Dallas Christian Diamond
@fffh
No bio ...yet
Sims

Create a native mobile app that simulates an iPhone home screen. This home screen will serve as a launcher for several functional mini-apps.
The main screen should display a grid of app icons against a standard wallpaper. The icons should be for:
- Racing Simulator
- Pokémon Go
- Messages
- Call
- Upgrade Your Dragon
Each icon, when tapped, should launch a dedicated mini-app. The functionality for each mini-app is as follows:
1. **Home Screen:**
* Display a grid of tappable icons for the mini-apps listed above.
* Include a dock at the bottom with the "Call" and "Messages" icons.
2. **Racing Simulator (Mini-Game):**
* A simple, 2D top-down racing game.
* The user controls a car that is always moving forward.
* The user can tap the left or right side of the screen to move the car and dodge obstacles (e.g., other cars or cones).
* The game ends when the user hits an obstacle, and their score (time survived) is displayed.
3. **Pokémon Go (Simplified Version):**
* This will be a simplified "creature collector" and not use GPS or AR.
* The screen will show a static outdoor background.
* Every few seconds, a random creature (e.g., a simple monster sprite) will appear on the screen.
* Users can tap the creature to "catch" it.
* A "Collection" button will show all the creatures the user has caught. This data should be saved for the user.
4. **Messages (Mock App):**
* Displays a list of fake chat conversations (e.g., "Mom", "Alex", "Work Group").
* Tapping a conversation opens a screen showing a pre-written, non-interactive chat history.
* The user cannot send new messages; this is a view-only mock.
5. **Call (Mock App):**
* Opens a screen with a dial pad (buttons 0-9, *, #).
* Users can tap numbers, which appear in a display field at the top.
* A green "Call" button is present but will only show an alert like "Calling..." for a moment before dismissing. It will not make a real phone call.
6. **Upgrade Your Dragon (Mini-Game):**
* The screen shows a single dragon character.
* Below the dragon are three buttons: "Feed," "Train," and "Play."
* A "Level" indicator is displayed for the dragon.
* Tapping the buttons increases the dragon's stats (e.g., happiness, strength) and contributes to leveling up.
* The dragon's level and stats should be saved persistently for the user.
Each mini-app should have a "back" or "home" button to return to the main home screen launcher.

Create a "clicker" game app with the following features:
1. **Main Screen:**
* Display the user's current cash balance at the top of the screen.
* Feature a large, central button that the user can tap. Each tap should increase the user's cash balance.
* The initial value of each click is $1.
2. **Upgrades System:**
* Display a list of available upgrades that the user can purchase with their cash.
* Each upgrade increases the amount of cash earned per click (the "click multiplier").
* The upgrades are:
* **Cost: $5**, Multiplier: **2x**
* **Cost: $50**, Multiplier: **5x**
* **Cost: $300**, Multiplier: **16x**
* **Cost: $10,000**, Multiplier: **100x**
* **Cost: $100,000**, Multiplier: **1000x**
* **Cost: $1,000,000**, Multiplier: **10,000x**
* A user should only be able to purchase an upgrade if they have enough cash.
* Once an upgrade is purchased, the cost should be deducted from the user's balance, and their cash-per-click value should be updated immediately. The purchased upgrade should no longer be available.
3. **Backend and Data:**
* Use a database to store each user's progress.
* The user's current cash balance and their current click multiplier must be saved persistently. When the user re-opens the app, their progress should be loaded automatically.
* All data should be linked to the currently logged-in user.

Create a simple bomb defusal game with the following features:
1. **Main Game Screen:**
* Display a countdown timer that starts at 10 seconds and ticks down to 0.
* Show six colored wires: Green, Red, Yellow, Blue, White, and Black. The order of these wires should be randomized each time a new game starts.
* Each wire should be a tappable button.
2. **Game Logic:**
* If the player taps the **Red** wire before the timer reaches 0, they win the game.
* If the player taps any wire other than the red one (Green, Yellow, Blue, White, Black), the bomb explodes and they lose.
* If the timer reaches 0 before the player taps any wire, the bomb explodes and they lose.
3. **Win Screen:**
* When the player wins, display a "You Win!" or "Bomb Defused!" message.
* Include a "Play Again" button to restart the game.
4. **Lose Screen:**
* When the player loses, display a "KABOOM!" or "Game Over" message.
* Include a "Try Again" button to restart the game.
The app should have a simple, engaging interface suitable for a quick-play game. No user login or backend is required.

Create a 2D platformer game-maker app with two distinct modes: Build Mode and Play Mode.
**1. Main Screens & Navigation:**
- **My Levels Screen:** The main screen that shows a gallery of levels the user has created. Each level should be represented by a thumbnail. Tapping a level gives options to "Play" or "Edit". There should also be a "Create New Level" button.
- **Build Mode Screen:** A level editor. This screen should have a main grid-based canvas for level design and a palette/toolbar at the bottom with all available game items.
- **Play Mode Screen:** The screen where the user plays the level. It should render the level created in Build Mode and include on-screen controls for the player character.
**2. Build Mode Functionality:**
- **Item Palette:** A scrollable bar containing icons for all placeable items:
- Standard Block
- Lava Block
- Player Spawn Point
- Goal Block (e.g., a flag)
- **Placing Items:** The user can tap an item in the palette to select it, then tap on the grid to place it.
- **Block Customization:**
- **Resizing:** When a user double-taps a placed block, show arrow controls to increase or decrease its size horizontally and vertically.
- **Custom Texture:** When a user taps a placed block three times, open the device's image picker to let them select a photo to apply as the block's texture.
- **Controls:** Include buttons to "Save" the level, "Play Test," and go "Back" to the My Levels screen.
**3. Play Mode Functionality:**
- **Level Rendering:** Dynamically build and display the level based on the saved data from Build Mode.
- **Player Character:**
- Include a default player character that appears at the "Player Spawn Point" location.
- Implement on-screen controls: left/right arrows for movement and a button for jumping.
- **Game Rules:**
- **Collision:** The character should be able to stand on and collide with Standard Blocks.
- **Hazards:** If the character touches a "Lava Block," they should "die" and respawn at the Player Spawn Point.
- **Winning:** If the character touches the "Goal Block," display a "You Win!" message and provide an option to return to the My Levels screen.
All level data, including block positions, sizes, and custom images, should be stored persistently in a database and linked to the user who created them.
© 2025 aSim. All rights reserved.