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Screenshots or It didn’t Happen!
Once the full Flutter App has been built — you can transfer it to an Iphone for testing:
This is Fun! How do I add my own levels?
The levels can be directly added with Antigravity CLI:
> add a godis level where strung out kids throw lordagsgodis
▸ Thought for 2s, 525 tokens Considering Level Placement
I will search for level ID checks referencing level 9 in game.js to prepare for adding a 10th level. ●くろまる Search(Search for lvl.id === 9 checks) (ctrl+o to expand) I will view lines 495 to 585 in game.js to inspect the current level configurations. ●くろまる Read(/home/xbill/midsommer-madness/game.js) (ctrl+o to expand) ▸ Thought for 2s, 1.8k tokens Sequencing the Levels I will view the setLevelAudioMode method in game.js to prepare for adding Level 3 "Lördagsgodis". ●くろまる Read(/home/xbill/midsommer-madness/game.js) (ctrl+o to expand) I will update the setLevelAudioMode method in game.js to map the scales and tempos for the 10-level layout. ●くろまる Edit(/home/xbill/midsommer-madness/game.js) (ctrl+o to expand) I will view the current level checks in tickSequencer inside game.js to prepare the next set of replacements. ●くろまる Read(/home/xbill/midsommer-madness/game.js) (ctrl+o to expand) I will shift the level conditionals in the music sequencer tickSequencer method to accommodate the 10-level progression. ●くろまる Edit(/home/xbill/midsommer-madness/game.js) (ctrl+o to expand) I will view lines 920 to 935 of game.js to locate the exact Maypole check in initLevel . ●くろまる Read(/home/xbill/midsommer-madness/game.js) (ctrl+o to expand) I will view lines 1060 to 1070 of game.js. ●くろまる Read(/home/xbill/midsommer-madness/game.js) (ctrl+o to expand) I will view lines 1290 to 1300 of game.js. ●くろまる Read(/home/xbill/midsommer-madness/game.js) (ctrl+o to expand) I will view lines 1360 to 1375 of game.js. ●くろまる Read(/home/xbill/midsommer-madness/game.js) (ctrl+o to expand) I will view lines 1370 to 1385 of game.js. ●くろまる Read(/home/xbill/midsommer-madness/game.js) (ctrl+o to expand) I will view lines 1460 to 1475 of game.js. ●くろまる Read(/home/xbill/midsommer-madness/game.js) (ctrl+o to expand) I will update the level ID checks for the final Maypole level from 9 to 10 and register the candy-throwing kids target name in the HUD. ●くろまる Edit(/home/xbill/midsommer-madness/game.js) (ctrl+o to expand) I will view the start of the levels array in game.js to prepare the level insertion edit. ●くろまる Read(/home/xbill/midsommer-madness/game.js) (ctrl+o to expand) I will view lines 545 to 585 of game.js. ●くろまる Read(/home/xbill/midsommer-madness/game.js) (ctrl+o to expand) ▸ Thought for 3s, 1.2k tokens Refining The Level Design I will update the levels array in game.js to insert Lördagsgodis as Level 3, shift subsequent level IDs, and re-calculate scores. ●くろまる Edit(/home/xbill/midsommer-madness/game.js) (ctrl+o to expand) I will view lines 950 to 985 of game.js to locate the spawnEnemy switch statement. ●くろまる Read(/home/xbill/midsommer-madness/game.js) (ctrl+o to expand) I will view lines 985 to 1010 of game.js. ●くろまる Read(/home/xbill/midsommer-madness/game.js) (ctrl+o to expand) I will add the "kid" case to the spawnEnemy switch block. ●くろまる Edit(/home/xbill/midsommer-madness/game.js) (ctrl+o to expand) ▸ Thought for 3s, 2.1k tokens Considering Projectile Design I will search for class ZappaFan in game.js to locate a suitable place to insert CandyKid and Lordagsgodis . ●くろまる Search(Search for ZappaFan in game.js) (ctrl+o to expand) I will view lines 2120 to 2145 in game.js. ●くろまる Read(/home/xbill/midsommer-madness/game.js) (ctrl+o to expand) I will insert the CandyKid and Lordagsgodis class definitions in game.js right after the Drunkard class. ●くろまる Edit(/home/xbill/midsommer-madness/game.js) (ctrl+o to expand) I will view lines 275 to 325 of index.html. ●くろまる Read(/home/xbill/midsommer-madness/index.html) (ctrl+o to expand) I will update index.html to add Level 3 Lördagsgodis to the sidebar levels tracker and update levels 4 through 10. ●くろまる Edit(/home/xbill/midsommer-madness/index.html) (ctrl+o to expand) I will run a syntax check on game.js using node to ensure the new classes and level configurations are syntax-error free. ●くろまる Bash(node -c game.js) (ctrl+o to expand) I will view lines 20 to 45 of game_overview.md to inspect the levels sequence list. ●くろまる Read(/home/xbill/.gemini/antigravity-cli/brain/a...2ba-4622-b252-003672e1b73f/game_overview.md) (ctrl+o to expand) I will update game_overview.md to describe the 10-level layout including Lördagsgodis. ●くろまる Edit(/home/xbill/.gemini/antigravity-cli/brain/a...2ba-4622-b252-003672e1b73f/game_overview.md) (ctrl+o to expand) I have successfully added the Lördagsgodis level to Midsommer Madness, featuring hyperactive,
sugar-rushed children throwing Saturday candy at Sven!
### Summary of Changes
Level Setup ( game.js ): * Inserted Lördagsgodis as game.js in the levels array, shifting following levels up to Level 10 (ABBA Disco). * Updated all final-level check logic throughout game.js from Level 9 to Level 10.
Added CandyKid & Lordagsgodis Classes ( game.js ):
* Defined game.js and game.js right after the Drunkard class.
* Behavior:
* CandyKid has high speed (1.8), low health (35), and throws sweets rapidly.
* Kids shiver/vibrate rapidly on screen to depict their extreme sugar rush.
* Lordagsgodis are fast-moving candy projectiles (round jelly drops, square sweet gel blocks, and candy
star crosses) that rotate in flight and come in a variety of bright colors.
Music & Audio:
* Modified game.js to include a happy, hyperactive 150 BPM C Major chiptune track for Level 3
(Lördagsgodis).
* Shifted level conditions in game.js to map Levels 8, 9, and 10 to their respective custom chiptune
hooks.
UI & Documentation:
* renumerated the sidebar tracker list in index.html to show the 10-level layout.
* Updated the level progression descriptions in game_overview.md.
Summary- How did we get here?
In the first article, a Node.JS browser based webapp was built.
Then this app was converted to a Native Android APK. From there- the codebase was refactored to be Flutter compatible and deployed as a Flutter Android APK. Finally- this Flutter codebase was used along with Xcode to produce an IOS compatible version from a Mac Laptop.
This IOS version was downloaded to an Iphone and was fully playable.