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You need to add a condition to ensure that this code block starts executing from level 2. You can achieve this by wrapping the code block in an `if` statement that checks if the level is greater than or equal to 2. 3. **Implement the Condition:** Hereβs how you can modify the logic: ```javascript if (level >= 2) { for (var buttonId in buttonQuantities) { if (buttonId !== currentButtonId) { buttonQuantities[buttonId]++; } else { buttonQuantities[buttonId] = 1; // Ensure target button has only one instance } } } ``` By adding this condition, you ensure that the quantities of existing buttons start increasing from level 2 onwards. This change will prevent the quantities from increasing prematurely and ensure that the game difficulty scales appropriately as the player progresses through the levels.
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also add a 100 padding to the left, right and bottom edges of the screen where buttonscan't be generated
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remove the existing background asset from the game and make the regular background white
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start adding more buttons from level 2, right now you're only adding them from level 4
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start adding more buttons from level 2, right now you're only adding them from level 4
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add a black outline to the score
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add a Background to the game that stretches across the entire screen. add this to the the backgroundcontainer
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it appears the game logic stops adding +1 buttons after a certain level. keep adding new buttons infinitely. ensure you only increase the nubmer of already existing buttons, dont create new assets. simply increase the nubmer of buttons of the ones existing
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it appears the game stops increasing the number of buttons after a certain level. keep adding +1 button after each level, starting with level 2
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ensure there is just a single instance of the target button in the playfield, regardless of the level the player is at
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Initial Setup Initialize Button Types: Start with 10 unique buttons, each with a distinct number from 1 to 10. Initialize Quantities for Round 1: Start with 1 instance of Button 1 and 1 instance of Button 2. Round Progression Introduce a New Button Each Round: With each new round, introduce a new button type sequentially. For example, in Round 3, introduce Button 4. Increase Quantities of Existing Buttons: For each round, increase the quantity of each previously existing button type by +1. Ensure the target button (the button that players need to find) has only one instance in that round. Example Breakdown Round 1: Available Buttons: Button 1 and Button 2 Quantities: 1 instance of Button 1, 1 instance of Button 2 Total Buttons: 2 Round 2: Introduce Button 3: Add 1 instance of Button 3. Increase Quantities: Add +1 instance to each of the existing buttons (Button 1 and Button 2). Set Target Button: If the target button is Button 2: Button 1: 2 instances Button 2: 1 instance (target button) Button 3: 1 instance Total Buttons: 4 Round 3: Introduce Button 4: Add 1 instance of Button 4. Increase Quantities: Add +1 instance to each of the existing buttons (Button 1, Button 2, and Button 3). Set Target Button: If the target button is Button 3: Button 1: 3 instances Button 2: 2 instances Button 3: 1 instance (target button) Button 4: 1 instance Total Buttons: 7 Round 4: Introduce Button 5: Add 1 instance of Button 5. Increase Quantities: Add +1 instance to each of the existing buttons (Button 1, Button 2, Button 3, and Button 4). Set Target Button: If the target button is Button 1: Button 1: 1 instance (target button) Button 2: 3 instances Button 3: 3 instances Button 4: 2 instances Button 5: 1 instance Total Buttons: 10 General Logic Initialize Button Quantities for the First Round: Start with 1 instance of each of the first two buttons. Introduce a New Button Type: With each new round, add the next sequential button (up to Button 10). Increase Existing Button Quantities: For each round, increase the quantity of each previously existing button by +1, except for the target button. The target button will always have only one instance in the current round. Calculate Total Buttons: The total number of buttons in each round is the sum of all instances of buttons, considering the increased quantities and the single instance of the target button. By following these steps, you can ensure that with each new round, a new button type is introduced and the quantities of previously existing buttons increase by +1. The target button for the current round always has a single instance, providing the intended challenge and progression for the game.
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Increase the quantity of each button type that has already been introduced by +1 for the new round. Ensure the button that needs to be found (the target button) is only present as a single instance in that round. Ensure Unique Target Button: Randomly select the target button from the available buttons for the current round. Ensure that the target button has only one instance on the board for that round. Repeat Process for Each New Round: Continue the process of introducing a new button type and increasing the quantities of existing buttons by +1 for each subsequent round. Always ensure the target button for the round has only one instance. This logic ensures a consistent increase in difficulty by adding new button types and increasing the quantities of existing buttons while maintaining the rule that the target button appears only once per round.
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starting with level 2, Increase the quantity of each button type that has already been introduced by +1 for the new round. Ensure the button that needs to be found (the target button) is only present as a single instance in that round. Ensure Unique Target Button: Randomly select the target button from the available buttons for the current round. Ensure that the target button has only one instance on the board for that round. Repeat Process for Each New Round: Continue the process of introducing a new button type and increasing the quantities of existing buttons by +1 for each subsequent round. Always ensure the target button for the round has only one instance. This logic ensures a consistent increase in difficulty by adding new button types and increasing the quantities of existing buttons while maintaining the rule that the target button appears only once per round.
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Increase the quantity of each button type that has already been introduced by +1 for the new round. Ensure the button that needs to be found (the target button) is only present as a single instance in that round. Ensure Unique Target Button: Randomly select the target button from the available buttons for the current round. Ensure that the target button has only one instance on the board for that round. Repeat Process for Each New Round: Continue the process of introducing a new button type and increasing the quantities of existing buttons by +1 for each subsequent round. Always ensure the target button for the round has only one instance. This logic ensures a consistent increase in difficulty by adding new button types and increasing the quantities of existing buttons while maintaining the rule that the target button appears only once per round.
Code edit (1 edits merged)
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the timer is displayed as 1000 and deducts increments of 100 but instead it should be even more granular and deduct increments of just 1 unit. while only deducting units of 1, it should still countdown a total of 10 seconds, so it needs to deducts those units much faster so in total it elapses 10 seconds
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while only deducting units of 1, it should still countdown a total of 10 seconds, so it needs to deducts those units much faster so in total it elapses 10 seconds
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the timer is displayed as 1000 and deducts increments of 100 but instead it should be even more granular and deduct increments of just 1 unit
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now in the UI class add a new class that handles the Timer. at the start of each Level start a timer that runs for 10 seconds, which is displayed in miliseconds. so at the start of each level display a 1000 miliseconds timer that counts coutnerclockwise from 1000 to 0. when it reaches 0 go to game over, basically allowing the player 10 seconds per level to find the correct button. display this right under the score text
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add a 300 pixels buffer at the top of the screen, ensuring the generated buttons can't be created in that area
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add an instance of each of the 10 buttons to both the midground and the foreground containers. But you will display the buttons in different containers based on a specific rule. The button that is indicated in the UI that must be collected during that round, is always the one fro mthe foreground container, all the others are displayed in the midground container, ensuring that when the created buttons overlap, the one that must be found is always shown in the foregroudn container, basically shown on top of all the other button
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the button indicated in the UI is the only one that advances the round. if any other button is chosen, go to game over
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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
/**** * 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 if (buttonId === currentButtonId) { 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(); } else { LK.showGameOver(); } }; }); 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 buttons array var buttons = []; // 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 level variable var level = 1; // 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); if ('Button_' + i === randomButtonId) { foregroundContainer.addChild(button); } else { midgroundContainer.addChild(button); } } currentButtonId = randomButtonId; } // Initialize level text var levelTxt = new Text2('1', { size: 150, fill: "#ffffff" }); levelTxt.setText(level.toString()); 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 };
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--- original.js
+++ change.js
@@ -102,9 +102,13 @@
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);
+ if ('Button_' + i === randomButtonId) {
+ foregroundContainer.addChild(button);
+ } else {
+ midgroundContainer.addChild(button);
+ }
}
currentButtonId = randomButtonId;
}
// Initialize level text