User prompt
then just add the text
Code edit (1 edits merged)
Please save this source code
User prompt
It is below the crown! Do not overlap the button on the crown
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'x')' in or related to this line: 'goldButton.x = crown.x - crown.width / 2; // Align horizontally with the crown' Line Number: 282
User prompt
position the golden button so it is below the crown
User prompt
Add asset crown in top right of screen
User prompt
Add asset crown in top of screen
User prompt
make the gold button does not disappear after use
User prompt
Add bgmusic
User prompt
Coloque a variável como texto.
User prompt
Coloque a variável global em cima do botão de ouro.
User prompt
Não dá pra saber. Então coloque uma variável de brilho que começa de 0%.
User prompt
move the gold button further to the left
User prompt
When you press the button with maximum brightness, any item is changed to gold (object) for a few seconds, because when the button is activated, it loses brightness little by little
User prompt
when the button is at maximum brightness, it can be clicked
User prompt
Pode ser infinito de vida para o ouro também.
User prompt
from the moment it damages wood, 1% of the gold button regains its shine from damage to wood or any other object
User prompt
The gold button starts gray
User prompt
add the gold button in the middle right of the screen
User prompt
Upgrade 3:(energy_max_button_icon) increases energy limit +10
User prompt
upgrade 2 is not doing anything
User prompt
energy recovery is still the same
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
/**** * 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 ****/ // 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 }); // 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(); }; // 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: 0.5, tint: 0x808080, // Set the initial tint to gray // Center the anchor point horizontally anchorY: 0.5, // 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 + '%'); } // Position the gold button further to the left goldButton.x = crown.x - crown.width / 2; // Align horizontally with 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); // 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); // 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 += 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 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); // 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 // 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) { // 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
@@ -249,10 +249,10 @@
function updateGoldButtonBrightnessText() {
goldButtonBrightnessText.setText(goldButtonBrightness + '%');
}
// Position the gold button further to the left
-goldButton.x = 2048 - goldButton.width - 100; // Move 100 pixels to the left from the right edge
-goldButton.y = 2732 / 2; // Center vertically
+goldButton.x = crown.x - crown.width / 2; // Align horizontally with 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);
// Initialize the crown image
var crown = LK.getAsset('crown', {
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