Code edit (3 edits merged)
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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 perchè 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
/****
* 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 () {
// Scroll the background downwards
self.y += 2;
// If the background has moved down by its height, reset its position
if (self.y >= 2732) {
self.y = 0;
}
};
});
// 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
};
});
// 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
};
});
//<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
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
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
// Create two instances of the game's background
var background1 = game.addChild(new Background());
background1.x = 2048 / 2;
background1.y = 0;
var background2 = game.addChild(new Background());
background2.x = 2048 / 2;
background2.y = -2732;
// 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;
}
// Add event listeners for touch/mouse events
game.down = function (x, y, obj) {
handleMove(x, y, obj);
};
game.move = function (x, y, obj) {
handleMove(x, y, obj);
};
// Game update loop
game.update = function () {
// Update the game's backgrounds
background1.update();
background2.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
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
scoreTxt.setText(LK.getScore()); ===================================================================
--- original.js
+++ change.js
@@ -8,9 +8,14 @@
anchorX: 0.5,
anchorY: 0.5
});
self.update = function () {
- // Update logic for the background
+ // Scroll the background downwards
+ self.y += 2;
+ // If the background has moved down by its height, reset its position
+ if (self.y >= 2732) {
+ self.y = 0;
+ }
};
});
// Bone class representing collectible items
var Bone = Container.expand(function () {
@@ -62,11 +67,15 @@
// 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 two instances of the game's background
+var background1 = game.addChild(new Background());
+background1.x = 2048 / 2;
+background1.y = 0;
+var background2 = game.addChild(new Background());
+background2.x = 2048 / 2;
+background2.y = -2732;
// Create the skeleton player character
var skeleton = game.addChild(new Skeleton());
skeleton.x = 2048 / 2;
skeleton.y = 2732 - 200;
@@ -82,10 +91,11 @@
handleMove(x, y, obj);
};
// Game update loop
game.update = function () {
- // Update the game's background
- background.update();
+ // Update the game's backgrounds
+ background1.update();
+ background2.update();
// Update bones
for (var i = bones.length - 1; i >= 0; i--) {
var bone = bones[i];
bone.update();
skeleton hair blu felpa rosso. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
monster dark red meta blu. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
pizza mg. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows