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Fix Bug: 'ReferenceError: separators is not defined' in this line: 'for (var s = 0; s < separators.length; s++) {' Line Number: 241
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the separators are not coliding with the disc, they need to colide with it
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change the 600 to 400 " slot.y = 2732 - slot.slotGraphics.height + 600;"
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now move all the slots at the bottom by 300 pixels bellow their current position
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Fix Bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'addChild')' in this line: 'self.addChild(separator);' Line Number: 158
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now, there's a single separated at the middle of the screen, but I need you to multiply it so there's a total of 6 separators. they need to be equally distanced between themselves, while making sure all 6 of them are still aligned to the middle of the screen
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change the 20 to 40 " separator.y = 2732 - separator.height / 2 - 20;"
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change the 10 to 20 " separator.y = 2732 - separator.height / 2 - 10;"
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change the 100 to 10 here "separator.y = 2732 - separator.height / 2 - 100;"
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decrease the height of the separator by half
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change the 250 to 100 here " separator.y = 2732 - separator.height / 2 - 250;"
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the separator's position is higher than I want it to be. move it lower by 100 pixels. that means move it UNDER it's current position. towards the bottom
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the separator's position is higher than I want it to be. move it lower by 100 pixels
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dude wtf?! I asked you to move the separator lower not higher!!!! move it 200 pixels lower!
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move the separator even 100 pixels lower
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you you not understanding my commands, you keep moving the separator higher, when I asked you to move it lower
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move the separator 100 pixels lower, not higher!
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move the separator 100 pixels lower
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make the separator length 500 pixels high
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move the separator 50 pixels higher
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let's create another type of peg, called a separator. this is a rectangle that is 100 pixels high and 10 pixels wide. the disc can bounce off it similar to the other pegs. place this at the bottom of the screen
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ensure the pegs are perfect circles
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for some reason, when touching a peg, the disc has a tendency to always go fall to the left. it needs to be a coin flip and should actually go either left or right with a 50% chance to go either ways. ensure this check is done after every single interaction between the disc and any peg
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for some reason, when touching a peg, the disc has a tendency to always go fall to the left. it needs to be a coin flip and should actually go either left or right with a 50% chance to go either ways
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when the disc hits a peg, it has a 50%-50% chance to go either left or right
var Separator = Container.expand(function () { var self = Container.call(this); var separatorGraphics = self.createAsset('separator', 'Separator Graphics', 0.5, 0.5); separatorGraphics.width = 10; separatorGraphics.height = 250; self.collideWithDisc = function (disc) { var normal = { x: disc.x - self.x, y: disc.y - self.y }; var length = Math.sqrt(normal.x * normal.x + normal.y * normal.y); normal.x /= length; normal.y /= length; var dotProduct = disc.velocity.x * normal.x + disc.velocity.y * normal.y; disc.velocity.x -= 2.5 * dotProduct * normal.x * disc.elasticity; disc.velocity.y -= 2.5 * dotProduct * normal.y * disc.elasticity; }; }); var DiscIndicator = Container.expand(function () { var self = Container.call(this); var discGraphics = self.createAsset('disc', 'Disc Indicator Graphics', 0.5, 0.5); self.setCount = function (count) { self.removeChildren(); for (var i = 0; i < count; i++) { var disc = self.createAsset('disc', 'Disc Indicator Graphics', 0.5, 0.5); disc.scale.set(0.5); disc.x = i * (discGraphics.width * 0.5) * 1.1; self.addChild(disc); } }; }); var Slot = Container.expand(function (pointValue) { var self = Container.call(this); self.slotGraphics; switch (pointValue) { case 10: self.slotGraphics = self.createAsset('slot_red', 'Slot Graphics', 0.5, 1); break; case 25: self.slotGraphics = self.createAsset('slot_blue', 'Slot Graphics', 0.5, 1); break; case 50: self.slotGraphics = self.createAsset('slot_green', 'Slot Graphics', 0.5, 1); break; case 100: self.slotGraphics = self.createAsset('slot_purple', 'Slot Graphics', 0.5, 1); break; default: self.slotGraphics = self.createAsset('slot', 'Slot Graphics', 0.5, 1); break; } self.pointValue = pointValue; var pointValueText = new Text2(self.pointValue.toString(), { size: 50, fill: '#ffffff' }); pointValueText.anchor.set(0.5, 0); self.addChild(pointValueText); self.collideWithDisc = function (disc, updateScoreCallback) { disc.inSlot = true; disc.pointValue = self.pointValue; updateScoreCallback(disc.pointValue); }; self.setSize = function (width, height) { self.slotGraphics.width = width; self.slotGraphics.height = height; pointValueText.x = width / 2; pointValueText.y = height - pointValueText.height; }; }); var Peg = Container.expand(function () { var self = Container.call(this); var pegGraphics = self.createAsset('peg', 'Peg Graphics', .25, .25); self.collideWithDisc = function (disc) { var normal = { x: disc.x - self.x, y: disc.y - self.y }; var length = Math.sqrt(normal.x * normal.x + normal.y * normal.y); normal.x /= length; normal.y /= length; var dotProduct = disc.velocity.x * normal.x + disc.velocity.y * normal.y; disc.velocity.x -= 2.5 * dotProduct * normal.x * disc.elasticity; disc.velocity.y -= 2.5 * dotProduct * normal.y * disc.elasticity; }; }); var Disc = Container.expand(function () { var self = Container.call(this); var discGraphics = self.createAsset('disc', 'Disc Graphics', .25, .25); self.velocity = { x: 0, y: 0 }; self.elasticity = 0.15; self.gravity = 1.5; self.inSlot = false; self.pointValue = 0; self.x = 2048 / 2; self.y = 0; self.velocity = { x: 0, y: 0 }; self.horizontalSpeed = 20; self.movingLeft = Math.random() < 0.5; self.move = function () { if (!self.inSlot) { if (self.movingLeft) { self.x -= self.horizontalSpeed; if (self.x <= 0) self.movingLeft = false; } else { self.x += self.horizontalSpeed; if (self.x >= 2048) self.movingLeft = true; } if (self.velocity.y !== 0 || self.velocity.x !== 0) { self.velocity.y += self.gravity * 1.5; self.x += self.velocity.x; self.y += self.velocity.y; if (self.x < 0 || self.x > 2048) { self.velocity.x *= -1; } if (self.y < 0 || self.y > 2732) { self.velocity.y *= -1; } } } }; self.collideWithPeg = function (peg) { var dx = self.x - peg.x; var dy = self.y - peg.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < pegGraphics.width / 2 + discGraphics.width / 2) { var angle = Math.atan2(dy, dx); var sin = Math.sin(angle); var cos = Math.cos(angle); self.x = peg.x + (pegGraphics.width / 2 + discGraphics.width / 2) * cos; self.y = peg.y + (pegGraphics.width / 2 + discGraphics.width / 2) * sin; var dx1 = self.velocity.x; var dy1 = self.velocity.y; var speed = Math.sqrt(dx1 * dx1 + dy1 * dy1); var direction = Math.atan2(dy1, dx1); self.velocity.x = speed * Math.cos(direction + angle) * self.elasticity; self.velocity.y = speed * Math.sin(direction + angle) * self.elasticity; if (distance < pegGraphics.width / 2 + discGraphics.width / 2) { self.x = peg.x + (pegGraphics.width / 2 + discGraphics.width / 2) * cos; self.y = peg.y + (pegGraphics.width / 2 + discGraphics.width / 2) * sin; } } }; }); var Game = Container.expand(function () { var self = Container.call(this); var totalSeparators = 6; var separatorSpacing = 2048 / (totalSeparators + 1); var separators = []; for (var i = 0; i < totalSeparators; i++) { var separator = new Separator(); separator.x = separatorSpacing * (i + 1); separator.y = 2732 - separator.height / 2 - 40; separators.push(separator); self.addChild(separator); } var background = self.createAsset('background', 'Background Graphics', 0, 0); background.width = 2048; background.height = 2732; background.alpha = 0.5; stage.on('down', function (obj) { if (currentDiscIndex < discs.length) { var activeDisc = discs[currentDiscIndex]; if (!activeDisc.inSlot) { activeDisc.velocity.y = 5; activeDisc.velocity.x = (Math.random() - 0.5) * 3; activeDisc.horizontalSpeed = 0; discIndicator.setCount(discs.length - currentDiscIndex - 1); } } }); var scoreTxt = new Text2('0', { size: 100, fill: '#ffffff', stroke: '#000000', strokeThickness: 6, font: "'Luckiest Guy', 'Arial Black', sans-serif" }); scoreTxt.anchor.set(0.5, 0); LK.gui.topCenter.addChild(scoreTxt); var discIndicator = new DiscIndicator(); discIndicator.x = 100; discIndicator.y = 70; LK.gui.addChild(discIndicator); discIndicator.setCount(3); function updateScore(pointValue) { totalScore += pointValue; scoreTxt.setText(totalScore.toString()); } function updateUI() { scoreTxt.setText(totalScore.toString()); } var pegs = []; var slots = []; var discs = [new Disc(), new Disc(), new Disc()]; for (var i = 0; i < discs.length; i++) { discs[i].x = 2048 / 2; discs[i].y = 250; discs[i].velocity.x = 0; discs[i].velocity.y = 0; discs[i].visible = false; self.addChild(discs[i]); } discs[0].visible = true; var currentDiscIndex = 0; var totalScore = 0; function createDisc() { var disc = new Disc(); discs.push(disc); self.addChild(disc); } var slotPoints = [10, 25, 50, 100, 50, 25, 10]; var slotWidth = 2048 / slotPoints.length; for (var i = 0; i < slotPoints.length; i++) { var slot = new Slot(slotPoints[i]); slot.setSize(slotWidth, slotWidth); slot.x = i * slotWidth + 140; slot.y = 2732 - slot.slotGraphics.height + 400; slots.push(slot); self.addChild(slot); } LK.on('tick', function () { if (currentDiscIndex < discs.length) { var activeDisc = discs[currentDiscIndex]; if (!activeDisc.inSlot) { activeDisc.move(); for (var i = 0; i < pegs.length; i++) { if (activeDisc.intersects(pegs[i])) { pegs[i].collideWithDisc(activeDisc); } } for (var i = 0; i < pegs.length; i++) { if (activeDisc.intersects(pegs[i])) { pegs[i].collideWithDisc(activeDisc); } } for (var s = 0; s < separators.length; s++) { if (activeDisc.intersects(separators[s])) { separators[s].collideWithDisc(activeDisc); } } for (var j = 0; j < slots.length; j++) { if (activeDisc.intersects(slots[j]) && !activeDisc.inSlot) { slots[j].collideWithDisc(activeDisc, updateScore); activeDisc.inSlot = true; currentDiscIndex++; discIndicator.setCount(discs.length - currentDiscIndex); if (currentDiscIndex < discs.length) { if (discs[currentDiscIndex - 1].inSlot) { discs[currentDiscIndex].x = Math.random() * 2048; discs[currentDiscIndex].y = 250; discs[currentDiscIndex].velocity.x = 0; discs[currentDiscIndex].velocity.y = 0; discs[currentDiscIndex].horizontalSpeed = 20; discs[currentDiscIndex].movingLeft = Math.random() < 0.5; discs[currentDiscIndex].visible = true; } } } } } if (currentDiscIndex == discs.length && discs.every(function (disc) { return disc.inSlot; })) { LK.showGameOver(); totalScore = 0; currentDiscIndex = 0; discs.forEach(function (disc) { disc.x = 2048 / 2; disc.y = 850; disc.velocity.y = 0; disc.velocity.x = 0; disc.inSlot = false; }); } } }); var pegOffsetX = 2048 / 7; var pegOffsetY = (2732 - pegOffsetX) / 9; var marginX = pegOffsetX / 2 - 20; for (var row = 0; row < 7; row++) { var numberOfPegsInRow = row % 2 === 0 ? 7 : 6; for (var col = 0; col < numberOfPegsInRow; col++) { var peg = new Peg(); var staggerOffset = row % 2 * (pegOffsetX / 2); peg.x = marginX + col * pegOffsetX + staggerOffset; peg.y = pegOffsetY + row * pegOffsetY + 300; pegs.push(peg); self.addChild(peg); } } });
===================================================================
--- original.js
+++ change.js
@@ -151,12 +151,14 @@
var Game = Container.expand(function () {
var self = Container.call(this);
var totalSeparators = 6;
var separatorSpacing = 2048 / (totalSeparators + 1);
+ var separators = [];
for (var i = 0; i < totalSeparators; i++) {
var separator = new Separator();
separator.x = separatorSpacing * (i + 1);
separator.y = 2732 - separator.height / 2 - 40;
+ separators.push(separator);
self.addChild(separator);
}
var background = self.createAsset('background', 'Background Graphics', 0, 0);
background.width = 2048;
Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.wooden peg
bucket with 50 text on it. front view. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows. pixel. 8 bit
golden bucket with 100 text on it. front view. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows. pixel. 8 bit
bucket with 25 text on it. front view. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows. pixel. 8 bit
round crumpled ball of paper. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. no shadow. pixel. 8 bit
white paper wallpaper. In-Game texture. 2d.. High contrast. No shadows. pixel. 8 bit. single color
paper peg Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows. pixel. 8 bit
green plus sign Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows. pixel. 8 bit
silver bucket with 75 text on it . front view. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows. pixel. 8 bit