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optimize this part to remove redundant code function replenishLife() { if (lives < 3) { lives += 1; // Update the visual indicator for lives // Ensure the life indicator is fully opaque to signify an active life livesIndicators[lives - 1].alpha = 1; // Reset the alpha of the life indicator to 100% to signify an active life livesIndicators[lives - 1].alpha = 1; // Make UI_Projectile visible again to indicate the life is active livesIndicators[lives - 1].visible = true; } }
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remove the part of the code where the game replenishes life every 100 points, only collecting coins should replenish life // Game tick function to move all projectiles and check for domino tipping LK.on('tick', function () { // Example condition to replenish life: every 100 points scored if (score % 100 === 0 && score !== 0) { replenishLife(); }
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The logic to replenish a life should only execute when a coin is uncovered. However, if the replenish life function is called outside the condition that checks for the coin, lives might be replenished inadvertently. Solution: Ensure that the call to the replenishLife() function is placed strictly within the block of code that executes when a coin is found. For example, it should be inside an if statement that checks if self.hiddenCoin is true.
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sometimes the life replenishes even when not finding a coin. ensure only dominos containing coins can replenish a life
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sometimes the life replenishes even when not finding a coin. ensure only dominos containing coins can replenish a life
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ensure a coin only replenished a single life, not all 3. also ensure that if the lives are at full capacity, the collected coins still travel towards the coin indicator, but when they reach it they simply can't replenish the lives since they are already at max capacity
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'x')' in or related to this line: 'movingCoin.targetX = livesIndicators[lives].x; // Target X position of the next life indicator' Line Number: 156
Code edit (2 edits merged)
Please save this source code
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move the coin towards the life indicator faster
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when finding a coin, instead of instantly replenishing the life, move the coin towards the life indicator. only after the coin has reached the indicator, destroy the coin and replenish the life
Code edit (1 edits merged)
Please save this source code
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the alpha of the background should only increase by 0.2 per point
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instead of turning the UI_Projectile back to indicate a life has been used, instead turn it's alpha to 0 to hide it
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when a life is replenished, this needs to be visually indicated to the player. right now when a life is used it's alpha is turned to 0, but when a life is replenished it's alpha needs to be reset to 100% making it fully visible again, indicating to the player the life has been replenished
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Modify the Visual Indicator on Life Replenishment: When a life is replenished: If you're using opacity to represent the active state of a life (for instance, a fully opaque indicator means an available life, and a transparent or semi-transparent one means a lost life), reset the opacity of the indicator corresponding to the replenished life to full opacity. If you're using visibility (visible or not visible) to indicate whether a life is available, set the corresponding indicator to visible when a life is regained. Update Visuals in the Replenish Function: Inside the function where you replenish a life (after a specific event like collecting an in-game item): Increment the life counter by 1, up to the maximum number of lives allowed. Update the visual state of the life indicators to reflect the new count. For example, if you regain a life, ensure that the number of visible or fully opaque indicators matches the current life count. Consistency Across the Game: Ensure this logic is consistently applied throughout your game. Any event that can replenish a life should trigger this update, making the change immediately visible to the player through the UI indicators.
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after a life is replenished, update the lives UI indicator by turning the UI_projectile visible again to indicate it can be reused and the life is active again
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when a coin is discovered, replenish 1 life and update the lives indicator to reflect this
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when a coin is discovered, replenish 1 life
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Implementing Replenishment: Create a method or function that can be called to replenish a life. This function checks if the current number of lives is less than the starting number of lives (in this case, 3). If it is, it increments the life count by 1. Visual Indicator Update: Whenever a life is replenished, update the visual indicator (e.g., the alpha of the lives indicator) to reflect the current number of lives. If a life is added back, ensure the corresponding indicator becomes fully visible (alpha set to 100). Conditional Replenishment: The replenishment method should be callable under specific conditions you deem fit for your game (outside the context of finding a coin or any other specific event). It might be tied to achieving a certain score, passing a level, or any other milestone. Restrict Over-replenishment: Make sure the replenishment logic doesn't allow the lives count to exceed the initial maximum number of lives set at the start of the game. Synchronize Game Over Logic: Ensure that your game over logic takes into account the dynamic nature of the lives count. The game should only end when the number of lives reaches 0 and not just because a life was lost at a certain point.
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there's a bug where the life doesnt replenish when a coin touches the indicator. ensure lifes can be replenished
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One Life at a Time: Ensure that after using a life, it can only be replenished once a coin is found. Additional coins found before using the replenished life do not stack or add more lives.
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Replenishing Life: When the coin reaches the life indicator, if the life was at 0 (indicator faded out), replenish it (set the life back to 1 and the indicator's alpha back to 100). If the life is already 1, do not replenish it.
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Discovering a Coin: If flipping a domino reveals a coin, initiate a visual effect where the coin moves towards the life indicator. Replenishing Life: When the coin reaches the life indicator, if the life was at 0 (indicator faded out), replenish it (set the life back to 1 and the indicator's alpha back to 100). If the life is already 1, do not replenish 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.
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coins hitting the lives indicator don't replenish the life which is a bug
/**** * 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 replenishLife(); // Call replenishLife function when a coin is discovered } 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 ****/ // Function to replenish a life function replenishLife() { if (lives < 3) { lives += 1; // Update the visual indicator for lives livesIndicators[lives - 1].alpha = 1; // Make UI_Projectile visible again to indicate the life is active livesIndicators[lives - 1].visible = true; } } 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 = 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 () { // Example condition to replenish life: every 100 points scored if (score % 100 === 0 && score !== 0) { replenishLife(); } 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 && !isProjectileInMotion) { 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
@@ -216,8 +216,10 @@
if (lives < 3) {
lives += 1;
// Update the visual indicator for lives
livesIndicators[lives - 1].alpha = 1;
+ // Make UI_Projectile visible again to indicate the life is active
+ livesIndicators[lives - 1].visible = true;
}
}
var backgroundAsset = LK.getAsset('background', {
anchorX: 0.0,
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.