User prompt
create a menu using game_icon
User prompt
Se o desafio é um sucesso, desbloqueia um novo item.
User prompt
Adicione o desafio sucesso, se o player conseguir quebrar 10 madeiras antes do tempo.
User prompt
Ah, eu já sei. Para quebrar esse objeto, as 4 pernas dão um total de 1200 HP e a cadeira inteira dá 1600 de HP.
User prompt
Ok, então o metal vai ter 500 de HP.
User prompt
the object turns black when it has not been unlocked
User prompt
Ok! 225 of hp to raw wood
User prompt
the exchange object button opens a tab to choose an object, but to unlock the next one, you have to complete the challenge of the previous object
User prompt
Add object_change_button, and place it on the right side of the upgrade button
User prompt
The global variable wood broken is not working
User prompt
make the broken wood variable change when breaking a wood
User prompt
The challenge's global variables only appear when you toggle the challenge
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'x')' in or related to this line: 'globalTimeText.x = coinsText.x;' Line Number: 83
User prompt
Please fix the bug: 'globalTimeText is not defined' in or related to this line: 'woodPiecesBrokenText.y = globalTimeText.y + globalTimeText.height + 10;' Line Number: 78
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'x')' in or related to this line: 'woodPiecesBrokenText.x = coinsText.x;' Line Number: 72
User prompt
Also add a global variable below the timer, which tells you how many pieces of wood you broke in the challenge, it also disappears if you fail or win the challenge
User prompt
If the global time variable runs out, the text appears: You failed the challenge!, and the timer disappears.
User prompt
make the timer go down every second
User prompt
add a global time variable below the coins if the challenge has started
User prompt
If you can't break the wood in 30 seconds, you lose the challenge and you have to wait 1 minute to go again.
User prompt
If the challenge is activated, a text timer appears in the bottom middle of the screen.
User prompt
add challenge time
User prompt
place the challenge text in the middle of the screen
User prompt
When you press the crown, a text appears: "break 10 pieces of wood in 30 seconds!"
User prompt
place the text in the middle of the screen, and press the screen to remove the text
/**** * 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 ****/ // Add instructional text for the player 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 }); // 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: 0.3, 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); // 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) { // 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 // 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 }); }; ;
/****
* 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
****/
// Add instructional text for the player
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
});
// 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: 0.3,
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);
// 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) {
// 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
// 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
});
};
;
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