strokeThickness: 8 // Thickness of the outline }); scoreTxt.anchor.set(0.5, 0); // Center the score text horizontally LK.gui.top.addChild(scoreTxt); // Add the score text to the GUI overlay at the top-center of the screen // Custom intersects function for accurate collision detection function intersects(projectile, domino) { var projectileBounds = { left: projectile.x - projectile.width / 2, right: projectile.x + projectile.width / 2, top: projectile.y - projectile.height / 2, bottom: projectile.y + projectile.height / 2 }; var dominoBounds = { left: domino.x - domino.width / 2, right: domino.x + domino.width / 2, top: domino.y - domino.height / 2, bottom: domino.y + domino.height / 2 }; return !(projectileBounds.right < dominoBounds.left || projectileBounds.left > dominoBounds.right || projectileBounds.bottom < dominoBounds.top || projectileBounds.top > dominoBounds.bottom); } // Array to store all projectiles // ProjectilePool class var ProjectilePool = function ProjectilePool() { this.pool = []; this.get = function () { if (this.pool.length > 0) { return this.pool.pop(); } else { return new Projectile(); } }; this.put = function (projectile) { // Assuming projectiles might have event listeners attached // Remove event listeners from projectile here if any this.pool.push(projectile); }; }; // Initialize a new projectile pool var projectilePool = new ProjectilePool(); var projectiles = []; // Game tick function to move all projectiles and check for domino tipping LK.on('tick', function () { projectiles.forEach(function (projectile, i) { // Set isProjectileInMotion to true when a projectile starts moving isProjectileInMotion = true; // Move the projectile based on its direction projectile.move(); // Check for domino tipping within the same grid cell var tippedDomino = factory.dominos.find(function (domino) { return !domino.isTipped && domino.gridX === projectile.gridX && domino.gridY === projectile.gridY && projectile.intersects(domino); }); if (tippedDomino) { // Recycle the current projectile projectilePool.put(projectile); projectiles.splice(i, 1); // Trigger the projectile of the domino it just hit tippedDomino.tip(); } // Remove projectiles that have moved off screen if (projectile.x < 0 || projectile.x > 2048 || projectile.y < 0 || projectile.y > 2732) { projectile.destroy(); // Destroy the projectile when it hits the edge of the screen projectiles.splice(i, 1); // Remove from tracking array // Re-enable player input after projectile hits screen edge isProjectileInMotion = false; // Check if no lives are left and all projectiles have been processed before showing game over if (lives <= 0 && projectiles.length === 0) { awaitingLastProjectile = true; // Set the flag to true to wait for the last projectile } // Show game over screen if awaitingLastProjectile is true and all projectiles have been processed if (awaitingLastProjectile && projectiles.length === 0) { LK.showGameOver(); // Show game over screen awaitingLastProjectile = false; // Reset the flag after showing game over } } }); }); var factory = game.addChild(new Factory()); // Function to check and trigger domino tipping function checkAndTipDominos(x, y) { factory.dominos.forEach(function (domino) { if (Math.abs(domino.x - x) < 100 && Math.abs(domino.y - y) < 100) { domino.tip(); } }); } // Populate the factory with dominos and randomly select 20 to have hidden coins var dominoIndexesWithCoins = []; while (dominoIndexesWithCoins.length < 15) { var randomIndex = Math.floor(Math.random() * 320); // 320 is the total number of dominos (16*20) if (dominoIndexesWithCoins.indexOf(randomIndex) === -1) { dominoIndexesWithCoins.push(randomIndex); } } var dominoCounter = 0; for (var i = 0; i < 16; i++) { for (var j = 0; j < 20; j++) { factory.addDomino(2048 / 2 - 15 * 120 / 2 + i * 120, 2732 / 2 - 17.3 * 120 / 2 + j * 120, dominoIndexesWithCoins.includes(dominoCounter)); dominoCounter++; } } // Handle touch events to tip dominos // Flag to check if a projectile is in motion and if the game is awaiting the last projectile's conclusion after the last life is lost var isProjectileInMotion = false; var awaitingLastProjectile = false; game.on('down', function (obj) { // Check if a projectile is in motion before allowing domino tipping if (isProjectileInMotion) { return; } var pos = obj.event.getLocalPosition(game); // Find the closest domino to the tap position var closestDomino = factory.dominos.reduce(function (closest, domino) { var distance = Math.sqrt(Math.pow(domino.x - pos.x, 2) + Math.pow(domino.y - pos.y, 2)); if (distance < closest.distance) { return { domino: domino, distance: distance }; } else { return closest; } }, { domino: null, distance: Infinity }); // Tip the closest domino if it is within 100 units of the tap position if (closestDomino.distance < 100) { closestDomino.domino.tip(null, true); } });
===================================================================
--- original.js
+++ change.js
@@ -81,10 +81,10 @@
}
}
// Increment score by 1 for all domino flips
score += 1;
- // Update score display
scoreTxt.setText(score.toString());
+ background.alpha = Math.min(score * 0.005, 1); // Increase alpha by 0.005 for each score point, up to a maximum of 1
// Shoot a projectile in the direction specified by the domino's symbol
var projectile = projectilePool.get();
projectile.direction = self.direction;
projectile.x = self.x;
@@ -188,9 +188,10 @@
var background = game.addChild(LK.getAsset('background', {
x: 0,
y: 0,
width: game.width,
- height: game.height
+ height: game.height,
+ alpha: 0
}));
// Function to shuffle an array
function shuffleArray(array) {
for (var i = array.length - 1; i > 0; i--) {
red projectile rune. pixelated. 8-bit. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
artistic background of the inside the depths of an unlit dark cave filled with a variety of treasures, and a dragon sleeping over a massive pile of treasure chests at its heart. pixelated. 8-bit. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.