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Please fix the bug: 'Uncaught ReferenceError: buttons is not defined' in or related to this line: 'buttons.forEach(function (button) {' Line Number: 93
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Please fix the bug: 'Uncaught ReferenceError: level is not defined' in or related to this line: 'levelTxt.setText(level);' Line Number: 121
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Inside the UI class you need to create a new Class that handles the display of the Button that must be collected. This UI displays the asset that must be collected during that round. here's how it works. At level 1, you display a random Buttons fro mthe ones available during that level, which are either button 1 or 2. At the next level, since button 3 is introduced, this UI can now display one of the 3 available buttons and so on. this means that at level 11, this UI can chose any of the 10 available buttons. always chose a random button, starting with level 1, and always change them each round. This means that if at level 1 the Ui indicates the player has to find button 2, at level 2 you exclude that button from the random selection, so you'd pick either button 1 or 3. so you basically exclude the previously chosen button from the selection after each level
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Add a logic to the Leveling system that handles what buttons are shown. At level 1, you display both Button 1 and Button 2. After each round, introduce a new button, so at level 2 you'd also introduce Button 3, at level 3 button 4 and so on. keep doing this until all 10 buttons are introduced. once all 10 buttons are introduced in the game, you continue with increasing the levels, but you won't introduce any newwer buttons since 10 are all the available ones existing i nthe game
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remove the wording "level:" from level 1 as well
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The level should be just a number, so remove the text that sayis "Level:"
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create a Leveling system. the game starts at Level 1 and with each correctly identified button increase the level by 1. Replace the score with the level, so that the score actually keeps track of the levels
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Move the score in the very center of the screen and align it's text to be centered instead of fro mthe left
Code edit (3 edits merged)
Please save this source code
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Create an UI class in which all UI elements will be stored. add this in the foreground container
Code edit (1 edits merged)
Please save this source code
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create a BackgroundContainer, MidgroundContainer and ForegroundContainer in that order
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When creating buttons, create the clickable button indicated in the UI that must be found, in the foregroudn container, and all the other buttons in the midgroudn container. Since the indicated Button changes after each level, ensure this change happens at the start of each level, ensuring the button that must be found is always in the foreground container while all the other buttons are in the midground container. ensure the Button indicated in the UI is always attached to the foreground container and always remains there. There's a distinction between the button indicated in the UI which is part of the UI, and the button that must be collected which is part of the playable area, and can change containers
User prompt
When creating buttons, create the clickable button indicated in the UI that must be found, in the foregroudn container, and all the other buttons in the midgroudn container. Since the indicated Button changes after each level, ensure this change happens at the start of each level, ensuring the button that must be found is always in the foreground container while all the other buttons are in the midground container
User prompt
create a BackgroundContainer, MidgroundContainer and ForegroundContainer in that order
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when you start a new level, you only randomize the location of the correctly chosen button. instead, you need to randomize the location of all existing buttons, ensurign each starts on a random new position on the screen at the start of each level
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level 1 always seems to start with Button 1 as the one that must be found. enssure even at level 1 there is randomnes involved, picking either buton 1 or 2
User prompt
ensure the Ui indicating which button must be found refreshes after every single level, and is always different than the previous one. Also, ensure it always picks one random button from the ones available at the current level. so at level 1 is can chose a random one between buttons 1 and 2, and at round 2 it can pick a raondom one between 1-2-3, excluding the one that was picked at the previous level, to ensure a new one is picked.
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'toString')' in or related to this line: 'scoreTxt.setText(currentLevel.toString());' Line Number: 62
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'toString')' in or related to this line: 'scoreTxt.setText(currentLevel.toString());' Line Number: 61
User prompt
ensure the score indicates the current level, including level 1. right now this only works starting with level 2, but level 1 is simply not displayed
User prompt
The current score whould be converted into actually displaying the Level. So since the game now starts at level 1, the number should indicate 1. that value should be a direct representation of the current level
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1. **Increment the Level**: - Increment the level immediately after verifying the score is greater than or equal to the current level. 2. **Update the Level Text**: - Update the level text right after incrementing the level to reflect the new level immediately. ### Example in Human Language: 1. **Check the Score**: - If the score is greater than or equal to the current level, proceed to the next step. 2. **Increment the Level**: - Increase the current level by 1. 3. **Update the Level Text**: - Immediately update the level text to display the new level.
User prompt
there's a bug with the level indicator. the game starts at level 1 and that value is correctly indicated, but after selecting the indicated button, the game advances to level 2, however that value is not correctly indicated in the UI, as the value still remains at 1 which is a bug
User prompt
there's a but with the level indication, as the level only starts to update one level too slow
/**** * Classes ****/ var BackgroundContainer = Container.expand(function () { var self = Container.call(this); }); //<Assets used in the game will automatically appear here> // Button class var Button = Container.expand(function (buttonId) { var self = Container.call(this); var buttonGraphics = self.attachAsset(buttonId, { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { // No specific update logic for the button }; self.down = function (x, y, obj) { // When the button is clicked, increase the score and move the button to a new random position level += 1; levelTxt.setText(level); self.x = Math.random() * (2048 - buttonGraphics.width) + buttonGraphics.width / 2; self.y = Math.random() * (2732 - buttonGraphics.height) + buttonGraphics.height / 2; updateButtons(); }; }); var ButtonDisplay = Container.expand(function () { var self = Container.call(this); var currentButtonId = null; var buttonGraphics = null; self.updateButton = function (buttonId) { if (buttonGraphics) { self.removeChild(buttonGraphics); } currentButtonId = buttonId; buttonGraphics = self.attachAsset(buttonId, { anchorX: 0.5, anchorY: 0.5 }); buttonGraphics.x = 2048 / 2; buttonGraphics.y = 100; // Position at the top center }; }); var ForegroundContainer = Container.expand(function () { var self = Container.call(this); }); var MidgroundContainer = Container.expand(function () { var self = Container.call(this); }); var UI = Container.expand(function () { var self = Container.call(this); }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 //Init game with black background }); /**** * Game Code ****/ // Initialize and add BackgroundContainer, MidgroundContainer, and ForegroundContainer to the game var backgroundContainer = game.addChild(new BackgroundContainer()); var midgroundContainer = game.addChild(new MidgroundContainer()); var foregroundContainer = game.addChild(new ForegroundContainer()); // Initialize UI container and add it to the foreground container var uiContainer = foregroundContainer.addChild(new UI()); // Initialize ButtonDisplay var buttonDisplay = uiContainer.addChild(new ButtonDisplay()); // Initialize currentButtonId variable var currentButtonId = null; // Function to update buttons based on the current level function updateButtons() { // Clear existing buttons buttons.forEach(function (button) { return button.destroy(); }); buttons = []; // Add buttons based on the current level var availableButtons = []; for (var i = 1; i <= Math.min(level + 1, 10); i++) { availableButtons.push('Button_' + i); } if (currentButtonId) { availableButtons = availableButtons.filter(function (buttonId) { return buttonId !== currentButtonId; }); } var randomButtonId = availableButtons[Math.floor(Math.random() * availableButtons.length)]; buttonDisplay.updateButton(randomButtonId); for (var i = 1; i <= Math.min(level + 1, 10); i++) { var button = new Button('Button_' + i); button.x = Math.random() * (2048 - button.width) + button.width / 2; button.y = Math.random() * (2732 - button.height) + button.height / 2; buttons.push(button); game.addChild(button); } currentButtonId = randomButtonId; } // Initialize level text var levelTxt = new Text2('1', { size: 150, fill: "#ffffff" }); levelTxt.setText(level); levelTxt.anchor.set(0.5, 0.5); levelTxt.x = 2048 / 2; levelTxt.y = 2732 / 2; uiContainer.addChild(levelTxt); // Initialize buttons at the start of the game updateButtons(); // Update function for the game game.update = function () { // No specific update logic for the game }; // Mouse or touch down on the game object game.down = function (x, y, obj) { // No specific logic for game down event }; // Mouse or touch up on the game object game.up = function (x, y, obj) { // No specific logic for game up event }; // Mouse or touch move on the game object game.move = function (x, y, obj) { // No specific logic for game move event };
===================================================================
--- original.js
+++ change.js
@@ -23,8 +23,25 @@
self.y = Math.random() * (2732 - buttonGraphics.height) + buttonGraphics.height / 2;
updateButtons();
};
});
+var ButtonDisplay = Container.expand(function () {
+ var self = Container.call(this);
+ var currentButtonId = null;
+ var buttonGraphics = null;
+ self.updateButton = function (buttonId) {
+ if (buttonGraphics) {
+ self.removeChild(buttonGraphics);
+ }
+ currentButtonId = buttonId;
+ buttonGraphics = self.attachAsset(buttonId, {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ buttonGraphics.x = 2048 / 2;
+ buttonGraphics.y = 100; // Position at the top center
+ };
+});
var ForegroundContainer = Container.expand(function () {
var self = Container.call(this);
});
var MidgroundContainer = Container.expand(function () {
@@ -49,27 +66,39 @@
var midgroundContainer = game.addChild(new MidgroundContainer());
var foregroundContainer = game.addChild(new ForegroundContainer());
// Initialize UI container and add it to the foreground container
var uiContainer = foregroundContainer.addChild(new UI());
-// Initialize level variable
-var level = 1;
-// Initialize buttons array
-var buttons = [];
+// Initialize ButtonDisplay
+var buttonDisplay = uiContainer.addChild(new ButtonDisplay());
+// Initialize currentButtonId variable
+var currentButtonId = null;
// Function to update buttons based on the current level
function updateButtons() {
// Clear existing buttons
buttons.forEach(function (button) {
return button.destroy();
});
buttons = [];
// Add buttons based on the current level
+ var availableButtons = [];
for (var i = 1; i <= Math.min(level + 1, 10); i++) {
+ availableButtons.push('Button_' + i);
+ }
+ if (currentButtonId) {
+ availableButtons = availableButtons.filter(function (buttonId) {
+ return buttonId !== currentButtonId;
+ });
+ }
+ var randomButtonId = availableButtons[Math.floor(Math.random() * availableButtons.length)];
+ buttonDisplay.updateButton(randomButtonId);
+ for (var i = 1; i <= Math.min(level + 1, 10); i++) {
var button = new Button('Button_' + i);
button.x = Math.random() * (2048 - button.width) + button.width / 2;
button.y = Math.random() * (2732 - button.height) + button.height / 2;
buttons.push(button);
game.addChild(button);
}
+ currentButtonId = randomButtonId;
}
// Initialize level text
var levelTxt = new Text2('1', {
size: 150,