User prompt
Please fix the bug: 'Script error.' in or related to this line: 'hudText.setText('Stars: ' + stars + ' | Drops: ' + drops + ' | Day: ' + currentDay + ' | Score: ' + LK.getScore());' Line Number: 325
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Implement 1-3
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Please fix the bug: 'Script error.' in or related to this line: 'hudText.setText('Stars: ' + stars + ' | Drops: ' + drops + ' | Day: ' + currentDay + ' | Score: ' + LK.getScore());' Line Number: 325
User prompt
Implement 1
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I still only see score…
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Now i only see the score
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Now how can i make the hud readable, currently its all displayed one over the other and at diffrent sizes, i want it to be in the top right of the screan neatly one on top of the other
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Please double check the entire code and update it to adhere to the guidlines
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Please fix the bug: 'ReferenceError: Can't find variable: drops' in or related to this line: 'hudText.setText('Stars: ' + stars + ' | Drops: ' + drops + ' | Day: ' + currentDay + ' | Score: ' + LK.getScore());' Line Number: 281
User prompt
Please fix the bug: 'ReferenceError: Can't find variable: drops' in or related to this line: 'hudText.setText('Stars: ' + stars + ' | Drops: ' + drops + ' | Day: ' + currentDay + ' | Score: ' + LK.getScore());' Line Number: 281
User prompt
Please fix the bug: 'ReferenceError: Can't find variable: stars' in or related to this line: 'hudText.setText('Stars: ' + stars + ' | Drops: ' + drops + ' | Day: ' + currentDay + ' | Score: ' + LK.getScore());' Line Number: 281
User prompt
Please fix the bug: 'ReferenceError: Can't find variable: stars' in or related to this line: 'hudText.setText('Stars: ' + stars + ' | Drops: ' + drops + ' | Day: ' + currentDay + ' | Score: ' + LK.getScore());' Line Number: 281
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Stack each above one another in an even stack with the same size
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Please fix the bug: 'ReferenceError: Can't find variable: drops' in or related to this line: 'hudText.setText('Stars: ' + stars + ' | Drops: ' + drops + ' | Day: ' + currentDay + ' | Score: ' + LK.getScore());' Line Number: 281
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Please fix the bug: 'ReferenceError: Can't find variable: dayCounterTxt' in or related to this line: 'dayCounterTxt.setText('Day: ' + currentDay);' Line Number: 281
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Create a single hud to display the stars drops day and score counters
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start by verifying that the day counter increments correctly in response to the game's tick count, then ensure that the display text for the counter is updated each time the counter changes.
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Creat a new counter that displays what day were on in the game underneath score
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Please fix the bug: 'ReferenceError: Can't find variable: spawnWaterDroplet' in or related to this line: 'spawnWaterDroplet.frequency = Math.floor(spawnWaterDroplet.frequency * 0.9);' Line Number: 276
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1. unlimited days, days progress as 24 seconds in the game, each day descending assets increase at an exponential rate, assets will also increase in frequency by 10 percent each day.
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How can i make this game better, i want to add levels aka days
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I want the player asset to face flip the direction its facing when clicked
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Make sure the player rotates when clicked
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Now 4
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Now 3
/****
* Classes
****/
var BackgroundColorTransition = Container.expand(function () {
var self = Container.call(this);
self.speed = 0.01;
self.update = function () {
var color = Math.sin(LK.ticks * self.speed) * 0.5 + 0.5;
var r = Math.floor(color * 135);
var g = Math.floor(color * 206);
var b = Math.floor(color * 235);
var hex = (r << 16) + (g << 8) + b;
game.setBackgroundColor(hex);
};
});
var BadCollector = Container.expand(function () {
var self = Container.call(this);
var badCollectorGraphics = self.attachAsset('badItem', {
anchorX: 0.5,
anchorY: 0.5
});
self.x = 100; // Position on the left side
self.y = 2100; // Adjusted to be in line with the player and within view
});
var BadDropletCollector = Container.expand(function () {
var self = Container.call(this);
var collectorGraphics = self.attachAsset('badCollector', {
anchorX: 0.5,
anchorY: 0.5,
zIndex: 10
});
self.x = 100; // Ensure it's positioned on the left side of the screen
self.y = 2100; // Adjusted to be in line with the player and within view
});
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 * 1.5625; // Increase base speed by 56.25%
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 * 1.5625; // Increase base speed by 56.25%
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.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.isNearGoodCollector() && this.goodDroplets > 0) {
this.dropOffGoodDroplets();
}
// Check if player is near the star collector to offload stars
if (this.x < 300 && stars > 0) {
stars = 0; // Reset stars to 0 after offloading
LK.setScore(LK.getScore() + stars * 10); // Convert stars to score
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) {
drops = 0; // Reset drops to 0 after offloading
LK.setScore(LK.getScore() + drops * 15); // Convert drops to score
dropsScoreTxt.setText('Drops: ' + drops); // Update the drops score display
}
};
});
var StarCollector = Container.expand(function () {
var self = Container.call(this);
var collectorGraphics = self.attachAsset('badCollector', {
anchorX: 0.5,
anchorY: 0.5
});
self.x = 100; // Position on the left side
self.y = 2400; // Near bottom
});
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 * 1.5625; // Increase base speed by 56.25%
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 * 1.5625; // Increase base speed by 56.25%
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
****/
// Initialize stars score to track the number of bad water droplets collected
var stars = 0;
var starsScoreTxt = new Text2('Stars: 0', {
size: 150,
fill: "#ffffff",
font: "'GillSans-Bold',Impact,'Arial Black',Tahoma"
});
// Initialize drops score to track the number of good water droplets collected
var drops = 0;
var dropsScoreTxt = new Text2('Drops: 0', {
size: 150,
fill: "#ffffff",
font: "'GillSans-Bold',Impact,'Arial Black',Tahoma"
});
// Add the stars score text to the GUI overlay, positioned on the left top in line with the other score
LK.gui.topLeft.addChild(starsScoreTxt);
// Add the drops score text to the GUI overlay, positioned below the stars score display
LK.gui.topLeft.addChild(dropsScoreTxt);
dropsScoreTxt.y = starsScoreTxt.height;
var backgroundColorTransition = game.addChild(new BackgroundColorTransition());
// 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();
// 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');
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');
var scoreTxt = new Text2('Score: 0', {
size: 150,
fill: "#ffffff",
font: "'GillSans-Bold',Impact,'Arial Black',Tahoma"
});
// Initialize score display
LK.gui.top.addChild(scoreTxt);
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 () {
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)) {
// 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) {
score -= 5; // Subtract 5 points for bad watermelon
badWatermelonCount++;
if (badWatermelonCount >= 5) {
gameStateManager.setState('GameOver');
}
} else {
score += 5; // Watermelons give a bigger boost
}
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);
// 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) {
WaterDroplet.prototype.speed *= 1.5;
Watermelon.prototype.speed *= 1.5;
BadWaterDroplet.prototype.speed *= 1.5;
BadWatermelon.prototype.speed *= 1.5;
}
});
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.