Code edit (3 edits merged)
Please save this source code
Code edit (1 edits merged)
Please save this source code
User prompt
metti a giottare la fizz del test per mettere i punti bonete per giottare fizz
User prompt
In generale le balla di punti percheĢ punti della pizza barra 0 quando inizia a prendere la pizza balla, tuttora le ha.
User prompt
potete sfruttare e fissare la base di punti di base buona.
User prompt
Potete fizzare la base dei punti per favore, grazie.
User prompt
Potete aggiuntare la base dei punti per favore.
User prompt
Farei i punti di buone, grazie.
User prompt
Mettilo in fondo.
Initial prompt
mg skeleton dash
===================================================================
--- original.js
+++ change.js
@@ -1,119 +1,136 @@
-/****
+/****
* Classes
-****/
+****/
+// Background class representing the game's background
+var Background = Container.expand(function () {
+ var self = Container.call(this);
+ var backgroundGraphics = self.attachAsset('background', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.update = function () {
+ // Update logic for the background
+ };
+});
// Bone class representing collectible items
var Bone = Container.expand(function () {
- var self = Container.call(this);
- var boneGraphics = self.attachAsset('bone', {
- anchorX: 0.5,
- anchorY: 0.5
- });
- self.update = function () {
- self.y += 5; // Move bone downwards
- };
+ var self = Container.call(this);
+ var boneGraphics = self.attachAsset('bone', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.update = function () {
+ self.y += 5; // Move bone downwards
+ };
});
// Obstacle class representing obstacles to avoid
var Obstacle = Container.expand(function () {
- var self = Container.call(this);
- var obstacleGraphics = self.attachAsset('obstacle', {
- anchorX: 0.5,
- anchorY: 0.5
- });
- self.update = function () {
- self.y += 7; // Move obstacle downwards
- };
+ var self = Container.call(this);
+ var obstacleGraphics = self.attachAsset('obstacle', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.update = function () {
+ self.y += 7; // Move obstacle downwards
+ };
});
//<Assets used in the game will automatically appear here>
//<Write imports for supported plugins here>
// Skeleton class representing the player character
var Skeleton = Container.expand(function () {
- var self = Container.call(this);
- var skeletonGraphics = self.attachAsset('skeleton', {
- anchorX: 0.5,
- anchorY: 0.5
- });
- self.speed = 10;
- self.update = function () {
- // Update logic for the skeleton
- };
+ var self = Container.call(this);
+ var skeletonGraphics = self.attachAsset('skeleton', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.speed = 10;
+ self.update = function () {
+ // Update logic for the skeleton
+ };
});
-/****
+/****
* Initialize Game
-****/
+****/
var game = new LK.Game({
- backgroundColor: 0x000000 //Init game with black background
+ backgroundColor: 0x000000 //Init game with black background
});
-/****
+/****
* Game Code
-****/
+****/
// Initialize arrays to keep track of bones and obstacles
var bones = [];
var obstacles = [];
+// Create the game's background
+var background = game.addChild(new Background());
+background.x = 2048 / 2;
+background.y = 2732 / 2;
// Create the skeleton player character
var skeleton = game.addChild(new Skeleton());
skeleton.x = 2048 / 2;
skeleton.y = 2732 - 200;
// Function to handle movement
function handleMove(x, y, obj) {
- skeleton.x = x;
+ skeleton.x = x;
}
// Add event listeners for touch/mouse events
game.down = function (x, y, obj) {
- handleMove(x, y, obj);
+ handleMove(x, y, obj);
};
game.move = function (x, y, obj) {
- handleMove(x, y, obj);
+ handleMove(x, y, obj);
};
// Game update loop
game.update = function () {
- // Update bones
- for (var i = bones.length - 1; i >= 0; i--) {
- var bone = bones[i];
- bone.update();
- if (bone.y > 2732) {
- bone.destroy();
- bones.splice(i, 1);
- } else if (skeleton.intersects(bone)) {
- bone.destroy();
- bones.splice(i, 1);
- LK.setScore(LK.getScore() + 1);
- }
- }
- // Update obstacles
- for (var j = obstacles.length - 1; j >= 0; j--) {
- var obstacle = obstacles[j];
- obstacle.update();
- if (obstacle.y > 2732) {
- obstacle.destroy();
- obstacles.splice(j, 1);
- } else if (skeleton.intersects(obstacle)) {
- LK.effects.flashScreen(0xff0000, 1000);
- LK.showGameOver();
- }
- }
- // Spawn new bones and obstacles
- if (LK.ticks % 60 == 0) {
- var newBone = new Bone();
- newBone.x = Math.random() * 2048;
- newBone.y = -50;
- bones.push(newBone);
- game.addChild(newBone);
- }
- if (LK.ticks % 90 == 0) {
- var newObstacle = new Obstacle();
- newObstacle.x = Math.random() * 2048;
- newObstacle.y = -50;
- obstacles.push(newObstacle);
- game.addChild(newObstacle);
- }
+ // Update the game's background
+ background.update();
+ // Update bones
+ for (var i = bones.length - 1; i >= 0; i--) {
+ var bone = bones[i];
+ bone.update();
+ if (bone.y > 2732) {
+ bone.destroy();
+ bones.splice(i, 1);
+ } else if (skeleton.intersects(bone)) {
+ bone.destroy();
+ bones.splice(i, 1);
+ LK.setScore(LK.getScore() + 1);
+ }
+ }
+ // Update obstacles
+ for (var j = obstacles.length - 1; j >= 0; j--) {
+ var obstacle = obstacles[j];
+ obstacle.update();
+ if (obstacle.y > 2732) {
+ obstacle.destroy();
+ obstacles.splice(j, 1);
+ } else if (skeleton.intersects(obstacle)) {
+ LK.effects.flashScreen(0xff0000, 1000);
+ LK.showGameOver();
+ }
+ }
+ // Spawn new bones and obstacles
+ if (LK.ticks % 60 == 0) {
+ var newBone = new Bone();
+ newBone.x = Math.random() * 2048;
+ newBone.y = -50;
+ bones.push(newBone);
+ game.addChild(newBone);
+ }
+ if (LK.ticks % 90 == 0) {
+ var newObstacle = new Obstacle();
+ newObstacle.x = Math.random() * 2048;
+ newObstacle.y = -50;
+ obstacles.push(newObstacle);
+ game.addChild(newObstacle);
+ }
};
// Display score
var scoreTxt = new Text2('0', {
- size: 150,
- fill: 0xFFFFFF
+ size: 150,
+ fill: 0xFFFFFF
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
scoreTxt.setText(LK.getScore());
\ No newline at end of file
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