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coins hitting the lives indicator don't replenish the life which is a bug
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when a coin reaches the life indicator it should replenish the life but that doesnt happen right now which is a bug. fix it
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Once the coin reaches the Lives UI indicator, check if a life has been used. If yes, and no life is currently available (i.e., you are waiting for the last projectile to finish its course or it's the player's turn again), then replenish the life by setting the lives count back to 1 and update the Lives UI indicator's alpha back to 100. If a life is already available, the coin simply disappears without replenishing a life.
Code edit (4 edits merged)
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move the coin towards the lives indicator much faster
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Discovering a Coin: When a domino is tipped, and a coin is discovered, initiate an animation where the coin moves towards the Lives UI indicator. You'll need to track the movement of the coin in your game loop, updating its position each tick towards the indicator until it "touches" or reaches a specific proximity.
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Start with One Life: Initialize the lives count to 1 instead of 3. This change directly impacts the initial setup and how the lives indicators are displayed. Adjust Lives Indicator: Update the Lives UI to reflect the current state accurately. Since you're starting with 1 life, ensure the indicator visually represents this. When a life is used (alpha set to 0), or replenished (alpha back to 100), this should be immediately visible on the UI. This can be tied directly to the lives count.
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Please fix the bug: 'TypeError: Cannot set properties of undefined (setting 'tint')' in or related to this line: 'livesIndicators[lives - 1].tint = 0x000000; // Change the color of the life indicator to black' Line Number: 132
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the life system no longer works after the last update, the life indicator no longer hides the life after tilting a domino, to indicate I've used a life
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the Lives need to be able to replenish. This is done when collecting a coin. When a domino that contains a Coin is flipped, the coin underneath, starts traveling towards the UI lives indicator over the course of a second. after the Coin touches the UI indicator, the is removed from the game and the Lives replenish, effectivelly giving the player one extra life. the UI indicator also needs to refill showing the life as available to indicate an extra turn can be taken
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the UI indicator should also indicate the new number of available lives
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reduce the number of lives from 3 to 1
Code edit (1 edits merged)
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there's some duplicate code remaining in the coin animation, remove redundant code so the coin only has the 3 frames
Code edit (3 edits merged)
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remove the 3rd frame from the animation, the one that's asset coin_2, so the animation now only remains with 3 frames
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remove the 3rd frame from the coin animation so there's only 3 frames
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remove the last frame from the coin animation so there's only 3 frames
Code edit (1 edits merged)
Please save this source code
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the coin animation doesnt work, I still can only see the first frame. fix it
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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
/**** * 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(); // Initialize frame index and timestamps for animation coin.frameIndex = 0; coin.lastFrameTimestamp = 0; coin.frames = ['coin', 'Coin_1', 'Coin_2', 'Coin_3']; // Initialize frame index for animation and set last frame change time to 0 coin.frameIndex = 0; coin.lastFrameChangeTime = 0; coin.frames = ['coin', 'Coin_1', 'Coin_2', 'Coin_3']; // Attach the first frame of the coin animation coin.attachAsset(coin.frames[coin.frameIndex], { anchorX: 0.5, anchorY: 0.5 }); // Update method to handle frame change coin.update = function () { // Get current time in milliseconds var currentTime = Date.now(); // Change frame every second if (currentTime - coin.lastFrameChangeTime >= 200) { coin.frameIndex = (coin.frameIndex + 1) % coin.frames.length; coin.removeChildAt(0); // Remove the current frame // Attach the next frame coin.attachAsset(coin.frames[coin.frameIndex], { anchorX: 0.5, anchorY: 0.5 }); coin.lastFrameChangeTime = currentTime; } }; // Add the coin to the game's update loop LK.on('tick', function () { coin.update(); }); 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 * 0.003, 1); // Increase alpha by 0.003 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 baseBackground = game.addChild(LK.getAsset('background', { x: 0, y: 0, width: game.width, height: game.height, tint: 0x000000 })); 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 = 1; // Reset lives to 1 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
@@ -54,13 +54,13 @@
var coin = new Container();
// Initialize frame index and timestamps for animation
coin.frameIndex = 0;
coin.lastFrameTimestamp = 0;
- coin.frames = ['coin', 'Coin_1', 'Coin_3'];
+ coin.frames = ['coin', 'Coin_1', 'Coin_2', 'Coin_3'];
// Initialize frame index for animation and set last frame change time to 0
coin.frameIndex = 0;
coin.lastFrameChangeTime = 0;
- coin.frames = ['coin', 'Coin_1', 'Coin_3'];
+ coin.frames = ['coin', 'Coin_1', 'Coin_2', 'Coin_3'];
// Attach the first frame of the coin animation
coin.attachAsset(coin.frames[coin.frameIndex], {
anchorX: 0.5,
anchorY: 0.5
@@ -251,9 +251,9 @@
// 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 lives = 1; // Reset lives to 1
var isProjectileInMotion = false; // Reset projectile motion flag
var awaitingLastProjectile = false; // Reset awaiting last projectile flag
// Display score
// Initialize UI_Projectile assets as lives indicators
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.