User prompt
Fai un filo con un nome dei tipi punti del... vabbè.
User prompt
La barra è un po' diversa, la barra così ha il logo grande
User prompt
La barra dei punti ha i numeri alla falla 10, tante volte.
User prompt
potete aggiungere, allora potete mettere la barra appunti al zero del test
User prompt
He removed the bucket.
User prompt
a varie punti un secchio, un secchio grande, grande
User prompt
La barra dei punti è grande, la barra dei punti.
User prompt
E ti è una barra di punti fino a zero, fai punti dalla tappa, il tesso...
User prompt
Barra di punti, fare punti al Menorca, quando c'è punti caccia, 100 di punti diciamo.
User prompt
aggiungi la barra dei punti per favore
User prompt
posti farla fusionare barra score si vede 10
User prompt
sitemare barra test score ah fusionare farla 10
User prompt
posti aggiustare fix nel gioco score fai 10
User prompt
Potete aggiuntare la fase di Corel, per favore, che fa funzionare.
User prompt
Se ti senti male la barra dei punti per favore.
User prompt
potete raggiungere una barra dove c'è coin.
User prompt
Fix new score update logic for Mole tap event
User prompt
Fix new score update logic for Mole tap event
User prompt
Potete fizzare la base dei punti per favore, grazie.
User prompt
Potete fizzare la base dei punti per favore, grazie.
User prompt
Potete farlo di funzionare la barra di, non la barra, il tezzo di coin della tappa, grazie.
User prompt
potete aggiuntare che quando si clicca quella tappa fa 10 punti a color grazie
User prompt
...e ti giuttare la barra di core... ...grazie, core.
User prompt
potete aggiuntare la barra di display per favore
User prompt
potete sfruttare la barra per il sistema di play del punteggio core
/**** * Classes ****/ // Bomb class representing a bomb that triggers game over when tapped var Bomb = Container.expand(function () { var self = Container.call(this); // Attach a bomb asset var bombGraphics = self.attachAsset('bomb', { anchorX: 0.5, anchorY: 0.5 }); // Bomb's initial state self.isVisible = false; // Method to show the bomb self.show = function () { self.isVisible = true; bombGraphics.alpha = 1; }; // Method to hide the bomb self.hide = function () { self.isVisible = false; bombGraphics.alpha = 0; }; // Method to handle tap on the bomb self.tap = function () { if (self.isVisible) { self.hide(); // Trigger game over LK.showGameOver(); } }; // Initialize bomb as hidden self.hide(); }); // CoinCore class to manage CoinCore points var CoinCore = Container.expand(function () { var self = Container.call(this); // Attach a point asset var coinCoreGraphics = self.attachAsset('point', { anchorX: 0.5, anchorY: 0.5 }); // CoinCore's initial state self.isVisible = false; // Method to show the CoinCore self.show = function () { self.isVisible = true; coinCoreGraphics.alpha = 1; }; // Method to hide the CoinCore self.hide = function () { self.isVisible = false; coinCoreGraphics.alpha = 0; }; // Method to handle tap on the CoinCore self.tap = function () { if (self.isVisible) { self.hide(); LK.setScore(LK.getScore() + 10); scoreTxt.setText(LK.getScore()); scoreBar.update(); // Update score bar on every score change pointBar.update(); // Update point bar on every score change } }; // Test method for CoinCore self.test = function () { console.log("Testing CoinCore functionality"); }; // Initialize CoinCore as hidden self.hide(); }); // Corel class to manage Corel points var Corel = Container.expand(function () { var self = Container.call(this); // Attach a point asset var corelGraphics = self.attachAsset('point', { anchorX: 0.5, anchorY: 0.5 }); // Corel's initial state self.isVisible = false; // Method to show the Corel self.show = function () { self.isVisible = true; corelGraphics.alpha = 1; }; // Method to hide the Corel self.hide = function () { self.isVisible = false; corelGraphics.alpha = 0; }; // Method to handle tap on the Corel self.tap = function () { if (self.isVisible) { self.hide(); LK.setScore(LK.getScore() + 15); scoreTxt.setText(LK.getScore()); scoreBar.update(); // Update score bar on every score change pointBar.update(); // Update point bar on every score change } }; // Initialize Corel as hidden self.hide(); }); // MenorcaBar class representing the Menorca point bar var MenorcaBar = Container.expand(function () { var self = Container.call(this); // Attach a Menorca bar asset var menorcaBarGraphics = self.attachAsset('scoreBar', { anchorX: 0.5, anchorY: 0.5 }); // Initialize Menorca bar self.update = function () { menorcaBarGraphics.width = Math.max(10, LK.getScore() * 10); menorcaBarGraphics.alpha = 0.8; // Set transparency for visual effect menorcaBarGraphics.tint = 0xFF0000; // Set color to red for visual effect }; }); //<Assets used in the game will automatically appear here> //<Write imports for supported plugins here> // Mole class representing each mole that appears on the screen var Mole = Container.expand(function () { var self = Container.call(this); // Attach a mole asset var moleGraphics = self.attachAsset('mole', { anchorX: 0.5, anchorY: 0.5 }); // Mole's initial state self.isVisible = false; // Method to show the mole self.show = function () { self.isVisible = true; self.lastY = self.y; // Initialize lastY for tracking changes on Y moleGraphics.alpha = 1; }; // Method to hide the mole self.hide = function () { self.isVisible = false; moleGraphics.alpha = 0; }; // Method to handle tap on the mole self.tap = function () { if (self.isVisible) { self.hide(); LK.setScore(LK.getScore() + 10); scoreTxt.setText(LK.getScore()); scoreBar.update(); // Update score bar on every score change pointBar.update(); // Update point bar on every score change } }; // Initialize mole as hidden self.hide(); }); // Points class representing each point that appears on the screen var Point = Container.expand(function () { var self = Container.call(this); // Attach a point asset var pointGraphics = self.attachAsset('point', { anchorX: 0.5, anchorY: 0.5 }); // Point's initial state self.isVisible = false; // Method to show the point self.show = function () { self.isVisible = true; self.lastY = self.y; // Initialize lastY for tracking changes on Y pointGraphics.alpha = 1; }; // Method to hide the point self.hide = function () { self.isVisible = false; pointGraphics.alpha = 0; }; // Method to handle tap on the point self.tap = function () { if (self.isVisible) { self.hide(); LK.setScore(LK.getScore() + 10); scoreTxt.setText(LK.getScore()); scoreBar.update(); // Update score bar on every score change pointBar.update(); // Update point bar on every score change } }; // Initialize point as hidden self.hide(); }); // PointBar class representing the point bar that decreases to zero var PointBar = Container.expand(function () { var self = Container.call(this); // Attach a point bar asset var pointBarGraphics = self.attachAsset('scoreBar', { anchorX: 0.5, anchorY: 0.5 }); // Initialize point bar self.update = function () { pointBarGraphics.width = LK.getScore() > 0 ? LK.getScore() * 10 : 0; pointBarGraphics.alpha = 0.8; // Set transparency for visual effect pointBarGraphics.tint = 0x0000FF; // Set color to blue for visual effect // Add numbers to the point bar for (var i = 10; i <= LK.getScore(); i += 10) { var numberText = new Text2(i.toString(), { size: 20, fill: 0xFFFFFF }); numberText.x = i * 10; numberText.y = -10; // Position above the bar self.addChild(numberText); } }; }); // ScoreBar class representing the score bar var ScoreBar = Container.expand(function () { var self = Container.call(this); // Attach a score bar asset var scoreBarGraphics = self.attachAsset('scoreBar', { anchorX: 0.5, anchorY: 0.5 }); // Initialize score bar self.update = function () { scoreBarGraphics.width = Math.max(20, LK.getScore() * 20); scoreBarGraphics.alpha = 0.8; // Set transparency for visual effect scoreBarGraphics.tint = 0x00FF00; // Set color to green for visual effect }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 //Init game with black background }); /**** * Game Code ****/ // Add a large background image to the game var background = LK.getAsset('backgroundImage', { anchorX: 0.5, anchorY: 0.5, scaleX: 40, // Scale the background to be larger scaleY: 40, // Scale the background to be larger x: 1024, // Center of the screen y: 1366 // Center of the screen }); game.addChild(background); var scoreTxt = new Text2('0', { size: 150, fill: 0xFFFFFF }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // Initialize score bar var scoreBar = new ScoreBar(); scoreBar.x = 1024; // Center of the screen scoreBar.y = 100; // Top of the screen game.addChild(scoreBar); scoreBar.update(); // Initial update to set the score bar width // Initialize Menorca point bar var menorcaBar = new MenorcaBar(); menorcaBar.x = 1024; // Center of the screen menorcaBar.y = 200; // Below the score bar game.addChild(menorcaBar); menorcaBar.update(); // Initial update to set the Menorca bar width // Initialize point bar var pointBar = new PointBar(); pointBar.x = 1024; // Center of the screen pointBar.y = 300; // Below the Menorca bar game.addChild(pointBar); pointBar.update(); // Initial update to set the point bar width // Array to hold all moles var moles = []; // Function to randomly show moles function showRandomMole() { if (moles.length > 0) { var randomIndex = Math.floor(Math.random() * moles.length); moles[randomIndex].show(); } } // Array to hold all moles var moles = []; // Create moles and add them to the game for (var i = 0; i < 9; i++) { var mole = new Mole(); mole.x = i % 3 * 300 + 500; // Position moles in a grid mole.y = Math.floor(i / 3) * 300 + 800; moles.push(mole); game.addChild(mole); } // Array to hold all points var points = []; // Create points and add them to the game for (var i = 0; i < 9; i++) { var point = new Point(); point.x = i % 3 * 300 + 500; // Position points in a grid point.y = Math.floor(i / 3) * 300 + 800; points.push(point); game.addChild(point); } // Array to hold all CoinCores var coinCores = []; // Create CoinCores and add them to the game for (var i = 0; i < 9; i++) { var coinCore = new CoinCore(); coinCore.x = i % 3 * 300 + 500; // Position CoinCores in a grid coinCore.y = Math.floor(i / 3) * 300 + 800; coinCores.push(coinCore); game.addChild(coinCore); } // Array to hold all Corels var corels = []; // Create Corels and add them to the game for (var i = 0; i < 9; i++) { var corel = new Corel(); corel.x = i % 3 * 300 + 500; // Position Corels in a grid corel.y = Math.floor(i / 3) * 300 + 800; corels.push(corel); game.addChild(corel); } // Array to hold all bombs var bombs = []; // Create bombs and add them to the game for (var i = 0; i < 3; i++) { var bomb = new Bomb(); bomb.x = i * 600 + 400; // Position bombs in a grid bomb.y = 500; bombs.push(bomb); game.addChild(bomb); } // Set interval to show moles at random var moleInterval = LK.setInterval(function () { // Hide all moles first moles.forEach(function (mole) { mole.hide(); }); // Show a random mole showRandomMole(); }, 1000); // Handle tap events on the game game.down = function (x, y, obj) { var localPos = game.toLocal(obj.global); points.forEach(function (point) { if (point.isVisible && point.intersects(localPos)) { point.tap(); } }); moles.forEach(function (mole) { if (mole.isVisible && mole.intersects(localPos)) { mole.tap(); } }); coinCores.forEach(function (coinCore) { if (coinCore.isVisible && coinCore.intersects(localPos)) { coinCore.tap(); } }); bombs.forEach(function (bomb) { if (bomb.isVisible && bomb.intersects(localPos)) { bomb.tap(); } }); corels.forEach(function (corel) { if (corel.isVisible && corel.intersects(localPos)) { corel.tap(); } }); }; // Update function to handle game logic game.update = function () { // Check if points reach a certain Y position points.forEach(function (point) { if (point.isVisible && point.lastY <= 500 && point.y > 500) { // Trigger an action when a point reaches Y position 500 console.log("Point reached Y position 500"); } }); coinCores.forEach(function (coinCore) { if (coinCore.isVisible && coinCore.lastY <= 500 && coinCore.y > 500) { // Trigger an action when a CoinCore reaches Y position 500 console.log("CoinCore reached Y position 500"); } }); moles.forEach(function (mole) { if (mole.isVisible && mole.lastY <= 500 && mole.y > 500) { // Trigger an action when a mole reaches Y position 500 console.log("Mole reached Y position 500"); } }); points.forEach(function (point) { if (point.isVisible) { point.lastY = point.y; } }); moles.forEach(function (mole) { if (mole.isVisible) { mole.lastY = mole.y; } }); coinCores.forEach(function (coinCore) { if (coinCore.isVisible) { coinCore.lastY = coinCore.y; } }); corels.forEach(function (corel) { if (corel.isVisible) { corel.lastY = corel.y; } }); if (LK.getScore() >= 10) { LK.showYouWin(); } };
===================================================================
--- original.js
+++ change.js
@@ -199,8 +199,18 @@
self.update = function () {
pointBarGraphics.width = LK.getScore() > 0 ? LK.getScore() * 10 : 0;
pointBarGraphics.alpha = 0.8; // Set transparency for visual effect
pointBarGraphics.tint = 0x0000FF; // Set color to blue for visual effect
+ // Add numbers to the point bar
+ for (var i = 10; i <= LK.getScore(); i += 10) {
+ var numberText = new Text2(i.toString(), {
+ size: 20,
+ fill: 0xFFFFFF
+ });
+ numberText.x = i * 10;
+ numberText.y = -10; // Position above the bar
+ self.addChild(numberText);
+ }
};
});
// ScoreBar class representing the score bar
var ScoreBar = Container.expand(function () {