User prompt
cuado aparezco, los enemigos están demasiado cerca y con lo rápidos que son muy pocas veces alcanzó a salvarme, necesito que estén un poco más distantes de mí y aprovecho para informarte que para el disparo de Qbert puedes usar el activo de la bolita naranja que hice.
User prompt
Please fix the bug: 'GummyEnemy is not defined' in or related to this line: 'var EnemyClass = useGummyEnemy ? GummyEnemy : useSmartEnemy ? SmartEnemy : Enemy;' Line Number: 507
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corregir error
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no pueden aparecer nuevos enemigos amenos que que pase al siguiente nivel, viste el activo que parece una gomita ese es el nuevo enemigo.
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un poco menos difícil
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Gracias, añade a otros enemigos por favor que sean capaces de moverse a todas las direcciones siguiendo mi última ubicación con 7 segundos de retraso, y que los niveles sean un poco más variados (aleatorios) ; con nuevos diseños de niveles
User prompt
que qbert se defienda , lanzando bolitas del agujero 🕳️ que tiene , y que el disparo aturda a los enemigos (que los paralize unos segundos) ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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haz el mapa un poco más grande
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que se vea el mapa como en el juego original
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'then')' in or related to this line: 'tween(qbertGraphics, {' Line Number: 157 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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debe ser 3D
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debe de tener apariencia de una pirámide de cubos
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'length')' in or related to this line: 'if (newGridX < 0 || newGridX >= tileMap[newGridY].length || newGridY < 0 || newGridY >= tileMap.length) {' Line Number: 111
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está un poco difícil
Code edit (1 edits merged)
Please save this source code
User prompt
Q-Bert Reimagined
Initial prompt
una nueva versión de Qbert
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1");
/****
* Classes
****/
var Enemy = Container.expand(function () {
var self = Container.call(this);
var enemyGraphics = self.attachAsset('enemy', {
anchorX: 0.5,
anchorY: 0.5
});
self.gridX = 0;
self.gridY = 0;
self.speed = 2;
self.pathPoints = [];
self.currentPathIndex = 0;
self.direction = 1;
self.moveCounter = 0;
self.setPath = function (path) {
self.pathPoints = path;
self.currentPathIndex = 0;
if (path.length > 0) {
self.gridX = path[0].x;
self.gridY = path[0].y;
}
};
self.update = function () {
if (self.pathPoints.length === 0) return;
self.moveCounter++;
if (self.moveCounter < self.speed) return;
self.moveCounter = 0;
self.currentPathIndex = (self.currentPathIndex + self.direction) % self.pathPoints.length;
if (self.currentPathIndex < 0) self.currentPathIndex = self.pathPoints.length - 1;
var nextPoint = self.pathPoints[self.currentPathIndex];
self.gridX = nextPoint.x;
self.gridY = nextPoint.y;
var rowStartX = (7 - self.gridY) * 40;
var baseY = 150 + self.gridY * 40;
self.x = rowStartX + self.gridX * 80 + 40;
self.y = baseY + 40;
};
return self;
});
var PowerUp = Container.expand(function () {
var self = Container.call(this);
var puGraphics = self.attachAsset('powerup', {
anchorX: 0.5,
anchorY: 0.5
});
self.gridX = 0;
self.gridY = 0;
self.type = 'freeze';
self.active = true;
self.pulseDirection = 1;
self.pulseAmount = 0;
self.update = function () {
self.pulseAmount += self.pulseDirection * 2;
if (self.pulseAmount > 15) self.pulseDirection = -1;
if (self.pulseAmount < 0) self.pulseDirection = 1;
puGraphics.scaleX = 1 + self.pulseAmount / 100;
puGraphics.scaleY = 1 + self.pulseAmount / 100;
};
return self;
});
var QBert = Container.expand(function () {
var self = Container.call(this);
var qbertGraphics = self.attachAsset('qbert', {
anchorX: 0.5,
anchorY: 0.5
});
self.gridX = 0;
self.gridY = 0;
self.isJumping = false;
self.jumpDuration = 300;
self.jumpHeight = 40;
self.startX = 0;
self.startY = 0;
self.targetX = 0;
self.targetY = 0;
self.jumpTo = function (newGridX, newGridY, tileMap) {
if (self.isJumping) return false;
if (newGridY < 0 || newGridY >= tileMap.length || newGridX < 0 || newGridX >= tileMap[newGridY].length) {
return false;
}
self.isJumping = true;
self.gridX = newGridX;
self.gridY = newGridY;
self.startX = self.x;
self.startY = self.y;
var rowStartX = (7 - newGridY) * 40;
var baseY = 150 + newGridY * 40;
self.targetX = rowStartX + newGridX * 80 + 40;
self.targetY = baseY + 40;
var currentTile = tileMap[newGridY][newGridX];
if (currentTile) {
currentTile.change();
}
tween(self, {
x: self.targetX,
y: self.targetY
}, {
duration: self.jumpDuration,
easing: tween.easeInOut,
onFinish: function onFinish() {
self.isJumping = false;
}
});
LK.getSound('jump').play();
return true;
};
return self;
});
var Tile = Container.expand(function () {
var self = Container.call(this);
var tileTop = self.attachAsset('tileTop', {
anchorX: 0.5,
anchorY: 0.5
});
var tileLeft = self.attachAsset('tileLeft', {
anchorX: 1.0,
anchorY: 0.0
});
var tileRight = self.attachAsset('tileRight', {
anchorX: 0.0,
anchorY: 0.0
});
tileLeft.x = -40;
tileLeft.y = 40;
tileRight.x = 40;
tileRight.y = 40;
self.gridX = 0;
self.gridY = 0;
self.isChanged = false;
self.targetColor = 0x4A90E2;
self.changedColor = 0x2ECC71;
self.targetLeftColor = 0x2d5aa6;
self.changedLeftColor = 0x1a944a;
self.targetRightColor = 0x356fb6;
self.changedRightColor = 0x1fc066;
self.change = function () {
if (!self.isChanged) {
self.isChanged = true;
tileTop.tint = self.changedColor;
tileLeft.tint = self.changedLeftColor;
tileRight.tint = self.changedRightColor;
LK.getSound('tileChange').play();
}
};
self.reset = function () {
self.isChanged = false;
tileTop.tint = self.targetColor;
tileLeft.tint = self.targetLeftColor;
tileRight.tint = self.targetRightColor;
};
self.getTileColor = function () {
return self.isChanged ? self.changedColor : self.targetColor;
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x1A1A2E
});
/****
* Game Code
****/
var currentLevel = storage.currentLevel || 1;
var score = storage.score || 0;
var lives = 3;
var levelTime = 180;
var timeRemaining = levelTime;
var gameActive = true;
var tileMap = [];
var qbert = null;
var enemies = [];
var powerups = [];
var changedTileCount = 0;
var totalTiles = 0;
var scoreText = new Text2(score.toString(), {
size: 80,
fill: 0xFFFFFF
});
scoreText.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreText);
var levelText = new Text2('Level ' + currentLevel, {
size: 60,
fill: 0xFFD93D
});
levelText.anchor.set(0.5, 0);
levelText.x = 200;
LK.gui.top.addChild(levelText);
var timerText = new Text2(timeRemaining.toString(), {
size: 60,
fill: 0xFF6B35
});
timerText.anchor.set(0.5, 0);
timerText.x = -200;
LK.gui.top.addChild(timerText);
function initializePyramid() {
game.removeChildren();
tileMap = [];
enemies = [];
powerups = [];
changedTileCount = 0;
timeRemaining = levelTime - (currentLevel - 1) * 5;
if (timeRemaining < 60) timeRemaining = 60;
var pyramidSize = 7 + Math.floor((currentLevel - 1) / 2);
if (pyramidSize > 7) pyramidSize = 7;
for (var row = 0; row < pyramidSize; row++) {
tileMap[row] = [];
var tilesInRow = pyramidSize - row;
for (var col = 0; col < tilesInRow; col++) {
var tile = game.addChild(new Tile());
tile.gridX = col;
tile.gridY = row;
var rowStartX = (7 - row) * 40;
var baseY = 150 + row * 40;
tile.x = rowStartX + col * 80 + 40;
tile.y = baseY + 40;
tileMap[row][col] = tile;
totalTiles++;
}
}
qbert = game.addChild(new QBert());
qbert.gridX = Math.floor(pyramidSize / 2);
qbert.gridY = 0;
var rowStartX = (7 - 0) * 40;
var baseY = 150 + 0 * 40;
qbert.x = rowStartX + qbert.gridX * 80 + 40;
qbert.y = baseY + 40;
tileMap[0][qbert.gridX].change();
changedTileCount = 1;
var enemyCount = Math.min(1 + Math.floor((currentLevel - 1) / 3), 3);
for (var e = 0; e < enemyCount; e++) {
var enemy = game.addChild(new Enemy());
var startRow = Math.min(2 + e, pyramidSize - 1);
enemy.gridX = 0;
enemy.gridY = startRow;
var path = [];
var tilesInPathRow = pyramidSize - startRow;
for (var p = 0; p < tilesInPathRow; p++) {
path.push({
x: p,
y: startRow
});
}
enemy.setPath(path);
var enemyRowStartX = (7 - startRow) * 40;
var enemyBaseY = 150 + startRow * 40;
enemy.x = enemyRowStartX + enemy.gridX * 80 + 40;
enemy.y = enemyBaseY + 40;
enemy.speed = 40 - currentLevel * 2;
if (enemy.speed < 15) enemy.speed = 15;
enemies.push(enemy);
}
}
var gameTimer = LK.setInterval(function () {
if (!gameActive) return;
timeRemaining--;
timerText.setText(Math.max(0, timeRemaining).toString());
if (timeRemaining <= 0) {
gameActive = false;
LK.showGameOver();
}
}, 1000);
initializePyramid();
var dragStartX = 0;
var dragStartY = 0;
game.down = function (x, y, obj) {
dragStartX = x;
dragStartY = y;
};
game.up = function (x, y, obj) {
if (!gameActive || !qbert) return;
var deltaX = x - dragStartX;
var deltaY = y - dragStartY;
var threshold = 20;
var newGridX = qbert.gridX;
var newGridY = qbert.gridY;
if (Math.abs(deltaX) > Math.abs(deltaY)) {
if (deltaX > threshold) {
newGridX++;
} else if (deltaX < -threshold) {
newGridX--;
}
} else {
if (deltaY > threshold) {
newGridY++;
} else if (deltaY < -threshold) {
newGridY--;
}
}
qbert.jumpTo(newGridX, newGridY, tileMap);
};
game.update = function () {
if (!gameActive || !qbert) return;
for (var e = 0; e < enemies.length; e++) {
enemies[e].update();
if (enemies[e].gridX === qbert.gridX && enemies[e].gridY === qbert.gridY) {
gameActive = false;
lives--;
if (lives > 0) {
LK.showGameOver();
} else {
storage.currentLevel = 1;
storage.score = 0;
LK.showGameOver();
}
return;
}
}
for (var p = powerups.length - 1; p >= 0; p--) {
powerups[p].update();
if (powerups[p].gridX === qbert.gridX && powerups[p].gridY === qbert.gridY && powerups[p].active) {
powerups[p].active = false;
powerups[p].destroy();
powerups.splice(p, 1);
LK.getSound('powerup').play();
score += 500;
}
}
var completedTiles = 0;
for (var row = 0; row < tileMap.length; row++) {
for (var col = 0; col < tileMap[row].length; col++) {
if (tileMap[row][col].isChanged) {
completedTiles++;
}
}
}
if (completedTiles === totalTiles) {
gameActive = false;
score += timeRemaining * 100 + currentLevel * 1000;
scoreText.setText(score.toString());
storage.score = score;
storage.currentLevel = currentLevel + 1;
LK.getSound('levelComplete').play();
LK.setTimeout(function () {
LK.showYouWin();
}, 500);
}
scoreText.setText(score.toString());
};
LK.playMusic('bgmusic', {
loop: true
}); ===================================================================
--- original.js
+++ change.js
@@ -115,27 +115,47 @@
return self;
});
var Tile = Container.expand(function () {
var self = Container.call(this);
- var tileGraphics = self.attachAsset('tile', {
+ var tileTop = self.attachAsset('tileTop', {
anchorX: 0.5,
anchorY: 0.5
});
+ var tileLeft = self.attachAsset('tileLeft', {
+ anchorX: 1.0,
+ anchorY: 0.0
+ });
+ var tileRight = self.attachAsset('tileRight', {
+ anchorX: 0.0,
+ anchorY: 0.0
+ });
+ tileLeft.x = -40;
+ tileLeft.y = 40;
+ tileRight.x = 40;
+ tileRight.y = 40;
self.gridX = 0;
self.gridY = 0;
self.isChanged = false;
self.targetColor = 0x4A90E2;
self.changedColor = 0x2ECC71;
+ self.targetLeftColor = 0x2d5aa6;
+ self.changedLeftColor = 0x1a944a;
+ self.targetRightColor = 0x356fb6;
+ self.changedRightColor = 0x1fc066;
self.change = function () {
if (!self.isChanged) {
self.isChanged = true;
- tileGraphics.tint = self.changedColor;
+ tileTop.tint = self.changedColor;
+ tileLeft.tint = self.changedLeftColor;
+ tileRight.tint = self.changedRightColor;
LK.getSound('tileChange').play();
}
};
self.reset = function () {
self.isChanged = false;
- tileGraphics.tint = self.targetColor;
+ tileTop.tint = self.targetColor;
+ tileLeft.tint = self.targetLeftColor;
+ tileRight.tint = self.targetRightColor;
};
self.getTileColor = function () {
return self.isChanged ? self.changedColor : self.targetColor;
};
Modern App Store icon, high definition, square with rounded corners, for a game titled "Q-Bert Reimagined" and with the description "A modern take on the classic Q-Bert formula: navigate an isometric pyramid, change tile colors by landing on them, and avoid enemies while completing each level before advancing.". No text on icon!
es una serpiente de color morado con forma de resorte y con cara traviesa. In-Game asset
es de color naranja . No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
es una bolita de color naranja . No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
es saltarín como una gomita furiosa. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat