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Implement a special row blaster gem that appears after matching more than three gems.
User prompt
Please fix the bug: 'Timeout.tick error: Cannot read properties of undefined (reading 'x')' in or related to this line: 'var goalGemSpriteScale = currentGoalGemSprite.scale.x;' Line Number: 832
Code edit (2 edits merged)
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in fillemptyspaces when checking to create a new gem - ensure Only proceed if theres no gems in any position in the gems array which is above the empty space array position
Code edit (3 edits merged)
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Please fix the bug: 'Timeout.tick error: requestAnimationFrame is not a function' in or related to this line: 'requestAnimationFrame(animateScale);' Line Number: 1615
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When starting the initial countdown interval (3-2-1-GO), while doing that, scale the board smoothly from 0.8 to 1.
Code edit (6 edits merged)
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Please fix the bug: 'Timeout.tick error: Cannot read properties of null (reading 'y')' in or related to this line: 'dragon.y = gemToRemove.y; // Random y position within game bounds' Line Number: 1462
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Uncomment addchild of Thumbs up 2
Code edit (5 edits merged)
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In the dragon trail particles affect, before destroying each particle, rather fade each particle out smoothly
Code edit (1 edits merged)
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Please fix the bug: 'Timeout.tick error: p.destroy is not a function. (In 'p.destroy()', 'p.destroy' is undefined)' in or related to this line: 'p.destroy();' Line Number: 1158
Code edit (1 edits merged)
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Please fix the bug: 'Timeout.tick error: Can't find variable: particle' in or related to this line: 'particle.init(self.x, self.y);' Line Number: 1141
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Please fix the bug: 'Timeout.tick error: Can't find variable: GlowingParticlesForRedEnvelope' in or related to this line: 'var particle = new GlowingParticlesForRedEnvelope();' Line Number: 1141
Code edit (1 edits merged)
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In the dragon particle trail cut in half the number of particles involved
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I reduce the number of particles in the dragons particles trailer
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Further reduce the rate of particles in the dragons particle trail
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Reduce the number of particles in the dragon particle trail
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Implement a particle trail to the dragon
Initial prompt
Copy Magic Mach 3
===================================================================
--- original.js
+++ change.js
@@ -681,8 +681,30 @@
thumbUpSprite2.y = 0;
thumbUpSprite2.x = 500;
thumbUpSprite2.anchor.set(.5, 0.5); // Align with the timer's top margin
modalContainer.addChild(thumbUpSprite2);
+ var modalText = new Text2('+', {
+ size: 120,
+ weight: 600,
+ fill: "#ffffff",
+ x: 1024 + 70,
+ // Adjust x position to make space for the hourglass sprite
+ y: 1366,
+ anchorX: 0.5,
+ anchorY: 0.5,
+ dropShadow: true,
+ dropShadowColor: '#000000',
+ dropShadowBlur: 8,
+ dropShadowOffsetX: 4,
+ dropShadowOffsetY: 4,
+ stroke: true,
+ strokeColor: '#000000',
+ strokeThickness: 2
+ });
+ modalText.anchor.set(.5);
+ modalText.x = 300;
+ modalText.y = 0;
+ modalContainer.addChild(modalText);
// Automatically remove the modal and background after 2 seconds
// Start animation for modal elements
var duration = 2000; // 3 seconds for the animation
LK.setTimeout(function () {
@@ -1406,14 +1428,14 @@
/****
* Game Code
****/
-// Dragon spawn timer
-// Goal gem type and count
-// Initialize large countdown at the beginning of the game
-// Initialize score
-// Initialize 2-minute timer
// Initialize a timer for showing hints
+// Initialize 2-minute timer
+// Initialize score
+// Initialize large countdown at the beginning of the game
+// Goal gem type and count
+// Dragon spawn timer
var dragonSpawnTimer;
var isDragoning = false;
function triggerDragon() {
if (dragonSpawnTimer) {
@@ -1561,30 +1583,82 @@
var countdownInterval = LK.setInterval(function () {
countdownValue -= 1;
if (countdownValue > 0) {
countdownTxt.setText(countdownValue.toString());
+ // Bounce effect for countdown numbers
+ var scaleUpDuration = 100; // Duration to scale up in milliseconds
+ var scaleDownDuration = 100; // Duration to scale down in milliseconds
+ var maxScale = 1.2; // Maximum scale factor
+ var originalScale = 1; // Remember the original scale
+ var scaleUp = function scaleUp() {
+ var startTime = Date.now();
+ var scaleStep = function scaleStep() {
+ var currentTime = Date.now();
+ var progress = Math.min(1, (currentTime - startTime) / scaleUpDuration);
+ countdownTxt.scale.set(originalScale + (maxScale - originalScale) * progress);
+ if (progress < 1) {
+ LK.setTimeout(scaleStep, 16);
+ } else {
+ scaleDown();
+ }
+ };
+ scaleStep();
+ };
+ var scaleDown = function scaleDown() {
+ var startTime = Date.now();
+ var scaleStep = function scaleStep() {
+ var currentTime = Date.now();
+ var progress = Math.min(1, (currentTime - startTime) / scaleDownDuration);
+ countdownTxt.scale.set(maxScale - (maxScale - originalScale) * progress);
+ if (progress < 1) {
+ LK.setTimeout(scaleStep, 16);
+ }
+ };
+ scaleStep();
+ };
+ scaleUp();
} else if (countdownValue === 0) {
countdownTxt.setText('GO!');
spinHourglass();
+ // Bounce effect
+ var scaleUpDuration = 200; // Duration to scale up in milliseconds
+ var scaleDownDuration = 200; // Duration to scale down in milliseconds
+ var maxScale = 1.5; // Maximum scale factor
+ var originalScale = 1; // Remember the original scale
+ var scaleUp = function scaleUp() {
+ var startTime = Date.now();
+ var scaleStep = function scaleStep() {
+ var currentTime = Date.now();
+ var progress = Math.min(1, (currentTime - startTime) / scaleUpDuration);
+ countdownTxt.scale.set(originalScale + (maxScale - originalScale) * progress);
+ if (progress < 1) {
+ LK.setTimeout(scaleStep, 16);
+ } else {
+ scaleDown();
+ }
+ };
+ scaleStep();
+ };
+ var scaleDown = function scaleDown() {
+ var fadeOutDuration = 500; // Duration for the fade out in milliseconds
+ var startTime = Date.now();
+ var fadeStep = function fadeStep() {
+ var currentTime = Date.now();
+ var progress = Math.min(1, (currentTime - startTime) / fadeOutDuration);
+ countdownTxt.alpha = 1 - progress; // Fade out
+ if (progress < 1) {
+ LK.setTimeout(fadeStep, 16);
+ } else {
+ countdownTxt.destroy(); // Remove countdown text after animation
+ LK.clearInterval(countdownInterval);
+ setRandomGoalGemType();
+ }
+ };
+ fadeStep();
+ };
+ scaleUp();
}
- if (countdownValue === 3) {
- board.scale.set(0.8);
- }
- var scaleStartTime = Date.now();
- var scaleDuration = 3000; // Duration of the scaling animation
- var animateScale = function animateScale() {
- var currentTime = Date.now();
- var progress = (currentTime - scaleStartTime) / scaleDuration;
- var currentScale = 0.8 + (1 - 0.8) * progress; // Animate from 0.8 to 1
- board.scale.set(currentScale);
- if (progress < 1) {
- LK.setTimeout(animateScale, 16);
- }
- };
- if (countdownValue <= 3) {
- animateScale();
- }
-}, 1000);
+}, 1000); // Update countdown every second
game.timer = 120; // 2 minutes in seconds
// Implement a three second delay before starting the timer text interval
LK.setTimeout(function () {
// Timer control is now handled inside the modal display logic to pause during the modal display.
a magical landscape of wonder and joy. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Magic, purple gem. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
glow. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Hourglass icon white. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Glow glare star. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Shiny red envelope bao, chinese new years. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Magic greem gem in odd shape. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Flying unicorn fullbody sideview. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Magic Orange Gem. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Magic Blue Drop Shaped Gem. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
remove
Brilliant Gold Checkmark. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Magic diamond. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Enchanted forest. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Celestial reAlm. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Mystic cavern. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.