User prompt
instead of 1 initial energy recovery, put 5
User prompt
Add ernegy recopery initial to 5
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'y')' in or related to this line: 'energyUpgradeNameText.y = energyUpgradeCostText.y + energyUpgradeCostText.height + 10;' Line Number: 164
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'y')' in or related to this line: 'energyButtonIcon.y = energyUpgradeNameText.y + energyUpgradeNameText.height + 20;' Line Number: 160
User prompt
place the energy recovery button below the upgrade name text
User prompt
put button 1 and the text, and the cost was at the top of the bg screen
User prompt
Please fix the bug: 'Uncaught ReferenceError: energyRecoveryRate is not defined' in or related to this line: 'energyRecoveryRate += 1; // Increase energy recovery rate by 1' Line Number: 183
User prompt
make the buttons more tidy, it's all messy
User prompt
Upgrade 2:(energy_button_icon) increases energy recovery per second, costs 10
User prompt
Adicione o custo e o nome do upgrade.
User prompt
Please fix the bug: 'upgradePanel is not defined' in or related to this line: 'upgradePanel.addChild(panelBackground);' Line Number: 96
User prompt
Please fix the bug: 'upgradePanel is not defined' in or related to this line: 'upgradePanel.addChild(panelBackground);' Line Number: 96
User prompt
Please fix the bug: 'panelBackground is not defined' in or related to this line: 'handButtonIcon.x = panelBackground.width / 2 - handButtonIcon.width / 2;' Line Number: 89
User prompt
Please fix the bug: 'upgradePanel is not defined' in or related to this line: 'upgradePanel.addChild(handButtonIcon);' Line Number: 85
User prompt
O botão não apareceu
User prompt
Please fix the bug: 'panelBackground is not defined' in or related to this line: 'handButtonIcon.x = panelBackground.width / 2 - handButtonIcon.width / 2;' Line Number: 88
User prompt
Please fix the bug: 'upgradePanel is not defined' in or related to this line: 'upgradePanel.addChild(handButtonIcon);' Line Number: 85
User prompt
Please fix the bug: 'panelBackground is not defined' in or related to this line: 'handButtonIcon.x = panelBackground.width / 2 - handButtonIcon.width / 2;' Line Number: 85
User prompt
Please fix the bug: 'panelBackground is not defined' in or related to this line: 'handButtonIcon.x = panelBackground.width / 2 - handButtonIcon.width / 2;' Line Number: 85
User prompt
add the upgrade to the tab, not outside it
User prompt
Upgrade 1:(hand button icon) increases damage to +1 (costs 10)
User prompt
Adcione um botão de fechar a aba para fechar a aba
User prompt
Aumente o tamanho da aba.
User prompt
Muito pequeno, aumente mais.
User prompt
Apertando o botão de upgrade, abre uma aba.
/**** * 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!"); // Open the upgrade panel openUpgradePanel(); }; // 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: 1.5, scaleY: 1.5 }); 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); } var coinGainText; // Define coinGainText in the global scope var scoreText = new Text2('0', { size: 150, fill: 0xFFFFFF }); // Define scoreText // 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 }); }; ;
/****
* 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!");
// Open the upgrade panel
openUpgradePanel();
};
// 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: 1.5,
scaleY: 1.5
});
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);
}
var coinGainText; // Define coinGainText in the global scope
var scoreText = new Text2('0', {
size: 150,
fill: 0xFFFFFF
}); // Define scoreText
// 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
});
};
;
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