User prompt
Position Calculation Adjustment: When adding the discs, their x positions are currently calculated based on their index in the loop (i). To reverse the order, you need to calculate their positions based on the total count of discs and their current index.
User prompt
Reverse the Order of Disc Addition: Currently, discs are being added from left to right (0 to count-1). Instead, you want to add them from right to left. This can be done by reversing the loop's iteration order or by adjusting the position calculation.
User prompt
To modify the DiscIndicator functionality so that it removes discs from left to right, you will need to adjust the logic within the setCount function. Here's a high-level explanation of what needs to be done: Reverse the Order of Disc Addition: Currently, discs are being added from left to right (0 to count-1). Instead, you want to add them from right to left. This can be done by reversing the loop's iteration order or by adjusting the position calculation. Position Calculation Adjustment: When adding the discs, their x positions are currently calculated based on their index in the loop (i). To reverse the order, you need to calculate their positions based on the total count of discs and their current index. Modify the setCount Function: Inside the setCount function, instead of starting the loop from 0, start it from the total number of discs minus 1 and go down to 0. Adjust the x position of each disc accordingly, so that when a disc is removed (i.e., the count decreases), it is the leftmost disc that gets removed. This approach ensures that the discs are added in reverse order, and when the count decreases, it visually appears as though the leftmost disc is being removed first, moving towards the right.
User prompt
the UI disc indicators currently updates the discs by removing or refilling the discs from right to left. so when a disc is used, it removes the right most disc from the ui. I want this to be flipped, so that it removes the left most disc, alwaysremovind them from the left and contiu removing them towards the right
User prompt
I can see it now in the UI, but it now needs to reverse the order of removing discs. it still removes or refills discs from right to left, when instead it should do that from left ro right
User prompt
great, I can see it now in the UI, but it now needs to reverse the order of removing discs. it still removes or refills discs from right to left, when instead it should do that from left ro right
User prompt
I can't see the disc UI anymore, I believe it might now be outside of the screen area
User prompt
I want to move the disc indicators to the right side of the screen. basically flip the whole disc indicators UI. mirror it, so that it's now flipped to the right side of the screen. that means that the idnicators removes or refills discs from left to right instead of from right to left
User prompt
make the separators invisible
User prompt
the disc has to snap it's center to the middle part of the separator as soon as any part of the disc touches any part of the separator
User prompt
now I want you to change the entire logic of the separators. instead of the disc colliding with them as they do with the pegs, these separators now need to act as sort of magnets. as soon as the disc touches a separator, it needs to align the disc's center with the vertical part of the separator. the disc will then only be able to sldie down the separator. but it will be bound to the separator, not being able to move horizontally anymore, thus only allowing the disc to glide vertically alng the separator
User prompt
move all the separators 20 pixels to the left
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increase the distance between the separators by 40 pixels
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increase the distance between the separators by 30 pixels
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increase the distance between the separators by 45 pixels
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increase the distance between the separators by 50 pixels
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now move the separators 300 pixels lower
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now move the separators 300 pixels lower
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now move the separators 600 pixels lower
User prompt
all separators need to be equally distanced between themselves and all of them need to be aligned to the middle of the screen
User prompt
let's first change the number and position of the separators. instead of 6, I want there to be 7 f them. also equally distanced between themselves, but this owuld mean the 4th separator would now coincide with the middle of the screen
User prompt
make the separators visible again
User prompt
remove the separators
User prompt
remove the bottom most row of pegs from the grid leaving the rest of the pegs in the same exact position as now
User prompt
change the 0.2 to 0.1 " var limit = 2048 * 0.2;"
var Separator = Container.expand(function () { var self = Container.call(this); var separatorGraphics = self.createAsset('separator', 'Separator Graphics', 0.5, 0.5); 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(); 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); 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(self.parent.discs.length - self.parent.currentDiscIndex); } }; 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.velocity = { x: 0, y: 0 }; 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 }; self.horizontalSpeed = 80; 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; background.height = 2732; background.alpha = 1; self.addChild(background); var separators = []; var totalSeparators = 7; var separatorSpacing = 2048 / (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 = 2048 / 2; self.discIndicator.y = 50; 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.length - 1 - i) * (discGraphics.width * 0.5) * 1.1; 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
@@ -218,9 +218,9 @@
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].x = 2048 / 2 - (discs.length - 1 - i) * (discGraphics.width * 0.5) * 1.1;
discs[i].y = 250;
discs[i].velocity.x = 0;
discs[i].velocity.y = 0;
discs[i].visible = false;
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