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remember the area in the center of the screen where buttons can't be generated inside? you need to keep that area also as a limiting factor for the buttons, so they can't enter it. when they hit it, they noot to bounce off of it, just as they do when they hit a screen edge
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decrease the buttons speed. also, ensure their collision with the screen edge happens when any area of the buttons hits the edge, not their center
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starting with level 11, add some motion to all the buttons, they need to have a speed of 5, and move around the play area. if they hit the screen edge, they need to bounce back so they remain inside the screen visible area
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Initialize Timer with 600 Units: Start the game with a timer value of 600. Modify Timer Reset Function: In the reset function of the Timer class, decrement the timer value by 10 units for each new level. Ensure the timer does not go below 300 units. Update the Timer Display: Update the timer display to reflect the current timer value after each reset.
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after each round, decrease the timer by 10, so when it resets, it resets by 10 less. so it starts at 600 at the first level, then at level 2 it starts at 590 and level 3 starts at 580 and so on. once it reaches 300, stop decreasing it, and always reset it back at 300
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the timer starts at 600. after each round, decrease it by 10, so when it resets instead of starting at 600, start it from 590. the next round it resets at 580 and so on. keep decreasing it in increments of 10, until it reaches 300. once it reaches 300, always reset it at 300
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the timer starts at 600. after each level, decrease the starting timer by 10. SO if it starts at 600, the next round it starts at 590, and the next at 580 and so on. Once it reaches 300, stop decreasing it.
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after each level, decrease the starting timer by 10. SO if it starts at 600, the next round it starts at 590, and the next at 580 and so on. Once it reaches 300, stop decreasing it.
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after each level, decrease the starting timer by 10. SO if it starts at 600, the next round it starts at 590, and the next at 580 and so on. Once it reaches 300, stop decreasing it, so that 300 is the final timer. all levels afterwards will start at 300
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when the correct button is clicked, play the Correct sound
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in the foreground container in the UI section add a new text named "FIND"
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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 600 and deduct in increments of 1 unit. restart the timer after each round, basically allowing the player 10 seconds per round to fidn the button
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reset the timer at the start of each new round
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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
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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
/**** * 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 }); // Add speed property to Button class self.speed = { x: Math.random() * 10 - 5, y: Math.random() * 10 - 5 }; self.update = function () { // Move the button self.x += self.speed.x; self.y += self.speed.y; // Bounce the button off the screen edges if (self.x < 0 || self.x > 2048) { self.speed.x *= -1; } if (self.y < 0 || self.y > 2732) { self.speed.y *= -1; } }; 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(); // Play the 'Correct' sound LK.getSound('Correct').play(); } 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); }); var MidgroundContainer = Container.expand(function () { var self = Container.call(this); }); // Timer class var Timer = Container.expand(function () { var self = Container.call(this); var timerValue = 600; var timerText = new Text2(timerValue.toString(), { size: 100, fill: "#ffffff", stroke: "#000000", strokeThickness: 15 }); timerText.anchor.set(0.5, 0.5); timerText.x = 2048 / 2; timerText.y = 1560; self.addChild(timerText); self.update = function () { if (timerValue > 0) { timerValue -= 1; timerText.setText(timerValue.toString()); } else { LK.showGameOver(); } }; self.reset = function () { timerValue = Math.max(200, 600 - 10 * level); timerText.setText(timerValue.toString()); }; }); 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 Timer and add it to the UI container var timer = uiContainer.addChild(new Timer()); // 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 - 400) + button.width / 2 + 200; button.y = Math.random() * (2732 - button.height - 600) + button.height / 2 + 300; } 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; // Reset the Timer timer.reset(); // 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(); // 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
@@ -17,10 +17,24 @@
var buttonGraphics = self.attachAsset(buttonId, {
anchorX: 0.5,
anchorY: 0.5
});
+ // Add speed property to Button class
+ self.speed = {
+ x: Math.random() * 10 - 5,
+ y: Math.random() * 10 - 5
+ };
self.update = function () {
- // No specific update logic for the button
+ // Move the button
+ self.x += self.speed.x;
+ self.y += self.speed.y;
+ // Bounce the button off the screen edges
+ if (self.x < 0 || self.x > 2048) {
+ self.speed.x *= -1;
+ }
+ if (self.y < 0 || self.y > 2732) {
+ self.speed.y *= -1;
+ }
};
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) {