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restart the timer at the start of each new level
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now in the foreground container inside the UI class, add a new lement named Timer. this timer is expressed in miliseconds and counts down from 10 seconds to 0. display this as 10000 and deduct in increments of 1 unit
Code edit (4 edits merged)
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Locate Quantity Increment Section: Find the section in your update function where you increase the quantities of buttons. Remove Limiting Conditions: Ensure there are no conditions that stop the increment logic from executing. The logic should apply to all levels indefinitely. Increment Logic for All Buttons: For each button in your game, except the current target button, increase its quantity by +1. there's should be no limit to the amount of created button, just keep applying the logic continously
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we have 10 buttons in the game, named button_1 to button_10. these are all the 10 buttons that must appear in the game, no other assets should be generated in addition to these. the problem is button_3 is introduced i nthe game all the way at level 4, it should be itnroduced 2 levels before. so as soon as the first button is correctly picked at level 1, when you start level 2, introduce button_3. DO NOT create any new assets other then the existing ones!
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the last changed work, but still not good enough as it introduces a new button at level 3. introduces it one level before so that button_3 appears at level 2
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there's a bug. button_3 should be itnroduced at level 2, right after selecting the first correct button, right now it's only introduced at level 4. dont create any new buttons only use the 10 existing ones, dont generate any new assets, only use the 10 existing buttons
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there's a bug. button_3 should be itnroduced at level 2, right after selecting the first correct button, right now it's only introduced at level 4. dont create any new buttons only use the 10 existing ones, dont generate any new assets
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the latest change made improvements but it still itnroduces the button 3 at level 3, introduce it one level soon,er right after the first level
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there's a bug. button_3 should be itnroduced at level 2, right after selecting the first correct button, right now it's only introduced at level 4
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Clear Existing Buttons: Use a loop to clear all buttons that were part of the previous round. Prepare Available Buttons: Loop through the buttonQuantities to gather all available buttons. Select New Target Button: Randomly select a new target button from the filtered list of available buttons. Introduce New Button for Each Level: If the level is greater than or equal to 2, introduce a new button type for each new round.
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Clear Existing Buttons: Clear all buttons from the previous round to prepare for the new setup. Prepare Available Buttons: Gather the available buttons for the current level. Select New Target Button: Randomly select a new target button from the available buttons. Introduce New Button for Each Level: If the current level is greater than or equal to 2, introduce the next button in the sequence.
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Initialize Button Quantities: Start with Button 1 and Button 2 for level 1. Introduce New Buttons Starting from Level 2: For each new level starting from level 2, introduce the next button in sequence. Ensure All Previously Introduced Buttons Remain: Ensure that all previously introduced buttons remain available in subsequent levels.
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Please fix the bug: 'Uncaught ReferenceError: randomButtonId is not defined' in or related to this line: 'currentButtonId = randomButtonId;' Line Number: 149
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Please fix the bug: 'Uncaught ReferenceError: randomButtonId is not defined' in or related to this line: 'if (buttonId === randomButtonId) {' Line Number: 142
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Please fix the bug: 'Uncaught ReferenceError: randomButtonId is not defined' in or related to this line: 'if (buttonId === randomButtonId && j > 0) {' Line Number: 133
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Clear Existing Buttons: Use a loop to clear all buttons that were part of the previous round. Prepare Available Buttons: Loop through the buttonQuantities to gather all available buttons. If currentButtonId is set, filter it out from the list of available buttons. Select New Target Button: Randomly select a new target button from the filtered list of available buttons. Introduce New Button: If the level is greater than or equal to 2, introduce a new button type (Button_3 at level 2, Button_4 at level 3, and so on). Initialize the quantity of this new button to 1 if it hasnāt been introduced yet. Increment Button Quantities: Loop through buttonQuantities and increase the quantity of each button by 1, except for the target button, which should be set to 1.
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the games introduces new buttons too late, starting at level 4. it should introduce them sooner at level 2. so the starting level 1 should only introduce button 1 and 2, which happens correctly now. but at level 2 you need to introduce button 3, at level 3 button 4 and so on until all 10 buttons are introduced
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Please fix the bug: 'Uncaught ReferenceError: randomButtonId is not defined' in or related to this line: 'currentButtonId = randomButtonId;' Line Number: 145
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Please fix the bug: 'Uncaught ReferenceError: randomButtonId is not defined' in or related to this line: 'buttonDisplay.updateButton(randomButtonId);' Line Number: 128
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Introduce New Button Types: Modify the condition to add new buttons starting from level 2. Ensure Only One Instance of the Target Button: Ensure the target button has only one instance for the current level. Remove Redundant Increments: Remove redundant logic that may be causing unexpected increments. Updated updateButtons Logic Clear Existing Buttons: Clear existing buttons from the previous round. Prepare Available Buttons: Gather available buttons, excluding the current target button. Select New Target Button: Randomly select a new target button from the available buttons. Place Buttons on Screen: Loop through each button type and place the appropriate number of buttons on the screen. Ensure only one instance of the target button is placed. Update Button Quantities: Introduce a new button type and initialize its quantity if the level is greater than or equal to 2. Increase the quantity of existing buttons by +1, ensuring the target button has only one instance.
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ensure button_3 and subsequent buttons are added to the game starting with level 2. right now they are added only at level 4
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Identify the Section of Code that Introduces New Buttons: Find the part of the updateButtons function where new buttons are introduced based on the level. Adjust the Condition for Introducing New Buttons: Change the condition to start introducing new buttons at level 2 instead of a later level. Ensure that for every new level starting from level 2, a new button is added. Initialize Quantities for New Buttons: For each new level starting from level 2, add the new button and set its initial quantity to 1. Ensure Increment of Existing Button Quantities: Make sure the existing buttons' quantities are incremented correctly, and the newly introduced button is included in the list of buttons to be updated in subsequent levels.
/**** * Classes ****/ var BackgroundContainer = Container.expand(function () { var self = Container.call(this); var backgroundImage = self.attachAsset('background', { anchorX: 0.5, anchorY: 0.5 }); backgroundImage.x = 2048 / 2; backgroundImage.y = 2732 / 2; }); //<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 - 300) + buttonGraphics.height / 2 + 300; 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 = 0; // Position at the top center }; }); var ForegroundContainer = Container.expand(function () { var self = Container.call(this); // Initialize timer text var timerTxt = new Text2('10000', { size: 100, fill: "#ffffff", stroke: "#000000", strokeThickness: 15 }); timerTxt.anchor.set(0.5, 0.5); timerTxt.x = 2048 / 2; timerTxt.y = 2732 / 2 + 200; self.addChild(timerTxt); // Initialize timer value var timerValue = 600; // Update function for the timer self.update = function () { if (timerValue > 0) { timerValue -= 1; timerTxt.setText(timerValue.toString()); } else { LK.showGameOver(); } }; }); 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()); // Add UI_Holder to the midground container var uiHolder = midgroundContainer.attachAsset('UI_Holder', { anchorX: 0.5, anchorY: 0.5 }); uiHolder.x = 2048 / 2; uiHolder.y = 2732 / 2; // Initialize UI container and add it to the foreground container var uiContainer = foregroundContainer.addChild(new UI()); // Initialize ButtonDisplay var buttonDisplay = uiContainer.addChild(new ButtonDisplay()); buttonDisplay.y = 2732 / 2; // 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 buttonId in buttonQuantities) { availableButtons.push(buttonId); } if (currentButtonId) { availableButtons = availableButtons.filter(function (buttonId) { return buttonId !== currentButtonId; }); } var randomButtonId = availableButtons[Math.floor(Math.random() * availableButtons.length)]; buttonDisplay.updateButton(randomButtonId); for (var buttonId in buttonQuantities) { var quantity = buttonQuantities[buttonId]; for (var j = 0; j < quantity; j++) { // Ensure only a single instance of the target button if (buttonId === randomButtonId && j > 0) { continue; } var button = new Button(buttonId); do { button.x = Math.random() * (2048 - button.width - 200) + button.width / 2 + 100; button.y = Math.random() * (2732 - button.height - 400) + button.height / 2 + 200; } while (Math.abs(button.x - 2048 / 2) < 250 && Math.abs(button.y - 2732 / 2) < 250); buttons.push(button); if (buttonId === randomButtonId) { foregroundContainer.addChild(button); } else { midgroundContainer.addChild(button); } } } currentButtonId = randomButtonId; // Introduce a new button type and increase existing button quantities each round if (level <= 10) { var newButtonId = 'Button_' + (level + 1); buttonQuantities[newButtonId] = 1; } for (var buttonId in buttonQuantities) { if (buttonId !== currentButtonId) { buttonQuantities[buttonId]++; } else { buttonQuantities[buttonId] = 1; // Ensure target button has only one instance } } // Continue to increase the number of existing buttons infinitely for (var buttonId in buttonQuantities) { if (buttonId !== currentButtonId) { buttonQuantities[buttonId]++; } } } // Initialize level text var levelTxt = new Text2('1', { size: 200, fill: "#ffffff", stroke: "#000000", strokeThickness: 15 }); levelTxt.setText(level.toString()); levelTxt.anchor.set(0.5, 0.5); levelTxt.x = 2048 / 2; levelTxt.y = 200; uiContainer.addChild(levelTxt); // Initialize button quantities for the first round var buttonQuantities = { 'Button_1': 1, 'Button_2': 1 }; // Initialize buttons at the start of the game updateButtons(); // Reset the timer at the start of each new level foregroundContainer.timerValue = 600; // 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
@@ -61,12 +61,12 @@
strokeThickness: 15
});
timerTxt.anchor.set(0.5, 0.5);
timerTxt.x = 2048 / 2;
- timerTxt.y = 2732 / 2;
+ timerTxt.y = 2732 / 2 + 200;
self.addChild(timerTxt);
// Initialize timer value
- var timerValue = 10000;
+ var timerValue = 600;
// Update function for the timer
self.update = function () {
if (timerValue > 0) {
timerValue -= 1;
@@ -192,8 +192,10 @@
'Button_2': 1
};
// Initialize buttons at the start of the game
updateButtons();
+// Reset the timer at the start of each new level
+foregroundContainer.timerValue = 600;
// Update function for the game
game.update = function () {
// No specific update logic for the game
};