User prompt
Vai, vai, vai, pra você fazer isso!
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Remova o fundo.
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O botão tá atrás do fundo. Coloca lá na frente do fundo!
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Acho que é o layer, colocar o botão de upgrade na frente do background
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Eu vi, mas ele tá invisível
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Carrega o ativo então
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Criar um botão de upgrades no lado esquerdo baixo da tela
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Adcionar o botão de upgrades no lado esquerdo baixo da tela
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Se a energia do player estiver 0, o sprite do player fica como "player machucado" com a animação, e depois de 3 segundos, vai para a animação "player levantando"
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O dano depende do gasto da ernegia do player
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A energia do player é recuperada a cada segundo (máximo enegia:100]
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Please fix the bug: 'scoreText is not defined' in or related to this line: 'hpWoodText.y = scoreText.height;' Line Number: 129
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Aquele "0" lá em cima não faz nada, então coloque como a energia do player, e transforme em uma global variable
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Ainda não tá aparecendo
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Coloque a variável
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Adcionar a global variable da ernegia do player abaixo da variável de moedas
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Move mais
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Mover o text effect um pouco para direita
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Tira esse texto, não tá funcionando
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Please fix the bug: 'Cannot set properties of undefined (setting 'alpha')' in or related to this line: 'coinGainText.alpha = 1 - fadeProgress;' Line Number: 233
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Please fix the bug: 'Cannot set properties of undefined (setting 'alpha')' in or related to this line: 'coinGainText.alpha = 1 - fadeProgress;' Line Number: 236
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Please fix the bug: 'Cannot set properties of undefined (setting 'alpha')' in or related to this line: 'coinGainText.alpha = 1 - fadeProgress;' Line Number: 236
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Please fix the bug: 'Cannot set properties of undefined (setting 'alpha')' in or related to this line: 'coinGainText.alpha = 1 - fadeProgress;' Line Number: 236
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Please fix the bug: 'Cannot set properties of undefined (setting 'alpha')' in or related to this line: 'coinGainText.alpha = 1 - fadeProgress;' Line Number: 233
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Please fix the bug: 'Cannot set properties of undefined (setting 'alpha')' in or related to this line: 'coinGainText.alpha = 1 - fadeProgress;' Line Number: 235
/**** * Classes ****/ //<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 ****/ // Initialize the upgrade button image var upgradeButton = LK.getAsset('Upgrade_button', { anchorX: 0.5, anchorY: 0.5, scaleX: 2, scaleY: 2 }); // Position the upgrade button at the bottom left of the screen upgradeButton.x = upgradeButton.width / 2; upgradeButton.y = 2732 - upgradeButton.height / 2; // 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!"); // Implement upgrade logic here }; var coinGainText; // Define coinGainText in the global scope var scoreText = new Text2('0', { size: 150, fill: 0xFFFFFF }); // Define scoreText // Initialize the hand button icon image var handButtonIcon = LK.getAsset('Hand_icon_button', { anchorX: 0.5, anchorY: 0.5, scaleX: 2, scaleY: 2 }); // Position the hand button icon at the bottom right of the screen handButtonIcon.x = 2048 - handButtonIcon.width / 2; handButtonIcon.y = 2732 - handButtonIcon.height / 2; // Add the hand button icon to the game game.addChild(handButtonIcon); // Add a click event to the game 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 = 100; // Initialize the HP of the wooden block 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()); // 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 += 1; 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 coins = 0; // Initialize the coins variable var playerEnergy = 100; // Initialize the player's energy variable 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); // Add a click event to the game game.down = function (x, y, obj) { // Check if player energy is 0 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 hpWoodText.setText(hpWood.toString()); // Play the hit sound effect LK.getSound('Hit').play(); if (hpWood <= 0) { // Handle wood breaking logic here console.log("Wood is broken!"); // Play the break sound effect LK.getSound('Break').play(); // Reset wood HP hpWood = 100; 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
@@ -76,10 +76,8 @@
scaleX: 2048 / 100,
// Scale to fit the screen width
scaleY: 2732 / 98.44 // Scale to fit the screen height
});
-// Add the background image to the game
-game.addChild(bg);
// Initialize the rope image
var rope = LK.getAsset('Rope', {
anchorX: 0.0,
anchorY: 0.0,
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