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I was wrong I didnt mean to say 800 pixels I meant 1500
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move the disc indicator ui 800 pixels to the right
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can you rotate the disc indicator ui 180 degrees?
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Fix Bug: 'TypeError: disc.getGlobalPosition is not a function' in this line: 'var discGlobalPosition = disc.getGlobalPosition();' Line Number: 6
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Timing and Trigger: The "Extra Life" asset should appear precisely at the moment a new disc is added to the UI. This usually happens after certain in-game events, like achieving a specific score or hitting a target. Positioning: The key aspect is the positioning of the "Extra Life" asset. It must be centered directly over the newly added disc. This means the center of the "Extra Life" asset should align perfectly with the center of the new disc. Duration of Display: The asset should remain visible for a short, predefined duration, typically around one second. This brief appearance is enough to catch the player's attention and indicate the acquisition of an extra life or bonus. Animation and Transparency: To make the appearance more engaging, the asset can fade in and out smoothly. Starting from fully transparent, it gradually becomes opaque (fully visible) and then fades away to full transparency again before disappearing. Removal from UI: After the set duration, the asset should be completely removed from the UI to avoid cluttering the screen and to make it clear that the bonus has been acknowledged. Ensuring Correct Overlay: It's crucial to calculate the exact coordinates of the new disc in the UI to place the "Extra Life" asset correctly. This might involve accessing the global position of the disc in the UI and adjusting for any offsets or scaling factors. Responsive to UI Changes: If the UI layout or the size of the discs changes, the positioning logic of the "Extra Life" asset should also adapt accordingly to ensure it always appears correctly centered over the new disc.
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The goal is to implement a feature where, upon the replenishment of a disc in the game's UI, a new "Extra Life" asset is dynamically created and displayed. This asset should appear directly centered over the newly added disc, symbolizing the addition of an extra life or advantage in the game. The asset will be visible for a brief period, typically around one second, before disappearing, providing a visual cue to the player about the gained advantage.
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To ensure the 'Extra Life' asset appears directly over the center of the newly created disc in the UI, you need to adjust the position calculation in the show function of the ExtraLife class. The position should be relative to the disc indicator's coordinate system and take into account the size of the 'Extra Life' asset and the disc. Here's a revised approach: Calculate the Correct Position of the Newly Created Disc: In the DiscIndicator class, the lastDiscGlobalPosition function is already calculating the global position of the last disc. This seems correct. Ensure this function is returning the center of the last disc, not its top-left corner. Adjust the Position of the 'Extra Life' Asset: In the show function of the ExtraLife class, you need to adjust the position of the 'Extra Life' asset so it's centered over the last disc. This involves calculating the center of the 'Extra Life' asset and aligning it with the center of the last disc. Revise the Position Calculation in show Function: Modify the show function to correctly position the 'Extra Life' asset. You should get the center position of the last disc from the lastDiscGlobalPosition function. Then, subtract half the width and height of the 'Extra Life' asset from this position to center it over the disc.
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I an see the extralife asset but it appears in the wrong position, it should be centered, right over the newly replenished disc in the ui disc indicators
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I an see the extra life asset but it appears in the wrong position, it should be centered, right over the newly replenished disc in the ui disc indicators
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I an see the extralife asset but it appears in the wrong position, it should be centered, right over the newly replenished disc in the ui disc indicators
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ccccensure the 'Extra Life' asset appears directly over the new disc in the UI
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Fix Bug: 'TypeError: Cannot read properties of null (reading 'discIndicator')' in this line: 'var lastDiscGlobalPosition = self.parent.discIndicator.lastDiscGlobalPosition();' Line Number: 6
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Implement the Changes: Modify the show function in the ExtraLife class to implement these changes. The function should now position the 'Extra Life' asset based on the global position of the last disc in the DiscIndicator.
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Center the 'Extra Life' Asset: Adjust the position of the 'Extra Life' asset so that it is centered over the disc. This involves aligning the center of the 'Extra Life' asset with the center of the disc. You may need to take into account the size of both the disc and the 'Extra Life' asset.
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Calculate Global Position: Calculate the global position of the last disc in the DiscIndicator. This can be done using a method like getGlobalPosition() which gives you the absolute position of the disc on the screen, considering all parent transformations.
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Access the Last Disc in the Disc Indicator: The newly replenished disc will be the last child in the DiscIndicator container. Access this disc to get its position.
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Fix Bug: 'TypeError: LK.gui.getGlobalPosition is not a function' in this line: 'var uiPosition = LK.gui.getGlobalPosition();' Line Number: 5
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Correct Position Calculation: The current implementation sets the position of the 'Extra Life' asset based on the position of the disc in the game world (disc.x and disc.y). However, for the UI element (the newly replenished disc in the disc indicator), you need to calculate its position relative to the UI container, not the game world.
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To ensure the 'Extra Life' asset appears directly over the new disc, you need to adjust the position calculation in the show function of your ExtraLife class.
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Detect Disc Replenishment: Implement a trigger or event listener to detect when a disc is replenished in the game UI. Calculate Disc Position: When a disc is replenished, calculate its position within the UI. This involves determining the exact coordinates (x and y) where the disc is located. Create 'Extra Life' Asset: Design and create the 'Extra Life' asset as a distinct graphic or visual element. Position 'Extra Life' Asset: Set the 'Extra Life' asset to appear at the calculated position of the replenished disc. This step involves aligning the center of the 'Extra Life' asset with the center of the disc. Display Asset Temporarily: Show the 'Extra Life' asset in the UI overlaying the disc. Ensure that it appears for a brief, predetermined duration (e.g., 1 second). Implement a Timer for Visibility: Use a timer to control the duration for which the 'Extra Life' asset remains visible. After the time elapses, the asset should disappear or fade out. Ensure Non-Interference: Make sure that the display of the 'Extra Life' asset does not interfere with the player's interaction with the UI, particularly with the disc.
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This feature aims to visually signify that the player has gained an extra advantage (like an extra life) in the game. The 'Extra Life' asset, a distinct visual element, is momentarily displayed directly over a disc that has just been replenished in the game's user interface. This visual cue is crucial for enhancing the player's experience by providing instant feedback on their achievement. Detailed Steps for Implementation: Creating the 'Extra Life' Graphic: Design an eye-catching and thematic 'Extra Life' icon that aligns with the game's visual style. Identify Replenishment Event: Locate the code segment where a disc is replenished in the UI. This is typically associated with an increase in the player's available resources or lives. Determine the Position of the New Disc: When a disc is replenished, capture its position in the UI. Calculate the center point of this disc to ensure the 'Extra Life' asset appears right over it. Displaying the 'Extra Life' Asset: At the moment a disc is replenished, overlay the 'Extra Life' asset at the calculated position. Ensure the asset is layered above the disc visually, but does not interfere with the player's ability to interact with the disc if necessary. Control the Visibility Duration: Implement a timer mechanism to control how long the 'Extra Life' asset remains visible (around 1 second is common). After the specified time, make the asset disappear or smoothly fade out.
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There are several "magic numbers" (like 2048, 2732, 0.5, 80, etc.) used in the code. These can be replaced with named constants for better readability and maintainability.
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Redundant Code in Disc Object: The velocity property is being set twice in Disc object. Consider removing the redundant initialization.
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In DiscIndicator, a new Disc object is created for each count in the loop. This can be optimized by creating a function for creating a Disc and reusing it. Example: function createDiscGraphic() { ... return newDisc; } and use this function in the loop.
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Fix Bug: 'TypeError: Cannot read properties of null (reading 'x')' in this line: 'var extraLifeX = targetDiscIndicatorGlobalPos.x + targetDiscIndicator.width / 2 - extraLifeGraphics.width / 2;' Line Number: 227
var ExtraLife = Container.expand(function () { var self = Container.call(this); var extraLifeGraphics = self.createAsset('extra_life', 'Extra Life Graphics', 0.5, 0.5); self.show = function (disc) { var discGraphics = disc.getGraphics(); var discGlobalPosition = { x: disc.x, y: disc.y }; self.x = discGlobalPosition.x; self.y = discGlobalPosition.y; self.alpha = 0; LK.gui.addChild(self); LK.setTimeout(function () { self.alpha = 1; }, 200); LK.setTimeout(function () { self.alpha = 0; }, 1500); LK.setTimeout(function () { LK.gui.removeChild(self); }, 1000); }; }); 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.rotation = Math.PI; 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; } self.discs = []; for (var i = 0; i < count; i++) { var disc = createDiscGraphic(); disc.x = i * (discGraphics.width * 0.5) * 1.1; self.discs.push(disc); self.addChild(disc); } self.lastDiscGlobalPosition = function () { var lastDisc = self.discs[self.discs.length - 1]; return lastDisc.getGlobalPosition(); }; }; }); 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); var extraLife = new ExtraLife(); extraLife.show(disc); } 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(); discs.push(disc); self.addChild(disc); var extraLife = new ExtraLife(); extraLife.show(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 = 900; self.discIndicator.y = 70; LK.gui.addChild(self.discIndicator); self.discIndicator.setCount(5); 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(), 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
@@ -15,9 +15,9 @@
self.alpha = 1;
}, 200);
LK.setTimeout(function () {
self.alpha = 0;
- }, 800);
+ }, 1500);
LK.setTimeout(function () {
LK.gui.removeChild(self);
}, 1000);
};
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