User prompt
Increase starting speed of all decending assets by 100 percent
User prompt
review the specific implementation of the storm powerup, how and where the speed variables are updated, and ensuring that all instances of descending items are affected by these updates would be essential steps
User prompt
Make the storm powerup increase all the decending powerups increase their falling speed by 400 percent for 10 seconds while the powerup is in action, when done make the button disapear and appear again only when the score conditions are met
User prompt
Make the starting speed of the decending items 100 percent faster from the getgo
User prompt
Make sure that the speed of all decending objects is increased by 400 percent for 10 seconds and that the button of the powerup dissapears after the 10 seconds until conditions are again applicable for the powerful
User prompt
Please fix the bug: 'TypeError: setInterval is not a function. (In 'setInterval(function () { __$(158); stormButton.visible = !stormButton.visible; }, 500)', 'setInterval' is undefined)' in or related to this line: 'var blinkInterval = setInterval(function () {' Line Number: 304
User prompt
Make sure the game speed increases by 400 percent for 10 seconds while the stomr powerup is applyed, also for those 10 seconds make the storm button blink for the duration of the powerup before it dissapears
User prompt
When storm power up is activated increase entire game speed 400 percent for 10 seconds, decrease 25 star points from the stars score and 50 drops from the drops score and remove the storm button until origeonal conditions to its appear apply
User prompt
Check that all features relating to the incresing speed of decending items allign with oneanother
User prompt
Please fix this to the best of your abilities
User prompt
Increase the speedup feature of the watermellon powerup by 50 percent
User prompt
If you collect multiple watermelons in the timeframe of the powerup have the increase in speed increase exponentually acording to the number of watermellons cought allowing useres to chain powerups
User prompt
Please attempt to fix this in accordance with the guidelines
User prompt
Please implement 1
User prompt
Create a new powerup that is connected to when a watermelon is collected, the powerup speeds up all the falling objects for 2 seconds
User prompt
When 50 water drops are collected 25 stars and create a new powerup called storm, creates a new button on the top right which lights up to a becomes apperent when the number of drops and stars is reached, when the button is slicked the defined powerup is initated
User prompt
Place all score indicators in line along the top of the screen with the health circles side by side
User prompt
Ensure that they are visable to me, i cant seem to see them in my screen
User prompt
Increase the size of all score indicators, i currently cant see them
User prompt
Ensure that the game's logic and event handling are correctly implemented to dynamically update and display the counters throughout the gameplay.
User prompt
systematically review the game's code related to the HUD and counters, focusing on their initialization, positioning, visibility, and update mechanisms.
User prompt
Please fix the bug: 'Script error.' in or related to this line: 'starsScoreTxt.y = hudYPosition;' Line Number: 254
User prompt
Make the other scores display in the hud neatly
User prompt
Make the hud display 50 percent bigger
/**** * Classes ****/ var BackgroundColorTransition = Container.expand(function () { var self = Container.call(this); var dayDurationTicks = 1440; // 24 seconds * 60 FPS self.update = function () { var cycleProgress = LK.ticks % dayDurationTicks / dayDurationTicks; var colorPhase = Math.sin(cycleProgress * Math.PI * 2) * 0.5 + 0.5; var r = Math.floor(colorPhase * 135); var g = Math.floor(colorPhase * 206); var b = Math.floor(colorPhase * 235); var hex = (r << 16) + (g << 8) + b; game.setBackgroundColor(hex); }; }); var BadWaterDroplet = Container.expand(function () { var self = Container.call(this); var badDropletGraphics = self.attachAsset('badWaterDroplet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 2.25 * 4; // Increase base speed by 100% self.move = function () { self.y += self.speed; // Calculate the scale based on the current y position var scale = Math.min(1, self.y / 2732); self.scale.x = scale; self.scale.y = scale; }; }); var BadWatermelon = Container.expand(function () { var self = Container.call(this); var badWatermelonGraphics = self.attachAsset('badWatermelon', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 1 * 4; // Increase base speed by 100% self.rotationSpeed = 0.025; self.move = function () { self.y += self.speed; // Calculate the scale based on the current y position var scale = Math.min(1, self.y / 2732); self.scale.x = scale; self.scale.y = scale; self.rotation += self.rotationSpeed; }; }); var Collector = Container.expand(function () { var self = Container.call(this); var collectorGraphics = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5 }); self.x = 1948; // Position on the right side self.y = 2400; // Near bottom }); var DropCollector = Container.expand(function () { var self = Container.call(this); var collectorGraphics = self.attachAsset('collector', { anchorX: 0.5, anchorY: 0.5 }); self.x = 1948; // Position on the right side self.y = 2400; // Near bottom }); var GoodDropletCollector = Container.expand(function () { var self = Container.call(this); var collectorGraphics = self.attachAsset('collector', { anchorX: 0.5, anchorY: 0.5, zIndex: 10 }); self.x = 2048 - 500; // Ensure it's positioned on the right side of the screen, accounting for its width self.y = 2400; // Near bottom }); var Moon = Container.expand(function () { var self = Container.call(this); var moonGraphics = self.attachAsset('moon', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 1; self.move = function () { if (sun.x < 0 || sun.x > 2048) { self.x += self.speed; self.scale.x -= 0.001; self.scale.y -= 0.001; if (self.x > 2048) { self.x = -200; self.scale.x = 1; self.scale.y = 1; } } self.rotation += 0.01; }; }); var Player = Container.expand(function () { var self = Container.call(this); this.on('down', function () { this.isDragging = true; this.scale.x *= -1; // Flip the player asset direction }); this.on('up', function () { this.isDragging = false; }); var playerGraphics = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { // Player update logic here if (this.isDragging) { this.rotation += 0.1; // Rotate the player when dragging } if (this.isNearGoodCollector() && this.goodDroplets > 0) { this.dropOffGoodDroplets(); } // Check if player is near the star collector to offload stars if (this.x < 300 && stars > 0) { LK.setScore(LK.getScore() + stars * 10); // Convert stars to score stars = 0; // Reset stars to 0 after offloading starsScoreTxt.setText('Stars: ' + stars); // Update the stars score display } // Check if player is near the drop collector to offload drops if (this.x > 1748 && drops > 0) { LK.setScore(LK.getScore() + drops * 15); // Convert drops to score drops = 0; // Reset drops to 0 after offloading dropsScoreTxt.setText('Drops: ' + drops); // Update the drops score display } }; }); var SpeedUpPowerup = Container.expand(function () { var self = Container.call(this); self.activate = function () { // Speed up all falling objects for 2 seconds // Define a base speed increase factor // Define a base speed increase factor var baseSpeedIncreaseFactor = 3; // Increased from 2 to 3 for a 50% increase // Calculate exponential increase based on the number of watermelons caught var speedIncreaseFactor = Math.pow(baseSpeedIncreaseFactor, watermelons.length); // Store original speeds in a global scope to ensure they can be reset correctly window.originalSpeeds = window.originalSpeeds || { WaterDroplet: WaterDroplet.prototype.speed, Watermelon: Watermelon.prototype.speed, BadWaterDroplet: BadWaterDroplet.prototype.speed, BadWatermelon: BadWatermelon.prototype.speed }; WaterDroplet.prototype.speed *= speedIncreaseFactor; Watermelon.prototype.speed *= speedIncreaseFactor; BadWaterDroplet.prototype.speed *= speedIncreaseFactor; BadWatermelon.prototype.speed *= speedIncreaseFactor; // Calculate duration in ticks (2 seconds * 60 FPS) var durationInTicks = 2 * 60; var startTick = LK.ticks; // Use LK.on('tick') to check if duration has passed and reset speeds var checkAndResetSpeeds = function checkAndResetSpeeds() { if (LK.ticks - startTick >= durationInTicks) { WaterDroplet.prototype.speed = window.originalSpeeds.WaterDroplet; Watermelon.prototype.speed = window.originalSpeeds.Watermelon; BadWaterDroplet.prototype.speed = window.originalSpeeds.BadWaterDroplet; BadWatermelon.prototype.speed = window.originalSpeeds.BadWatermelon; // Remove this tick event listener to stop checking LK.off('tick', checkAndResetSpeeds); } }; LK.on('tick', checkAndResetSpeeds); }; }); var StormButton = Container.expand(function () { var self = Container.call(this); var buttonGraphics = self.attachAsset('stormButton', { anchorX: 0.5, anchorY: 0.5 }); self.x = 2048 - 150; // Position on the top right self.y = 150; self.visible = false; // Initially hidden self.on('down', function () { if (self.visible) { initiateStormPowerup(); self.visible = false; // Hide after use } }); }); var Sun = Container.expand(function () { var self = Container.call(this); var sunGraphics = self.attachAsset('sun', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 1; self.move = function () { if (moon.x < 0 || moon.x > 2048) { self.x += self.speed; self.scale.x -= 0.001; self.scale.y -= 0.001; if (self.x > 2048) { self.x = -200; self.scale.x = 1; self.scale.y = 1; } } self.rotation += 0.01; }; }); var Tree = Container.expand(function () { var self = Container.call(this); var treeGraphics = self.attachAsset('tree' + Math.floor(Math.random() * 5 + 1), { anchorX: 0.5, anchorY: 1 }); }); var WaterDroplet = Container.expand(function () { var self = Container.call(this); var dropletGraphics = self.attachAsset('waterDroplet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 3.45 * 4; // Increase base speed by 100% self.move = function () { self.y += self.speed; // Calculate the scale based on the current y position var scale = Math.min(1, self.y / 2732); self.scale.x = scale; self.scale.y = scale; }; }); var Watermelon = Container.expand(function () { var self = Container.call(this); var watermelonGraphics = self.attachAsset('watermelon', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 2.5 * 4; // Increase base speed by 100% self.rotationSpeed = 0.025; // Rotation speed quartered self.move = function () { self.y += self.speed; // Calculate the scale based on the current y position var scale = Math.min(1, self.y / 2732); self.scale.x = scale; self.scale.y = scale; self.rotation += self.rotationSpeed; // Apply rotation }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x87CEEB // Light blue background to represent the sky }); /**** * Game Code ****/ function initiateStormPowerup() { // Define what happens when storm powerup is activated console.log('Storm powerup activated!'); // Increase entire game speed by 400 percent for 10 seconds var originalSpeeds = { WaterDroplet: WaterDroplet.prototype.speed, Watermelon: Watermelon.prototype.speed, BadWaterDroplet: BadWaterDroplet.prototype.speed, BadWatermelon: BadWatermelon.prototype.speed }; // Define what happens when storm powerup is activated console.log('Storm powerup activated!'); // Increase entire game speed by 400 percent for 10 seconds var originalSpeeds = { WaterDroplet: WaterDroplet.prototype.speed, Watermelon: Watermelon.prototype.speed, BadWaterDroplet: BadWaterDroplet.prototype.speed, BadWatermelon: BadWatermelon.prototype.speed, SpeedUpPowerup: SpeedUpPowerup.prototype.speed // Include SpeedUpPowerup in the speed increase }; var increaseFactor = 5; // Corrected to 500% of original speed for 10 seconds WaterDroplet.prototype.speed = originalSpeeds.WaterDroplet * increaseFactor; Watermelon.prototype.speed = originalSpeeds.Watermelon * increaseFactor; BadWaterDroplet.prototype.speed = originalSpeeds.BadWaterDroplet * increaseFactor; BadWatermelon.prototype.speed = originalSpeeds.BadWatermelon * increaseFactor; // Removed SpeedUpPowerup speed increase as it's not a descending item LK.setTimeout(function () { WaterDroplet.prototype.speed = originalSpeeds.WaterDroplet; Watermelon.prototype.speed = originalSpeeds.Watermelon; BadWaterDroplet.prototype.speed = originalSpeeds.BadWaterDroplet; BadWatermelon.prototype.speed = originalSpeeds.BadWatermelon; SpeedUpPowerup.prototype.speed = originalSpeeds.SpeedUpPowerup; // Reset SpeedUpPowerup speed after 10 seconds // After 10 seconds, check conditions to make storm button reappear or stay hidden if (drops >= 50 && stars >= 25) { stormButton.visible = true; } else { stormButton.visible = false; } }, 10000); // 10 seconds in milliseconds // Make the storm button blink for the duration of the powerup var blinkInterval = LK.setInterval(function () { stormButton.visible = !stormButton.visible; }, 500); // Set a timeout to reset speeds and stop blinking after 10 seconds LK.setTimeout(function () { clearInterval(blinkInterval); // After 10 seconds, check conditions to make storm button reappear or stay hidden LK.setTimeout(function () { if (drops >= 50 && stars >= 25) { stormButton.visible = true; } }, 10000); WaterDroplet.prototype.speed = originalSpeeds.WaterDroplet; Watermelon.prototype.speed = originalSpeeds.Watermelon; BadWaterDroplet.prototype.speed = originalSpeeds.BadWaterDroplet; BadWatermelon.prototype.speed = originalSpeeds.BadWatermelon; }, 10000); // 10 seconds in milliseconds // Decrease 25 star points from the stars score and 50 drops from the drops score stars = Math.max(0, stars - 25); drops = Math.max(0, drops - 50); starsScoreTxt.setText('Stars: ' + stars); dropsScoreTxt.setText('Drops: ' + drops); // Hide the storm button until original conditions for its appearance apply stormButton.visible = false; } var stormButton = game.addChild(new StormButton()); // Initialize stars score to track the number of bad water droplets collected // Global variables to track the current day and time since the last day change // Initialize player lives var playerLives = 3; // Function to display player lives function displayLives() { for (var i = 0; i < playerLives; i++) { var life = LK.getAsset('circle', { width: 50, height: 50, color: 0xFF0000, // Red color shape: 'ellipse', x: 60 + i * 60, // Position lives horizontally with some spacing y: 60 // Position from the top }); LK.gui.topLeft.addChild(life); } } displayLives(); var currentDay = 1; var timeSinceLastDay = 0; var dayDurationTicks = 24 * 60; // 24 seconds, assuming 60FPS // Function to update the day and adjust game difficulty function updateDay() { timeSinceLastDay += 1; if (timeSinceLastDay >= dayDurationTicks) { currentDay += 1; timeSinceLastDay = 0; // Increase the speed and frequency of assets for the new day WaterDroplet.prototype.speed *= Math.pow(1.1, currentDay); Watermelon.prototype.speed *= Math.pow(1.1, currentDay); BadWaterDroplet.prototype.speed *= Math.pow(1.1, currentDay); BadWatermelon.prototype.speed *= Math.pow(1.1, currentDay); // Previously attempted to modify spawn frequency directly, which is not applicable as spawnWaterDroplet is not defined as an object with a frequency property. } } // Call updateDay function every tick LK.on('tick', function () { updateDay(); updateHUD(); }); var hudCounters = { stars: 0, drops: 0, day: 1, score: 0 }; var stars = 0; // Flag to indicate if the player is currently invincible var isPlayerInvincible = false; var isPlayerBlinking = false; var drops = 0; var stars = 0; var starsScoreTxt = new Text2('Stars: 0', { size: 30, fill: "#ffffff", font: "'GillSans-Bold',Impact,'Arial Black',Tahoma", x: 2048 - 10, y: 10 }); var dropsScoreTxt = new Text2('Drops: 0', { size: 30, fill: "#ffffff", font: "'GillSans-Bold',Impact,'Arial Black',Tahoma", x: 2048 - 10, y: 50 }); var dayScoreTxt = new Text2('Day: 1', { size: 30, fill: "#ffffff", font: "'GillSans-Bold',Impact,'Arial Black',Tahoma", x: 2048 - 10, y: 90 }); var scoreTxt = new Text2('Score: 0', { size: 30, fill: "#ffffff", font: "'GillSans-Bold',Impact,'Arial Black',Tahoma", x: 2048 - 10, y: 130 }); LK.gui.top.addChild(starsScoreTxt); LK.gui.top.addChild(dropsScoreTxt); LK.gui.top.addChild(dayScoreTxt); LK.gui.top.addChild(scoreTxt); function updateHUD() { starsScoreTxt.setText('Stars: ' + stars); dropsScoreTxt.setText('Drops: ' + drops); dayScoreTxt.setText('Day: ' + currentDay); scoreTxt.setText('Score: ' + LK.getScore()); var maxY = Math.max(starsScoreTxt.height, dropsScoreTxt.height, dayScoreTxt.height, scoreTxt.height); starsScoreTxt.y = 10; dropsScoreTxt.y = starsScoreTxt.y + maxY + 5; dayScoreTxt.y = dropsScoreTxt.y + maxY + 5; scoreTxt.y = dayScoreTxt.y + maxY + 5; } // Ensure updateHUD is called whenever HUD needs to be updated. updateHUD(); // GameState Manager var ground = game.addChild(LK.getAsset('ground', { x: 0, y: 2532 })); // Ensure one tree is always on the left side of the map var leftTree = new Tree(); leftTree.x = 0; // Position at the extreme left leftTree.y = ground.y - leftTree.height / 20; game.addChild(leftTree); // Ensure one tree is always on the right side of the map var rightTree = new Tree(); rightTree.x = 2048 - rightTree.width; // Position at the extreme right rightTree.y = ground.y - rightTree.height / 20; game.addChild(rightTree); // Add remaining trees randomly for (var i = 0; i < 8; i++) { var tree = new Tree(); tree.x = Math.random() * 2048; tree.y = ground.y - tree.height / 20; game.addChild(tree); } function _typeof(o) { "@babel/helpers - typeof"; return _typeof = "function" == typeof Symbol && "symbol" == typeof Symbol.iterator ? function (o) { return typeof o; } : function (o) { return o && "function" == typeof Symbol && o.constructor === Symbol && o !== Symbol.prototype ? "symbol" : typeof o; }, _typeof(o); } function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } function _defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) { descriptor.writable = true; } Object.defineProperty(target, _toPropertyKey(descriptor.key), descriptor); } } function _createClass(Constructor, protoProps, staticProps) { if (protoProps) { _defineProperties(Constructor.prototype, protoProps); } if (staticProps) { _defineProperties(Constructor, staticProps); } Object.defineProperty(Constructor, "prototype", { writable: false }); return Constructor; } function _toPropertyKey(t) { var i = _toPrimitive(t, "string"); return "symbol" == _typeof(i) ? i : String(i); } function _toPrimitive(t, r) { if ("object" != _typeof(t) || !t) { return t; } var e = t[Symbol.toPrimitive]; if (void 0 !== e) { var i = e.call(t, r || "default"); if ("object" != _typeof(i)) { return i; } throw new TypeError("@@toPrimitive must return a primitive value."); } return ("string" === r ? String : Number)(t); } var GameStateManager = /*#__PURE__*/function () { function GameStateManager() { _classCallCheck(this, GameStateManager); this.currentState = 'Start'; } _createClass(GameStateManager, [{ key: "setState", value: function setState(newState) { this.currentState = newState; switch (this.currentState) { case 'Start': // Initialize or reset game state break; case 'Playing': // Game is in playing state break; case 'Paused': // Game is paused break; case 'GameOver': // Handle game over logic LK.showGameOver(); break; } } }, { key: "getState", value: function getState() { return this.currentState; } }]); return GameStateManager; }(); var gameStateManager = new GameStateManager(); var currentLevel = 1; var levelDurationTicks = 1800; // 30 seconds per level var levelStartTick = 0; // The tick count when the current level started function advanceLevel() { currentLevel++; levelStartTick = LK.ticks; // Reset or increase difficulty here // For example, increase the speed of falling objects WaterDroplet.prototype.speed *= 1.1; Watermelon.prototype.speed *= 1.1; BadWaterDroplet.prototype.speed *= 1.1; BadWatermelon.prototype.speed *= 1.1; // Optionally, reset player position or state if needed } // Check for level advancement in the game's main tick function LK.on('tick', function () { if (LK.ticks - levelStartTick >= levelDurationTicks) { advanceLevel(); } // Existing tick code... }); // Start Screen var startScreen = new Container(); var startText = new Text2('Tap to Start', { size: 100, fill: "#ffffff", font: "'GillSans-Bold',Impact,'Arial Black',Tahoma" }); startScreen.addChild(startText); LK.gui.center.addChild(startScreen); startScreen.on('down', function () { gameStateManager.setState('Playing'); backgroundColorTransition = new BackgroundColorTransition(); LK.gui.center.removeChild(startScreen); }); // This block has been removed as it's redundant with the existing startScreen 'down' event listener which handles both touch and mouse inputs. gameStateManager.setState('Start'); // The large score counter initialization and addition to the GUI has been removed to keep only the small score counter. game.on('up', function () { player.isDragging = false; }); game.on('move', function (obj) { if (player.isDragging) { var pos = obj.event.getLocalPosition(game); player.x = Math.max(0, Math.min(2048 - player.width / 2, pos.x)); } }); game.on('mousedown', function (obj) { player.isDragging = true; }); // Make player draggable with mouse game.on('mouseup', function () { player.isDragging = false; }); // Stop dragging player with mouse var player = game.addChild(new Player()); player.x = 1024; // Center horizontally player.y = 2400; // Near bottom var droplets = []; var watermelons = []; var score = 0; // This code block has been removed to implement drag to move functionality. // The new functionality will be implemented in the following changes. var sun = game.addChild(new Sun()); sun.x = -200; sun.y = 100; var moon = game.addChild(new Moon()); moon.x = -200; moon.y = 300; LK.on('tick', function () { if (gameStateManager.getState() === 'Playing' && backgroundColorTransition) { backgroundColorTransition.update(); } sun.move(); moon.move(); // Move droplets and watermelons droplets.forEach(function (droplet, index) { droplet.move(); if (droplet.y > 2732) { // Off screen score -= 1; // Decrease score by -1 if droplet is missed scoreTxt.setText('Score: ' + score); // Update the score display droplet.destroy(); droplets.splice(index, 1); } else if (player.intersects(droplet)) { if (!isPlayerBlinking) { // Collect droplets without immediately affecting the score if (droplet instanceof WaterDroplet) { drops += 1; // Increment drops for each good droplet collected dropsScoreTxt.setText('Drops: ' + drops); // Update the drops score display } else if (droplet instanceof BadWaterDroplet) { stars += 1; // Increment stars for each bad droplet collected starsScoreTxt.setText('Stars: ' + stars); // Update the stars score display } droplet.destroy(); droplets.splice(index, 1); } } }); watermelons.forEach(function (watermelon, index) { watermelon.move(); if (watermelon.y > 2732) { // Off screen watermelon.destroy(); watermelons.splice(index, 1); } else if (player.intersects(watermelon)) { // Check if the watermelon is bad var badWatermelonCount = 0; // End the game if 5 bad watermelons are collected if (badWatermelonCount >= 5) { gameStateManager.setState('GameOver'); } if (watermelon instanceof BadWatermelon) { playerLives--; LK.gui.topLeft.removeChild(LK.gui.topLeft.children[playerLives]); if (playerLives <= 0) { gameStateManager.setState('GameOver'); } else { var blinkPlayer = function blinkPlayer() { if (!isPlayerBlinking) { isPlayerBlinking = true; // Set player as invincible at the start of blinking var blinkCount = 0; var totalBlinks = blinkDuration / blinkInterval; var blink = function blink() { if (blinkCount < totalBlinks) { player.visible = !player.visible; // Toggle visibility blinkCount++; LK.setTimeout(blink, blinkInterval); // Schedule the next blink } else { player.visible = true; // Ensure player is visible after blinking ends isPlayerBlinking = false; // Reset player's invincibility } }; blink(); } }; // Custom blink effect for player when a bad watermelon is caught var blinkDuration = 3000; // Duration of the blink effect in milliseconds var blinkInterval = 500; // Interval between each blink var endTime = LK.ticks + blinkDuration / (1000 / 60); // Calculate end time based on game ticks blinkPlayer(); } } else { score += 5; // Activate SpeedUpPowerup when a watermelon is collected var speedUpPowerup = new SpeedUpPowerup(); speedUpPowerup.activate(); } watermelon.destroy(); watermelons.splice(index, 1); } }); // Spawn droplets and watermelons // Spawn water droplets function function spawnWaterDroplet() { var newDroplet = new WaterDroplet(); newDroplet.x = Math.random() * (2048 - newDroplet.width) + newDroplet.width / 2; newDroplet.y = 0; droplets.push(newDroplet); game.addChild(newDroplet); } // Call spawnWaterDroplet every second if (gameStateManager.getState() === 'Playing' && LK.ticks % 60 == 0) { spawnWaterDroplet(); } if (gameStateManager.getState() === 'Playing' && LK.ticks % 144 == 0) { var newBadDroplet = new BadWaterDroplet(); newBadDroplet.x = Math.random() * 2048; newBadDroplet.y = 0; droplets.push(newBadDroplet); game.addChild(newBadDroplet); } // Spawn watermelons function function spawnWatermelon() { var newWatermelon = new Watermelon(); newWatermelon.x = Math.random() * 2048; newWatermelon.y = 0; watermelons.push(newWatermelon); game.addChild(newWatermelon); } // Call spawnWatermelon every 5 seconds if (gameStateManager.getState() === 'Playing' && LK.ticks % 300 == 0) { spawnWatermelon(); } if (gameStateManager.getState() === 'Playing' && LK.ticks % 800 == 0) { var newBadWatermelon = new BadWatermelon(); newBadWatermelon.x = Math.random() * 2048; newBadWatermelon.y = 0; watermelons.push(newBadWatermelon); game.addChild(newBadWatermelon); } // Update score display scoreTxt.setText('Score: ' + score); // Check if conditions for storm powerup are met if (drops >= 50 && stars >= 25) { stormButton.visible = true; // Show storm button } // End the game if score reaches zero if (score <= -1) { gameStateManager.setState('GameOver'); } // Increase the speed of all descending assets by 50 percent each time the score goes up by 10 if (score % 10 === 0 && score !== 0) { // Ensure all items have a consistent speed increase factor var speedIncreaseFactor = 1.5625; // Adjusted to match the base speed increase of 56.25% WaterDroplet.prototype.speed *= speedIncreaseFactor; Watermelon.prototype.speed *= speedIncreaseFactor; BadWaterDroplet.prototype.speed *= speedIncreaseFactor; BadWatermelon.prototype.speed *= speedIncreaseFactor; } });
===================================================================
--- original.js
+++ change.js
@@ -19,9 +19,9 @@
var badDropletGraphics = self.attachAsset('badWaterDroplet', {
anchorX: 0.5,
anchorY: 0.5
});
- self.speed = 2.25 * 2; // Increase base speed by 100%
+ self.speed = 2.25 * 4; // Increase base speed by 100%
self.move = function () {
self.y += self.speed;
// Calculate the scale based on the current y position
var scale = Math.min(1, self.y / 2732);
@@ -34,9 +34,9 @@
var badWatermelonGraphics = self.attachAsset('badWatermelon', {
anchorX: 0.5,
anchorY: 0.5
});
- self.speed = 1 * 2; // Increase base speed by 100%
+ self.speed = 1 * 4; // Increase base speed by 100%
self.rotationSpeed = 0.025;
self.move = function () {
self.y += self.speed;
// Calculate the scale based on the current y position
@@ -216,9 +216,9 @@
var dropletGraphics = self.attachAsset('waterDroplet', {
anchorX: 0.5,
anchorY: 0.5
});
- self.speed = 3.45 * 2; // Increase base speed by 100%
+ self.speed = 3.45 * 4; // Increase base speed by 100%
self.move = function () {
self.y += self.speed;
// Calculate the scale based on the current y position
var scale = Math.min(1, self.y / 2732);
@@ -231,9 +231,9 @@
var watermelonGraphics = self.attachAsset('watermelon', {
anchorX: 0.5,
anchorY: 0.5
});
- self.speed = 2.5 * 2; // Increase base speed by 100%
+ self.speed = 2.5 * 4; // Increase base speed by 100%
self.rotationSpeed = 0.025; // Rotation speed quartered
self.move = function () {
self.y += self.speed;
// Calculate the scale based on the current y position
8 bit watermelon slice no shadows. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Punk rock
8 bit moon. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
8 bit sun solar flare. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
8 bit tree. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
8 bit forrest. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Add a lake
8 bit meteor. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Define the b order and keep the center transperent
Retro art rain cloud with lighting bolt coming out the bottom 2d pixel art button logo. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.