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Cara, tu é muito porra! Não tá aparecendo essa merda de texto!
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Os textos não apareceram do mesmo jeito.
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Se não tem diamantes suficientes, aparece uma mensagem que não tem diamantes suficientes. Aperta na Game Pass para comprar.
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Adicione os textos e benefícios abaixo da Game Pass botão.
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Ok, 1.ernegia infinita, 2.duas vezes mais dano. 3.2× mais diamantes. 4.desbloqueia 2 itens se completar o desafio do objeto anterior em vez de 1. A game pass vai custar 30 diamantes
User prompt
Agora consegue mover a Game Pass? Mova pra esquerda.
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Então, coloca a lógica de posição na Game Pass.
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Conserte o erro da posição do Game Pass.
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Tá do mesmo jeito.
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Porque não mudou nada, não moveu porcaria nenhuma.
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Coloque muito, mais muito, mais muito pra esquerda do Game Pass.
Code edit (1 edits merged)
Please save this source code
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put the game pass further to the left
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A Game Pass não apareceu.
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'width')' in or related to this line: 'closeButton.x = panelBackground.width / 2 - closeButton.width / 2;' Line Number: 104
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'y')' in or related to this line: 'gamePassButton.y = closeButton.y + closeButton.height + 50; // Position below the close button with some padding' Line Number: 106
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'y')' in or related to this line: 'gamePassButton.y = closeButton.y + closeButton.height + 50; // Position below the close button with some padding' Line Number: 105
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Add game pass to shop
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Não tá abrindo o painel.
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Please fix the bug: 'Uncaught ReferenceError: openShopPanel is not defined' in or related to this line: 'openShopPanel();' Line Number: 134
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add a shop button
/**** * Classes ****/ var BlueBar = Container.expand(function () { var self = Container.call(this); var blueBarGraphics = self.attachAsset('blueBar', { anchorX: 0.5, anchorY: 0.5 }); self.transformationPercentage = 0; self.update = function () { // Update the color based on transformation percentage var grayValue = Math.floor(0xFF * self.transformationPercentage / 100); blueBarGraphics.tint = grayValue << 16 | grayValue << 8 | grayValue; }; self.increaseTransformation = function (amount) { self.transformationPercentage = Math.min(100, self.transformationPercentage + amount); }; }); //<Assets used in the game will automatically appear here> // Create the Character class var Character = Container.expand(function () { var self = Container.call(this); // Attach the character asset var playerAssets = ['player_1', 'Player_2', 'Player_3', 'Player_4']; var currentAssetIndex = 0; var characterGraphics = self.attachAsset(playerAssets[currentAssetIndex], { anchorX: 0.85, anchorY: 0.5, scaleX: 5, scaleY: 5, frameRate: 10 // Set the frame rate for the sprite animation }); // Set the character's initial position self.x = 945; self.y = 2732 / 2 - characterGraphics.height / 2; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ function missingFunction() { console.log("This is the missing function."); } function openShopPanel() { console.log("Shop panel opened!"); var shopPanel = new Container(); // Initialize shopPanel before usage // Create a background for the panel var panelBackground = LK.getAsset('Bg', { anchorX: 0.5, anchorY: 0.5, scaleX: 2.0, scaleY: 2.0 }); shopPanel.addChild(panelBackground); // Initialize the close button image var closeButton = LK.getAsset('close_tab_button', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.5, scaleY: 1.5 }); // Position the close button at the top right of the panel closeButton.x = panelBackground.width / 2 - closeButton.width / 2; closeButton.y = -panelBackground.height / 2 + closeButton.height / 2; // Add the close button to the shop panel shopPanel.addChild(closeButton); // Add logic to display shop items and handle purchases here // Initialize the game pass button image var gamePassButton = LK.getAsset('gamepass', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.5, scaleY: 1.5 }); // Position the game pass button below the close button gamePassButton.x = -panelBackground.width / 2 + gamePassButton.width; // Move much further to the left within the panel gamePassButton.y = closeButton.y + closeButton.height + 50; // Position below the close button with some padding // Add logic to update the position of the Game Pass button based on certain conditions gamePassButton.update = function () { // Move the button to the left if a certain condition is met if (gamePassButton.x > -panelBackground.width / 2 + gamePassButton.width) { gamePassButton.x -= 5; // Move to the left } }; // Add the game pass button to the shop panel shopPanel.addChild(gamePassButton); // Add text descriptions and benefits below the Game Pass button var gamePassText = new Text2('Game Pass Benefits:', { size: 80, fill: 0xFFFFFF }); gamePassText.anchor.set(0.5, 0); gamePassText.x = gamePassButton.x + gamePassButton.width / 2; gamePassText.y = gamePassButton.y + gamePassButton.height + 20; shopPanel.addChild(gamePassText); var benefitsText = new Text2('1. Energia Infinita\n2. 2x Dano\n3. 2x Diamantes\n4. Desbloqueia 2 Itens', { size: 60, fill: 0xFFFFFF }); benefitsText.anchor.set(0.5, 0); benefitsText.x = gamePassText.x; benefitsText.y = gamePassText.y + gamePassText.height + 20; shopPanel.addChild(benefitsText); // Add an event listener for the game pass button gamePassButton.down = function (x, y, obj) { console.log("Game pass button pressed!"); // Logic to handle game pass purchase if (diamonds >= 30) { // Cost of 30 diamonds console.log("Game pass purchased!"); diamonds -= 30; // Deduct diamonds diamondsText.setText(diamonds.toString()); // Update diamonds display // Apply game pass benefits playerEnergy = Infinity; // Infinite energy playerDamage *= 2; // Double damage diamonds *= 2; // Double diamonds unlockedObjects += 1; // Unlock an additional item upon challenge completion } else { console.log("Not enough diamonds to purchase game pass."); var insufficientDiamondsText = new Text2('Not enough diamonds!', { size: 80, fill: 0xFF0000 }); insufficientDiamondsText.anchor.set(0.5, 0); insufficientDiamondsText.x = gamePassButton.x; insufficientDiamondsText.y = gamePassButton.y + gamePassButton.height + 20; shopPanel.addChild(insufficientDiamondsText); // Remove the message after a short delay LK.setTimeout(function () { if (insufficientDiamondsText.parent) { insufficientDiamondsText.parent.removeChild(insufficientDiamondsText); } }, 3000); // Display for 3 seconds } }; var shopPanel = new Container(); // Create a background for the panel var panelBackground = LK.getAsset('Bg', { anchorX: 0.5, anchorY: 0.5, scaleX: 2.0, scaleY: 2.0 }); shopPanel.addChild(panelBackground); // Position the panel in the center of the screen shopPanel.x = 2048 / 2; shopPanel.y = 2732 / 2; // Add the panel to the game game.addChild(shopPanel); // Initialize the close button image var closeButton = LK.getAsset('close_tab_button', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.5, scaleY: 1.5 }); // Position the close button at the top right of the panel closeButton.x = panelBackground.width / 2 - closeButton.width / 2; closeButton.y = -panelBackground.height / 2 + closeButton.height / 2; // Add the close button to the shop panel shopPanel.addChild(closeButton); // Initialize the game pass button image var gamePassButton = LK.getAsset('gamepass', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.5, scaleY: 1.5 }); // Position the game pass button below the close button gamePassButton.x = 0; // Center horizontally within the panel gamePassButton.y = closeButton.y + closeButton.height + 50; // Position below the close button with some padding // Add the game pass button to the shop panel shopPanel.addChild(gamePassButton); // Add an event listener for the game pass button gamePassButton.down = function (x, y, obj) { console.log("Game pass button pressed!"); // Logic to handle game pass purchase if (diamonds >= 5) { // Example cost of 5 diamonds console.log("Game pass purchased!"); diamonds -= 5; // Deduct diamonds diamondsText.setText(diamonds.toString()); // Update diamonds display } else { console.log("Not enough diamonds to purchase game pass."); } }; // Add an event listener for the close button closeButton.down = function (x, y, obj) { console.log("Close button pressed!"); // Remove the shop panel from the game game.removeChild(shopPanel); }; // Add logic to display shop items and handle purchases here } if (challengeActive) { woodPiecesBroken++; woodPiecesBrokenText.setText('Wood Broken: ' + woodPiecesBroken); } // Add coins when the wood is broken var woodPiecesBrokenText, globalTimeText; // Start a countdown timer var instructionText = new Text2('Tap to break objects and earn rewards!', { size: 100, fill: 0xFFFFFF }); instructionText.anchor.set(0.5, 0); instructionText.x = 2048 / 2; // Center horizontally instructionText.y = 2732 / 2; // Center vertically LK.gui.top.addChild(instructionText); // Play background music LK.playMusic('Bgmusic', { loop: true }); // Initialize the upgrade button image var upgradeButton = LK.getAsset('Upgrade_button', { anchorX: 0.5, anchorY: 0.5, scaleX: 2, scaleY: 2 }); // Initialize the shop button image var shopButton = LK.getAsset('Shop_icon', { anchorX: 0.5, anchorY: 0.5, scaleX: 2, scaleY: 2 }); // Position the shop button at the bottom right of the screen shopButton.x = 2048 - shopButton.width / 2; shopButton.y = 2732 - shopButton.height / 2; // Add the shop button to the game game.addChild(shopButton); // Add an event listener for the shop button shopButton.down = function (x, y, obj) { console.log("Shop button pressed!"); openShopPanel(); }; // Position the upgrade button at the bottom left of the screen upgradeButton.x = upgradeButton.width / 2; upgradeButton.y = 2732 - upgradeButton.height / 2; // Initialize the object change button image var objectChangeButton = LK.getAsset('Object_change_button', { anchorX: 0.5, anchorY: 0.5, scaleX: 2, scaleY: 2 }); // Position the object change button to the right of the upgrade button objectChangeButton.x = upgradeButton.x + upgradeButton.width + 50; objectChangeButton.y = upgradeButton.y; // Add the object change button to the game game.addChild(objectChangeButton); // Add an event listener for the object change button objectChangeButton.down = function (x, y, obj) { console.log("Object change button pressed!"); openObjectSelectionTab(); }; // Add the upgrade button to the game game.addChild(upgradeButton); // Bring the upgrade button to the front game.setChildIndex(upgradeButton, game.children.length - 1); game.setChildIndex(upgradeButton, game.children.length - 1); // Add an event listener for the upgrade button upgradeButton.down = function (x, y, obj) { console.log("Upgrade button pressed!"); // Handle wood breaking logic here if (challengeActive) { woodPiecesBroken++; woodPiecesBrokenText.setText('Wood Broken: ' + woodPiecesBroken); } openUpgradePanel(); }; // Add an event listener for the hand button icon to increase damage var handButtonIcon = LK.getAsset('Hand_icon_button', { anchorX: 0.5, anchorY: 0.5, scaleX: 2, scaleY: 2 }); // Add the hand button icon to the upgrade panel function addHandButtonIconToPanel(upgradePanel) { upgradePanel.addChild(handButtonIcon); } // Create a background for the panel var panelBackground = LK.getAsset('Bg', { anchorX: 0.5, anchorY: 0.5, scaleX: 2.0, // Increased scale for width scaleY: 2.0 // Increased scale for height }); var upgradePanel = new Container(); // Define upgradePanel upgradePanel.addChild(panelBackground); // Position the hand button icon at the top of the upgrade panel handButtonIcon.x = 0; // Align to the left handButtonIcon.y = -panelBackground.height / 2 + handButtonIcon.height / 2 + 20; // Align to the top with some padding // Add an event listener for the hand button icon handButtonIcon.down = function (x, y, obj) { if (coins >= 10) { console.log("Hand button icon pressed! Increasing damage."); playerDamage += 1; // Increase player damage by 1 coins -= 10; // Deduct 10 coins coinsText.setText(coins.toString()); // Update coins display } else { console.log("Not enough coins to upgrade damage."); } }; // Function to open the upgrade panel function openUpgradePanel() { // Create a new container for the upgrade panel var upgradePanel = new Container(); // Create a background for the panel var panelBackground = LK.getAsset('Bg', { anchorX: 0.5, anchorY: 0.5, scaleX: 2.0, // Increased scale for width scaleY: 2.0 // Increased scale for height }); var upgradePanel = new Container(); upgradePanel.addChild(panelBackground); // Position the panel in the center of the screen upgradePanel.x = 2048 / 2; upgradePanel.y = 2732 / 2; // Add the panel to the game game.addChild(upgradePanel); // Initialize the close button image var closeButton = LK.getAsset('close_tab_button', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.5, scaleY: 1.5 }); // Position the close button at the top right of the panel closeButton.x = panelBackground.width / 2 - closeButton.width / 2; closeButton.y = -panelBackground.height / 2 + closeButton.height / 2; // Add the close button to the upgrade panel upgradePanel.addChild(closeButton); // Add an event listener for the close button closeButton.down = function (x, y, obj) { console.log("Close button pressed!"); // Remove the upgrade panel from the game game.removeChild(upgradePanel); }; addHandButtonIconToPanel(upgradePanel); // Add an event listener for the energy button icon to increase energy recovery var energyButtonIcon = LK.getAsset('Energy_icon_button', { anchorX: 0.5, anchorY: 0.5, scaleX: 2, scaleY: 2 }); upgradePanel.addChild(energyButtonIcon); // Add an event listener for the energy max button icon to increase energy limit var energyMaxButtonIcon = LK.getAsset('Energy_max_button_icon', { anchorX: 0.5, anchorY: 0.5, scaleX: 2, scaleY: 2 }); upgradePanel.addChild(energyMaxButtonIcon); energyMaxButtonIcon.down = function (x, y, obj) { if (coins >= 10) { console.log("Energy max button icon pressed! Increasing energy limit."); playerEnergy += 10; // Increase energy limit by 10 coins -= 10; // Deduct 10 coins coinsText.setText(coins.toString()); // Update coins display } else { console.log("Not enough coins to upgrade energy limit."); } }; // Add an event listener for the upgrade button to increase energy recovery energyButtonIcon.down = function (x, y, obj) { if (coins >= 10) { console.log("Energy button icon pressed! Increasing energy recovery."); energyRecoveryRate += 1; // Increase energy recovery rate by 1 coins -= 10; // Deduct 10 coins coinsText.setText(coins.toString()); // Update coins display } else { console.log("Not enough coins to upgrade energy recovery."); } }; var energyUpgradeNameText = new Text2('Upgrade: Increase Energy Recovery', { size: 100, fill: 0xFFFFFF }); energyUpgradeNameText.anchor.set(0.5, 0); // Add cost and name display for the energy upgrade var energyUpgradeCostText = new Text2('Cost: 10 Coins', { size: 100, fill: 0xFFFFFF }); energyUpgradeCostText.anchor.set(0.5, 0); energyUpgradeCostText.y = energyButtonIcon.y + energyButtonIcon.height / 2 + 10; upgradePanel.addChild(energyUpgradeCostText); energyUpgradeNameText.y = energyUpgradeCostText.y + energyUpgradeCostText.height + 10; upgradePanel.addChild(energyUpgradeNameText); energyButtonIcon.x = panelBackground.width / 2 - energyButtonIcon.width / 2; energyButtonIcon.y = energyUpgradeNameText.y + energyUpgradeNameText.height + 20; energyUpgradeCostText.anchor.set(0.5, 0); energyUpgradeCostText.y = energyButtonIcon.y + energyButtonIcon.height / 2 + 10; upgradePanel.addChild(energyUpgradeCostText); var energyUpgradeNameText = new Text2('Upgrade: Increase Energy Recovery', { size: 100, fill: 0xFFFFFF }); energyUpgradeNameText.anchor.set(0.5, 0); energyUpgradeNameText.y = energyUpgradeCostText.y + energyUpgradeCostText.height + 10; upgradePanel.addChild(energyUpgradeNameText); // Add an event listener for the energy button icon energyButtonIcon.down = function (x, y, obj) { if (coins >= 10) { console.log("Energy button icon pressed! Increasing energy recovery."); energyRecoveryRate += 1; // Increase energy recovery rate by 1 coins -= 10; // Deduct 10 coins coinsText.setText(coins.toString()); // Update coins display } else { console.log("Not enough coins to upgrade energy recovery."); } }; // Add cost and name display for the upgrade var upgradeCostText = new Text2('Cost: 10 Coins', { size: 100, fill: 0xFFFFFF }); upgradeCostText.anchor.set(0.5, 0); upgradeCostText.y = handButtonIcon.y + handButtonIcon.height / 2 + 10; upgradePanel.addChild(upgradeCostText); var upgradeNameText = new Text2('Upgrade: Increase Damage', { size: 100, fill: 0xFFFFFF }); upgradeNameText.anchor.set(0.5, 0); upgradeNameText.y = upgradeCostText.y + upgradeCostText.height + 10; upgradePanel.addChild(upgradeNameText); } var coinGainText; // Define coinGainText in the global scope var scoreText = new Text2('0', { size: 150, fill: 0xFFFFFF }); // Define scoreText // Initialize the gold button image var goldButton = LK.getAsset('Gold_button_icon', { anchorX: 0.3, tint: 0x808080, // Set the initial tint to gray // Center the anchor point horizontally anchorY: -0.4, // Center the anchor point vertically scaleX: 2, // Scale the button size scaleY: 2 // Scale the button size }); // Create a text to display the brightness percentage above the gold button var goldButtonBrightnessText = new Text2(goldButtonBrightness + '%', { size: 50, fill: 0xFFFFFF }); goldButtonBrightnessText.anchor.set(0.5, 1); // Center horizontally, align bottom goldButtonBrightnessText.x = goldButton.x; goldButtonBrightnessText.y = goldButton.y - goldButton.height / 2 - 10; // Position above the button game.addChild(goldButtonBrightnessText); // Update the brightness text whenever the brightness changes function updateGoldButtonBrightnessText() { goldButtonBrightnessText.setText(goldButtonBrightness + '%'); } // Initialize the crown image var crown = LK.getAsset('crown', { anchorX: 1.0, // Right edge anchorY: 0.0, // Top edge scaleX: 2, // Scale the crown size scaleY: 2 // Scale the crown size }); // Position the crown at the top right of the screen crown.x = 2048 - crown.width / 2; crown.y = crown.height / 2; // Add the crown to the game game.addChild(crown); // Position the gold button further to the left goldButton.x = crown.x - crown.width - goldButton.width / 2; // Position to the left of the crown goldButton.y = crown.y + crown.height + goldButton.height / 2; // Position below the crown // Add the gold button to the game game.addChild(goldButton); // Function to open the object selection tab function openObjectSelectionTab() { // Create a new container for the object selection tab var objectSelectionTab = new Container(); // Create a background for the tab var tabBackground = LK.getAsset('Bg', { anchorX: 0.5, anchorY: 0.5, scaleX: 2.0, scaleY: 2.0 }); objectSelectionTab.addChild(tabBackground); // Position the tab in the center of the screen objectSelectionTab.x = 2048 / 2; objectSelectionTab.y = 2732 / 2; // Add the tab to the game game.addChild(objectSelectionTab); // Initialize the close button image var closeButton = LK.getAsset('close_tab_button', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.5, scaleY: 1.5 }); // Position the close button at the top right of the tab closeButton.x = tabBackground.width / 2 - closeButton.width / 2; closeButton.y = -tabBackground.height / 2 + closeButton.height / 2; // Add the close button to the object selection tab objectSelectionTab.addChild(closeButton); // Add an event listener for the close button closeButton.down = function (x, y, obj) { console.log("Close button pressed!"); // Remove the object selection tab from the game game.removeChild(objectSelectionTab); }; // Add logic to display objects and handle unlocking var objects = ['Object_1', 'Object_2', 'Object_3']; // Example object IDs var unlockedObjects = 1; // Number of unlocked objects objects.forEach(function (objectId, index) { var objectIcon = LK.getAsset(objectId, { anchorX: 0.5, anchorY: 0.5, scaleX: 2, scaleY: 2 }); // Position each object icon in the tab objectIcon.x = (index - 1) * 150; // Adjust spacing objectIcon.y = 0; // Add the object icon to the tab objectSelectionTab.addChild(objectIcon); // Add an event listener for each object icon objectIcon.down = function (x, y, obj) { if (index < unlockedObjects) { console.log("Object " + (index + 1) + " selected!"); // Logic to select the object } else { console.log("Object " + (index + 1) + " is locked!"); objectIcon.tint = 0x000000; // Set tint to black if locked } }; }); } // Add a click event to the game // Add an event listener for the crown var challengeActive = false; var woodPiecesBroken = 0; // Track the number of wood pieces broken during the challenge crown.down = function (x, y, obj) { if (challengeActive) { console.log("Challenge is already active or in cooldown."); return; } challengeActive = true; // Create and display the challenge text var challengeText = new Text2('Break 10 pieces of wood in 30 seconds!', { size: 100, fill: 0xFFFFFF }); challengeText.anchor.set(0.5, 0.5); challengeText.x = 2048 / 2; // Center horizontally challengeText.y = 2732 / 2; // Center vertically LK.gui.top.addChild(challengeText); // Add a text timer to the bottom middle of the screen var timerText = new Text2('30', { size: 100, fill: 0xFFFFFF }); timerText.anchor.set(0.5, 0.5); timerText.x = 2048 / 2; // Center horizontally timerText.y = 2732 - 100; // Position near the bottom LK.gui.bottom.addChild(timerText); // Add a global time variable below the coins if the challenge has started globalTimeText = new Text2('Time: 30s', { size: 100, fill: 0xFFFFFF }); globalTimeText.anchor.set(0.5, 0); globalTimeText.x = coinsText.x; globalTimeText.y = coinsText.y + coinsText.height + 10; LK.gui.top.addChild(globalTimeText); // Add a global variable to track wood pieces broken if the challenge has started woodPiecesBrokenText = new Text2('Wood Broken: 0', { size: 100, fill: 0xFFFFFF }); woodPiecesBrokenText.anchor.set(0.5, 0); woodPiecesBrokenText.x = coinsText.x; woodPiecesBrokenText.y = globalTimeText.y + globalTimeText.height + 10; LK.gui.top.addChild(woodPiecesBrokenText); // Start a countdown timer var countdown = 30; var countdownInterval = LK.setInterval(function () { countdown--; timerText.setText(countdown.toString()); globalTimeText.setText('Time: ' + countdown + 's'); // Update global time display if (countdown <= 0) { LK.clearInterval(countdownInterval); if (woodPiecesBroken >= 10) { // Unlock a new item unlockedObjects++; console.log("New item unlocked! Total unlocked items: " + unlockedObjects); // Display success message var successText = new Text2('Challenge Completed!', { size: 100, fill: 0x00FF00 }); successText.anchor.set(0.5, 0.5); successText.x = 2048 / 2; // Center horizontally successText.y = 2732 / 2; // Center vertically LK.gui.top.addChild(successText); // Remove the success text after a short delay LK.setTimeout(function () { if (successText.parent) { successText.parent.removeChild(successText); } }, 3000); // Display for 3 seconds } else { woodPiecesBroken = 0; // Reset wood pieces broken count if (woodPiecesBrokenText.parent) { woodPiecesBrokenText.parent.removeChild(woodPiecesBrokenText); } if (timerText.parent) { timerText.parent.removeChild(timerText); } if (globalTimeText.parent) { globalTimeText.parent.removeChild(globalTimeText); } // Display failure message var failureText = new Text2('You failed the challenge!', { size: 100, fill: 0xFF0000 }); failureText.anchor.set(0.5, 0.5); failureText.x = 2048 / 2; // Center horizontally failureText.y = 2732 / 2; // Center vertically LK.gui.top.addChild(failureText); // Remove the failure text after a short delay LK.setTimeout(function () { if (failureText.parent) { failureText.parent.removeChild(failureText); } }, 3000); // Display for 3 seconds challengeActive = false; // Start cooldown timer if challenge failed var cooldown = 60; var cooldownText = new Text2('Retry in: ' + cooldown + 's', { size: 100, fill: 0xFF0000 }); cooldownText.anchor.set(0.5, 0.5); cooldownText.x = 2048 / 2; cooldownText.y = 2732 - 200; LK.gui.bottom.addChild(cooldownText); var cooldownInterval = LK.setInterval(function () { cooldown--; cooldownText.setText('Retry in: ' + cooldown + 's'); if (cooldown <= 0) { LK.clearInterval(cooldownInterval); if (cooldownText.parent) { cooldownText.parent.removeChild(cooldownText); } } }, 1000); } } }, 1000); // Remove the challenge text after a short delay LK.setTimeout(function () { if (challengeText.parent) { challengeText.parent.removeChild(challengeText); } }, 3000); // Display for 3 seconds }; var hpWood = 100; // Initialize the HP of the wooden block var playerDamage = 10; // Initialize the player's damage to 10 var bg = LK.getAsset('Bg', { anchorX: 0.0, anchorY: 0.0, scaleX: 2048 / 100, // Scale to fit the screen width scaleY: 2732 / 98.44 // Scale to fit the screen height }); // Initialize the rope image var rope = LK.getAsset('Rope', { anchorX: 0.0, anchorY: 0.0, scaleX: 2048 / 400, // Scale to full screen width scaleY: 2732 / 500 // Increase the vertical size of the rope }); // Add the rope image to the game game.addChild(rope); // Initialize the wooden block image var woodenBlockPosition = { x: 0, y: 0 }; // Track the wooden block's position var woodHp = 225; // Initialize the HP of the wooden block var metalHp = 500; // Initialize the HP of the metal block var chairHp = 1600; // Initialize the HP of the chair var chairLegsHp = 1200; // Initialize the total HP of the chair legs var woodenBlock = LK.getAsset('Object_1', { anchorX: 0.1, anchorY: -2, scaleX: 5, scaleY: 5 }); // Position the wooden block further down the rope woodenBlock.x = rope.x + rope.width / 2; woodenBlock.y = rope.y + rope.height * 0.95; // Make the wooden block visible woodenBlock.alpha = 1; // Add the wooden block to the game game.addChild(woodenBlock); // Initialize the HP bar image var hpBar = LK.getAsset('Hp_bar', { anchorX: 0.1, anchorY: -4, scaleX: 5, scaleY: 5 }); // Position the HP bar on top of the wooden block hpBar.x = woodenBlock.x; hpBar.y = woodenBlock.y - woodenBlock.height / 2 - hpBar.height; // Add the HP bar to the game game.addChild(hpBar); // Add the character to the game var character = game.addChild(new Character()); // Add the blue bar to the game var blueBar = game.addChild(new BlueBar()); blueBar.x = 2048 / 2; // Center horizontally blueBar.y = 100; // Position near the top // Update the blue bar transformation on each hit function updateBlueBarOnHit() { blueBar.increaseTransformation(1); // Increase transformation by 1% per hit blueBar.update(); // Check if the blue bar is fully transformed to gray if (blueBar.transformationPercentage >= 100) { diamonds += 1; // Award a diamond diamondsText.setText(diamonds.toString()); // Update diamonds display blueBar.transformationPercentage = 0; // Reset the blue bar blueBar.update(); // Update the blue bar to reflect the reset } } // Define currentAssetIndex in the global scope var playerAssets = ['player_1', 'Player_2', 'Player_3', 'Player_4']; var currentAssetIndex = 0; // Add a new variable to track the state of the game var gameState = "playing"; // Add a variable to display the score at the top of the screen var playerEnergy = 100; // Initialize the player's energy variable // Function to recover player energy every second function recoverEnergy() { if (playerEnergy < 100) { playerEnergy += energyRecoveryRate; energyText.setText(playerEnergy.toString()); } } // Set an interval to call recoverEnergy every second LK.setInterval(recoverEnergy, 1000); var energyText = new Text2(playerEnergy.toString(), { size: 150, fill: 0xFFFFFF }); energyText.anchor.set(0.5, 0); LK.gui.top.addChild(energyText); var hpWoodText = new Text2(hpWood.toString(), { size: 150, fill: 0xFFFFFF }); hpWoodText.anchor.set(0.5, 0); hpWoodText.y = scoreText.height; LK.gui.top.addChild(hpWoodText); var goldButtonBrightness = 0; // Initialize the gold button brightness variable at 0% var coins = 0; // Initialize the coins variable var diamonds = 0; // Initialize the diamonds variable var diamonds = 0; // Initialize the diamonds variable var diamonds = 0; // Initialize the diamonds variable var playerEnergy = 100; // Initialize the player's energy variable var energyRecoveryRate = 5; // Initialize the energy recovery rate to 5 var coinsText = new Text2(coins.toString(), { size: 150, fill: 0xFFFFFF }); coinsText.anchor.set(0.5, 0); coinsText.y = hpWoodText.height + hpWoodText.y; LK.gui.top.addChild(coinsText); var diamondsText = new Text2(diamonds.toString(), { size: 150, fill: 0xFFFFFF }); diamondsText.anchor.set(0.5, 0); diamondsText.y = coinsText.height + coinsText.y; LK.gui.top.addChild(diamondsText); // Initialize the diamond icon image // Add a click event to the game game.down = function (x, y, obj) { // Remove the instructional text when the screen is pressed if (instructionText.parent) { instructionText.parent.removeChild(instructionText); } if (playerEnergy === 0) { // Trigger hurt animation character.removeChildren(); var hurtAnimation = ['player_hurt_hand_1', 'player_hurt_hand_2', 'player_hurt_hand_3'].map(function (asset) { return character.attachAsset(asset, { anchorX: 0.85, anchorY: 0.5, scaleX: 5, scaleY: 5, frameRate: 10 // Set the frame rate for the sprite animation }); }); hurtAnimation.forEach(function (frame, index) { LK.setTimeout(function () { character.removeChildren(); character.addChild(frame); }, index * 100); // Adjust timing for each frame }); // After 3 seconds, transition to lifting animation LK.setTimeout(function () { character.removeChildren(); var liftingAnimation = ['Player_lifting_1', 'Player_lifting_2'].map(function (asset) { return character.attachAsset(asset, { anchorX: 0.85, anchorY: 0.5, scaleX: 5, scaleY: 5, frameRate: 10 // Set the frame rate for the sprite animation }); }); liftingAnimation.forEach(function (frame, index) { LK.setTimeout(function () { character.removeChildren(); character.addChild(frame); }, index * 100); // Adjust timing for each frame }); }, 3000); return; // Exit the function to prevent further actions } // Trigger a character animation sequence currentAssetIndex = (currentAssetIndex + 1) % playerAssets.length; character.removeChildren(); // Remove previous animation var animationSequence = playerAssets.map(function (asset) { return character.attachAsset(asset, { anchorX: 0.85, anchorY: 0.5, scaleX: 5, scaleY: 5, frameRate: 10 // Set the frame rate for the sprite animation }); }); animationSequence.forEach(function (frame, index) { LK.setTimeout(function () { character.removeChildren(); character.addChild(frame); if (index === animationSequence.length - 1) { // Deal damage to the wood when the animation ends var energyConsumption = Math.min(playerEnergy, 10); // Determine energy consumption, max 10 playerEnergy -= energyConsumption; // Reduce player energy energyText.setText(playerEnergy.toString()); // Update energy display hpWood -= playerDamage * (energyConsumption / 10); // Adjust damage based on energy consumption chairHp -= playerDamage * (energyConsumption / 10); // Adjust damage for chair chairLegsHp -= playerDamage * (energyConsumption / 10); // Adjust damage for chair legs // Update the blue bar transformation updateBlueBarOnHit(); // Increase gold button shine by 1% when wood is damaged goldButton.tint = Math.min(0xFFFFFF, goldButton.tint + 0x010101); goldButtonBrightness = Math.min(100, goldButtonBrightness + 1); // Increase brightness percentage updateGoldButtonBrightnessText(); // Update the text display // Enable gold button click when at maximum brightness if (goldButton.tint === 0xFFFFFF) { goldButton.down = function (x, y, obj) { console.log("Gold button clicked at maximum brightness!"); // Change any item to gold for a few seconds woodenBlock.tint = 0xFFD700; // Change the wooden block to gold color LK.setTimeout(function () { woodenBlock.tint = 0xFFFFFF; // Revert the wooden block color back to normal }, 3000); // Change lasts for 3 seconds goldButtonBrightness = 0; // Reset brightness percentage updateGoldButtonBrightnessText(); // Update the text display // Reset the gold button brightness to 0% after use goldButtonBrightness = 0; // Reset brightness percentage updateGoldButtonBrightnessText(); // Update the text display }; } hpWoodText.setText(hpWood.toString()); // Play the hit sound effect LK.getSound('Hit').play(); if (hpWood <= 0 || chairHp <= 0 || chairLegsHp <= 0) { // Handle wood breaking logic here if (challengeActive) { woodPiecesBroken++; woodPiecesBrokenText.setText('Wood Broken: ' + woodPiecesBroken); } console.log("Wood is broken!"); // Play the break sound effect LK.getSound('Break').play(); // Reset wood HP hpWood = 100; chairHp = 1600; // Reset chair HP chairLegsHp = 1200; // Reset chair legs HP hpWoodText.setText(hpWood.toString()); // Reposition the new wooden block woodenBlock.x = rope.x + rope.width / 2; woodenBlock.y = rope.y + rope.height * 0.95; // Add coins when the wood is broken coins += 10; // Add 10 coins coinsText.setText(coins.toString()); // Create a text effect for gaining coins if (!coinGainText) { coinGainText = new Text2('+10', { size: 100, fill: 0xFFFF00 // Yellow color for the coin gain text }); } coinGainText.anchor.set(0.5, 0.5); coinGainText.x = woodenBlock.x + 50; // Move the text effect further to the right coinGainText.y = woodenBlock.y - woodenBlock.height / 2; // Add the coin gain text to the game game.addChild(coinGainText); // Animate the coin gain text to move upwards and fade out LK.setTimeout(function () { // Custom animation to move the text upwards var startY = coinGainText.y; var endY = startY - 100; var duration = 1000; var startTime = Date.now(); function animateMove() { var currentTime = Date.now(); var elapsed = currentTime - startTime; var progress = Math.min(elapsed / duration, 1); coinGainText.y = startY + (endY - startY) * progress; if (progress < 1) { LK.setTimeout(animateMove, 16); // Approximately 60 FPS } } animateMove(); // Custom fade-out animation var fadeDuration = 1000; var fadeStartTime = Date.now(); function animateFadeOut() { var currentTime = Date.now(); var elapsed = currentTime - fadeStartTime; var fadeProgress = Math.min(elapsed / fadeDuration, 1); coinGainText.alpha = 1 - fadeProgress; if (fadeProgress < 1) { LK.setTimeout(animateFadeOut, 16); // Approximately 60 FPS } else { coinGainText.destroy(); // Remove the text after animation } } animateFadeOut(); }, 0); } } }, index * 100); // Adjust timing for each frame }); }; ;
===================================================================
--- original.js
+++ change.js
@@ -97,18 +97,18 @@
size: 80,
fill: 0xFFFFFF
});
gamePassText.anchor.set(0.5, 0);
- gamePassText.x = gamePassButton.x;
- gamePassText.y = gamePassButton.y + gamePassButton.height / 2 + 20;
+ gamePassText.x = gamePassButton.x + gamePassButton.width / 2;
+ gamePassText.y = gamePassButton.y + gamePassButton.height + 20;
shopPanel.addChild(gamePassText);
var benefitsText = new Text2('1. Energia Infinita\n2. 2x Dano\n3. 2x Diamantes\n4. Desbloqueia 2 Itens', {
size: 60,
fill: 0xFFFFFF
});
benefitsText.anchor.set(0.5, 0);
- benefitsText.x = gamePassButton.x;
- benefitsText.y = gamePassText.y + gamePassText.height + 10;
+ benefitsText.x = gamePassText.x;
+ benefitsText.y = gamePassText.y + gamePassText.height + 20;
shopPanel.addChild(benefitsText);
// Add an event listener for the game pass button
gamePassButton.down = function (x, y, obj) {
console.log("Game pass button pressed!");
A small piece of wood.
a hanging rope. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
piece_of_wood. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Upgrade button. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Gold_button_icon. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
crown. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
raw piece of wood. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Metal. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Chair. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
create a hand icon breaking a brick in half. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Play_button. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Diamond_icon. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
pixel person with black hair, black pants, black eyes, and blue clothes making a V with hands jumping in a rain of diamonds. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Shop_icon. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows