User prompt
Whenever a disc is replenished in the UI indicator, a new asset, named "ExtraLife," should be displayed directly over it for a duration of 500 milliseconds. The display of "ExtraLife" is triggered whenever a new disc is added back into the UI indicator, representing an extra opportunity in the game. The positioning of the "ExtraLife" asset is essential: it needs to be centered precisely over the newly replenished disc in the indicator. This means the central point of the "ExtraLife" asset aligns exactly with the center of the disc that has been refilled, ensuring that it overlays the disc completely and accurately. The replenishment condition for displaying the "ExtraLife" asset is specifically linked to the scenario where a disc makes contact with a slot worth 100 points. In this particular situation, once the disc successfully lands in the 100-point slot, it triggers a replenishment action in the disc indicator UI. It's this specific update, and only this update, that is considered a valid replenishment action.
User prompt
When a disc is replenished in the UI indicator, not when it is consumed, a specific event should occur: the display of a new asset, named "ExtraLife," directly over the replenished disc. This display of "ExtraLife" will only happen at the moment a disc is added back into the UI indicator, signifying an extra turn or opportunity in the game. The crucial aspect of this feature is the precise positioning of the "ExtraLife" asset. It must be centered exactly over the newly added disc in the indicator. The central point of the "ExtraLife" asset should align perfectly with the center of the replenished disc, ensuring it covers the disc fully
User prompt
that worked, but not as intended. the newly added asset is displayed in the correct position, but it should only be displayed when a disc is replenished, not also when it's consumed. so only show the asset IF the disc is replenished back
User prompt
The current implementation successfully triggers the display of the "ExtraLife" asset when a disc is replenished in the UI indicator. However, an unintended consequence is that the "ExtraLife" asset also appears when a disc is consumed, which deviates from the intended design. The desired behavior is for the "ExtraLife" asset to appear exclusively when a disc is replenished, symbolizing an additional opportunity or turn in the game. It should not appear when a disc is consumed or used up.
User prompt
Whenever a disc is replenished in the UI indicator, a new asset, named "ExtraLife," should be displayed directly over it for a duration of 500 milliseconds. The display of "ExtraLife" is triggered whenever a new disc is added back into the UI indicator, representing an extra opportunity in the game. The positioning of the "ExtraLife" asset is essential: it needs to be centered precisely over the newly replenished disc in the indicator. This means the central point of the "ExtraLife" asset aligns exactly with the center of the disc that has been refilled, ensuring that it overlays the disc completely and accurately.
User prompt
Fix Bug: 'ReferenceError: discGraphics is not defined' in this line: 'extraLife.y = self.parent.discIndicator.y - self.parent.discIndicator.children.length * discGraphics.height * 0.5 * 1.1;' Line Number: 75
User prompt
When a disc is replenished in the UI indicator, a new asset named "ExtraLife" should appear directly over it for a brief duration of 500 milliseconds. This display of "ExtraLife" is triggered specifically when a new disc is added to the UI indicator as a reward for hitting the 100 points slot, granting an additional toss. The placement of the "ExtraLife" asset is critical: it must be perfectly centered over the newly refilled disc in the indicator. The central point of the "ExtraLife" asset should align precisely with the center of the disc that has just been refilled, ensuring that the "ExtraLife" completely overlays the disc. This alignment is crucial for visual clarity and game aesthetics.
User prompt
whenever a disc is refilled in the UI indicator, display a new asset over it for 500 miliseconds. this new asset will be called ExtraLife. so this new asset needs to appear only when a new disc is refilled when getting an extra toss obtained from hitting the 100 points slot. this new asset needs to appear xactly over the center of the newly refilled disc idnicator, so that it covers it perfectly. basically, the centerof the new asset is displayed over the center of the disc indicator that gets refilled
User prompt
whenever a disc is refilled in the UI indicator, display a new asset over it for 500 miliseconds. this new asset will be called ExtraLife. so this new asset needs to appear only when a new disc is refilled when getting an extra toss obtained from hitting the 100 points slot
User prompt
when a disc refills back in the UI indicator, display a new asset over it for 500 miliseconds. this new asset will be called ExtraLife
User prompt
move the entire disc indicator UI by 50 pixels to the left
User prompt
move the entire disc indicator UI by 500 pixels to the right
User prompt
move the entire disc indicator UI by 800 pixels to the right
User prompt
flip the disc indicator UI so that it's mirrored horizontally
User prompt
rotate the disc indicator UI that updates the nubmer of available disc. rotate it by 180 degrees
User prompt
rotate the disc indicator UI by 180 degrees, so that it's basically reversed
User prompt
rotate the disc indicator UI by 180 degrees
User prompt
change the disc indicator UI horizontal position to 1350 pixels
User prompt
rotate the disc idnicators UI by 180 degrees
User prompt
change the 1400 to 1350 self.discIndicator.x = 1400;
User prompt
change the 1500 to 1400 self.discIndicator.x = 1500;
User prompt
self.discIndicator.x = 1000; change the 1000 to 1500
User prompt
change the 1800 to 1000 "self.discIndicator.x = 1800;
User prompt
change the 2100 to 1800 "self.discIndicator.x = 2100;"
User prompt
move the disc indicator ui 2000 pixels to the right
var Separator = Container.expand(function () { var self = Container.call(this); var CENTER_ANCHOR = 0.5; var separatorGraphics = self.createAsset('separator', 'Separator Graphics', CENTER_ANCHOR, CENTER_ANCHOR); separatorGraphics.alpha = 0; separatorGraphics.width = LK.getAsset('separator').width; separatorGraphics.height = LK.getAsset('separator').height * 4; self.collideWithDisc = function (disc) { var discGraphics = disc.getGraphics(); var dx = disc.x - self.x; var dy = disc.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < discGraphics.width / 2 + separatorGraphics.width / 2) { disc.x = self.x + separatorGraphics.width / 2; disc.y = self.y + separatorGraphics.height / 2; disc.velocity.x = 0; disc.velocity.y = 0; } }; }); 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(); function createDiscGraphic() { var newDisc = self.createAsset('disc', 'Disc Indicator Graphics', 0.5, 0.5); newDisc.scale.set(0.5); return newDisc; } for (var i = 0; i < count; i++) { var disc = createDiscGraphic(); 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); if (self.pointValue === 100) { var remainingDiscs = self.parent && self.parent.discs ? self.parent.discs.length - self.parent.currentDiscIndex : 0; if (remainingDiscs < 3) { self.parent.createDisc.apply(self.parent); } self.parent.discIndicator.setCount(remainingDiscs + 1); } }; 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 -= 5 * dotProduct * normal.x * disc.elasticity; disc.velocity.y -= 5 * dotProduct * normal.y * disc.elasticity; }; }); var Disc = Container.expand(function () { var self = Container.call(this); self.getGraphics = function () { return discGraphics; }; var discGraphics = self.createAsset('disc', 'Disc Graphics', .25, .25); self.elasticity = 0.2; self.gravity = 6; self.inSlot = false; self.pointValue = 0; self.x = LK.getAsset('disc').width / 2; self.y = LK.getAsset('disc').height / 2; self.velocity = { x: 0, y: 0 }; var HORIZONTAL_SPEED = 80; self.horizontalSpeed = HORIZONTAL_SPEED; self.movingLeft = Math.random() < 0.5; self.move = function () { if (!self.inSlot) { var limit = 2048 * 0.1; if (self.movingLeft) { self.x -= self.horizontalSpeed; if (self.x <= limit) self.movingLeft = false; } else { self.x += self.horizontalSpeed; if (self.x >= 2048 - limit) self.movingLeft = true; } if (self.velocity.y !== 0 || self.velocity.x !== 0) { self.velocity.y += self.gravity * 0.5; 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); self.createDisc = function () { var disc = new Disc(); disc.alpha = 0; discs.push(disc); self.addChild(disc); }; var background = self.createAsset('background', 'Background Graphics', 0, 0); background.width = 2048; var SCREEN_HEIGHT = 2732; background.height = SCREEN_HEIGHT; background.alpha = 1; self.addChild(background); var separators = []; var totalSeparators = 7; var SCREEN_WIDTH = 2048; var separatorSpacing = SCREEN_WIDTH / (totalSeparators + 1) + 40; for (var i = 0; i < totalSeparators; i++) { var separator = new Separator(); separator.x = separatorSpacing * (i + 1) - separatorSpacing / 2 - 20; separator.y = 2732 / 2 + 600 + 600; separators.push(separator); self.addChild(separator); } 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; self.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); self.discIndicator = new DiscIndicator(); self.discIndicator.x = 1350; self.discIndicator.y = 70; LK.gui.addChild(self.discIndicator); self.discIndicator.setCount(5); function updateScore(pointValue) { totalScore += pointValue; scoreTxt.setText(totalScore.toString()); if (pointValue === 100) { var extraLife = self.createAsset('ExtraLife', 'Extra Life Graphics', 0.5, 0.5); extraLife.x = self.discIndicator.x; extraLife.y = self.discIndicator.y; self.addChild(extraLife); LK.setTimeout(function () { extraLife.destroy(); }, 500); } } function updateUI() { scoreTxt.setText(totalScore.toString()); } var pegs = []; var slots = []; var discs = [new Disc(), new Disc(), 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 + 500; slots.push(slot); slot.slotGraphics.alpha = 0; self.addChild(slot); var visualSlot = new Slot(slotPoints[i]); visualSlot.setSize(slotWidth, slotWidth); visualSlot.x = slot.x; visualSlot.y = slot.y - 200; self.addChild(visualSlot); } 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++) { for (var i = 0; i < activeDisc.velocity.y; i++) { if (activeDisc.intersects(separators[s])) { separators[s].collideWithDisc(activeDisc, activeDisc.discGraphics); } } } for (var j = 0; j < slots.length; j++) { if (activeDisc.intersects(slots[j]) && !activeDisc.inSlot) { slots[j].collideWithDisc(activeDisc, updateScore); activeDisc.inSlot = true; currentDiscIndex++; self.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 = 80; discs[currentDiscIndex].movingLeft = Math.random() < 0.5; discs[currentDiscIndex].visible = true; discs[currentDiscIndex].alpha = 1; } } } } } if (currentDiscIndex == discs.length) { var allDiscsInSlots = discs.every(function (disc) { return disc.inSlot; }); var lastDisc = discs[discs.length - 1]; if (allDiscsInSlots && (!lastDisc.inSlot || lastDisc.pointValue !== 100)) { 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 < 8; 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 + 190; pegs.push(peg); self.addChild(peg); } } });
===================================================================
--- original.js
+++ change.js
@@ -31,17 +31,8 @@
for (var i = 0; i < count; i++) {
var disc = createDiscGraphic();
disc.x = -i * (discGraphics.width * 0.5) * 1.1;
self.addChild(disc);
- if (i === count - 1) {
- var extraLife = self.createAsset('ExtraLife', 'Extra Life Graphics', 0.5, 0.5);
- extraLife.x = disc.x;
- extraLife.y = disc.y;
- self.addChild(extraLife);
- LK.setTimeout(function () {
- extraLife.destroy();
- }, 1000);
- }
}
};
});
var Slot = Container.expand(function (pointValue) {
@@ -223,8 +214,17 @@
self.discIndicator.setCount(5);
function updateScore(pointValue) {
totalScore += pointValue;
scoreTxt.setText(totalScore.toString());
+ if (pointValue === 100) {
+ var extraLife = self.createAsset('ExtraLife', 'Extra Life Graphics', 0.5, 0.5);
+ extraLife.x = self.discIndicator.x;
+ extraLife.y = self.discIndicator.y;
+ self.addChild(extraLife);
+ LK.setTimeout(function () {
+ extraLife.destroy();
+ }, 500);
+ }
}
function updateUI() {
scoreTxt.setText(totalScore.toString());
}
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