User prompt
Haz que el fondo cambie cuando llegue a 1 de vida,y que las naranjas vallan más rápidos ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Haz que cuando llegue a 1 de vida el sprite de caminata también cambie,y el las naranjas ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Haz lo mismo con las naranjas ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Haz que el gato sea un poco más grande ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Haz que el fondo sea "background"
User prompt
Haz que cuando llegue a 1 de vida cambie la música a "hardcore"
User prompt
Pero,era el sprite del corazón
User prompt
Haz que cuando la vida llegue a 1 cambie el sprite
User prompt
Haz que allá un icono de vida que sea "heart_icon"
User prompt
Puedes hacer que cuando falle suene "fail"
User prompt
Lo puedes arreglar?,que suene "eat"
User prompt
Haz que cuando coma suene un sonido
User prompt
Cambia la música a "fun"
Code edit (1 edits merged)
Please save this source code
User prompt
Haz que suene una música enérgica divertida,que te de ganas de bailar
User prompt
Por que el sonido no suena?,arregló
User prompt
Haz que cuando falle un asset reproduzca un sonido
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Haz que cuando falle reproduzca un sonido
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Arregla que cuando deja de comer desaparece
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Arregla que si se mueve mientras come desaparece
User prompt
Haz que cuando coma una naranja cambie de sprite
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Haz que se diferencie cuando esta caminando a la izquierda o la derecha
User prompt
Ahora haz el código para que cambie de sprite mientras camima o se queda quieto
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var Cat = Container.expand(function () { var self = Container.call(this); var catIdleGraphics = self.attachAsset('cat_idle', { anchorX: 0.5, anchorY: 1.0, scaleX: 1.5, scaleY: 1.5 }); var catWalkGraphics = self.attachAsset('cat_walk', { anchorX: 0.5, anchorY: 1.0, scaleX: 1.5, scaleY: 1.5 }); catWalkGraphics.visible = false; var catEatGraphics = self.attachAsset('cat_eat', { anchorX: 0.5, anchorY: 1.0, scaleX: 1.5, scaleY: 1.5 }); catEatGraphics.visible = false; var catDamageGraphics = self.attachAsset('cat_damage', { anchorX: 0.5, anchorY: 1.0, scaleX: 1.5, scaleY: 1.5 }); catDamageGraphics.visible = false; var catWalkDamageGraphics = self.attachAsset('cat_walk_damage', { anchorX: 0.5, anchorY: 1.0, scaleX: 1.5, scaleY: 1.5 }); catWalkDamageGraphics.visible = false; self.targetX = 1024; // Center of screen self.speed = 15; self.isMoving = false; self.movementThreshold = 2; self.facingLeft = false; // Track direction cat is facing self.isEating = false; self.eatingTimer = 0; self.startEating = function () { self.isEating = true; self.eatingTimer = 30; // Show eating sprite for 30 frames (0.5 seconds) // Hide other sprites and show eating sprite catIdleGraphics.visible = false; catWalkGraphics.visible = false; catDamageGraphics.visible = false; catWalkDamageGraphics.visible = false; catEatGraphics.visible = true; // Apply direction flip to eating sprite if (self.facingLeft) { catEatGraphics.scaleX = -1.5; } else { catEatGraphics.scaleX = 1.5; } }; self.switchToDamaged = function () { // Hide all other sprites and show appropriate damaged sprite catIdleGraphics.visible = false; catWalkGraphics.visible = false; catEatGraphics.visible = false; catWalkDamageGraphics.visible = false; if (self.isMoving) { catWalkDamageGraphics.visible = true; catDamageGraphics.visible = false; } else { catDamageGraphics.visible = true; catWalkDamageGraphics.visible = false; } // Apply correct direction flip if (self.facingLeft) { catDamageGraphics.scaleX = -1.5; catWalkDamageGraphics.scaleX = -1.5; } else { catDamageGraphics.scaleX = 1.5; catWalkDamageGraphics.scaleX = 1.5; } }; self.switchToNormal = function () { // Hide damaged sprites and restore normal sprites catDamageGraphics.visible = false; catWalkDamageGraphics.visible = false; // Restore appropriate sprite based on current state if (self.isEating) { catEatGraphics.visible = true; } else if (self.isMoving) { catWalkGraphics.visible = true; catIdleGraphics.visible = false; } else { catIdleGraphics.visible = true; catWalkGraphics.visible = false; } }; self.update = function () { // Smooth movement towards target position var diff = self.targetX - self.x; var wasMoving = self.isMoving; var wasFacingLeft = self.facingLeft; if (Math.abs(diff) > 5) { self.x += diff * 0.2; self.isMoving = Math.abs(diff) > self.movementThreshold; // Update direction based on movement if (diff < 0) { self.facingLeft = true; } else if (diff > 0) { self.facingLeft = false; } } else { self.x = self.targetX; self.isMoving = false; } // Keep cat within screen bounds var halfWidth = catIdleGraphics.width * 1.5 / 2; if (self.x < halfWidth) { self.x = halfWidth; self.targetX = halfWidth; } if (self.x > 2048 - halfWidth) { self.x = 2048 - halfWidth; self.targetX = 2048 - halfWidth; } // Handle eating animation timer if (self.isEating) { self.eatingTimer--; if (self.eatingTimer <= 0) { self.isEating = false; catEatGraphics.visible = false; // Check if we should show damaged sprite if (lives === 1) { if (self.isMoving) { catWalkDamageGraphics.visible = true; catDamageGraphics.visible = false; } else { catDamageGraphics.visible = true; catWalkDamageGraphics.visible = false; } catIdleGraphics.visible = false; catWalkGraphics.visible = false; } else { // Restore appropriate sprite based on current movement state if (self.isMoving) { catWalkGraphics.visible = true; catIdleGraphics.visible = false; } else { catIdleGraphics.visible = true; catWalkGraphics.visible = false; } } // Apply correct direction flip if (self.facingLeft) { catIdleGraphics.scaleX = -1.5; catWalkGraphics.scaleX = -1.5; catDamageGraphics.scaleX = -1.5; catWalkDamageGraphics.scaleX = -1.5; } else { catIdleGraphics.scaleX = 1.5; catWalkGraphics.scaleX = 1.5; catDamageGraphics.scaleX = 1.5; catWalkDamageGraphics.scaleX = 1.5; } } } // Switch sprites based on movement state or direction change (only if not eating) if (!self.isEating && (self.isMoving !== wasMoving || self.facingLeft !== wasFacingLeft)) { if (lives === 1) { // Show appropriate damaged sprite based on movement catIdleGraphics.visible = false; catWalkGraphics.visible = false; catEatGraphics.visible = false; if (self.isMoving) { catWalkDamageGraphics.visible = true; catDamageGraphics.visible = false; } else { catDamageGraphics.visible = true; catWalkDamageGraphics.visible = false; } } else { // Normal sprite switching catWalkDamageGraphics.visible = false; if (self.isMoving) { catIdleGraphics.visible = false; catWalkGraphics.visible = true; catEatGraphics.visible = false; catDamageGraphics.visible = false; } else { catIdleGraphics.visible = true; catWalkGraphics.visible = false; catEatGraphics.visible = false; catDamageGraphics.visible = false; } } // Flip sprites based on direction if (self.facingLeft) { catIdleGraphics.scaleX = -1.5; catWalkGraphics.scaleX = -1.5; catDamageGraphics.scaleX = -1.5; catWalkDamageGraphics.scaleX = -1.5; } else { catIdleGraphics.scaleX = 1.5; catWalkGraphics.scaleX = 1.5; catDamageGraphics.scaleX = 1.5; catWalkDamageGraphics.scaleX = 1.5; } } // Update eating sprite direction if direction changed while eating if (self.isEating && self.facingLeft !== wasFacingLeft) { if (self.facingLeft) { catEatGraphics.scaleX = -1.5; } else { catEatGraphics.scaleX = 1.5; } } // Update damaged sprite direction if direction changed if ((catDamageGraphics.visible || catWalkDamageGraphics.visible) && self.facingLeft !== wasFacingLeft) { if (self.facingLeft) { catDamageGraphics.scaleX = -1.5; catWalkDamageGraphics.scaleX = -1.5; } else { catDamageGraphics.scaleX = 1.5; catWalkDamageGraphics.scaleX = 1.5; } } }; return self; }); var Orange = Container.expand(function () { var self = Container.call(this); var orangeGraphics = self.attachAsset('orange', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.5, scaleY: 1.5 }); var orangeDamageGraphics = self.attachAsset('orange_damage', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.5, scaleY: 1.5 }); orangeDamageGraphics.visible = false; self.speed = 8; self.lastY = 0; self.caught = false; self.update = function () { if (!self.caught) { // Increase speed when lives reach 1 var speedMultiplier = lives === 1 ? 1.5 : 1; self.y += self.speed * speedMultiplier; } // Switch to damaged sprite when lives reach 1 if (lives === 1) { orangeGraphics.visible = false; orangeDamageGraphics.visible = true; } else { orangeGraphics.visible = true; orangeDamageGraphics.visible = false; } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x87CEEB }); /**** * Game Code ****/ // Add background var backgroundSprite = LK.getAsset('background', { anchorX: 0, anchorY: 0 }); backgroundSprite.x = 0; backgroundSprite.y = 0; game.addChild(backgroundSprite); var backgroundDamageSprite = LK.getAsset('background_damage', { anchorX: 0, anchorY: 0 }); backgroundDamageSprite.x = 0; backgroundDamageSprite.y = 0; backgroundDamageSprite.visible = false; game.addChild(backgroundDamageSprite); var cat; var oranges = []; var gameSpeed = 1; var orangeSpawnRate = 60; // frames between spawns var frameCount = 0; var lives = 3; // Create score display var scoreTxt = new Text2('Score: 0', { size: 80, fill: 0xFFFFFF }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // Create lives display var livesTxt = new Text2('Lives: 3', { size: 60, fill: 0xFFFFFF }); livesTxt.anchor.set(1, 0); livesTxt.y = 100; LK.gui.topRight.addChild(livesTxt); // Create heart icon for lives var heartIcon = LK.getAsset('heart_icon', { anchorX: 1, anchorY: 0 }); heartIcon.x = -10; // Position relative to topRight heartIcon.y = 170; LK.gui.topRight.addChild(heartIcon); // Create damaged heart icon var heartDamageIcon = LK.getAsset('heart_damage', { anchorX: 1, anchorY: 0 }); heartDamageIcon.x = -10; // Position relative to topRight heartDamageIcon.y = 170; heartDamageIcon.visible = false; LK.gui.topRight.addChild(heartDamageIcon); // Create the cat cat = game.addChild(new Cat()); cat.x = 1024; // Center horizontally cat.y = 2600; // Near bottom of screen // Handle touch/mouse input function handleMove(x, y, obj) { if (cat) { cat.targetX = x; } } game.move = handleMove; game.down = function (x, y, obj) { handleMove(x, y, obj); }; // Spawn oranges function spawnOrange() { var orange = new Orange(); orange.x = Math.random() * (2048 - 160) + 80; // Random x position within bounds orange.y = -40; // Start above screen orange.lastY = orange.y; orange.speed = 6 + gameSpeed * 2; // Increase speed with game progression oranges.push(orange); game.addChild(orange); } // Update score display function updateScore() { scoreTxt.setText('Score: ' + LK.getScore()); } // Update lives display function updateLives() { livesTxt.setText('Lives: ' + lives); // Switch heart sprite when lives reach 1 if (lives === 1) { heartIcon.visible = false; heartDamageIcon.visible = true; // Switch to hardcore music when lives reach 1 LK.playMusic('hardcore'); // Switch to damaged background backgroundSprite.visible = false; backgroundDamageSprite.visible = true; } else { heartIcon.visible = true; heartDamageIcon.visible = false; // Switch to normal background backgroundSprite.visible = true; backgroundDamageSprite.visible = false; } } game.update = function () { frameCount++; // Spawn oranges if (frameCount % Math.max(20, orangeSpawnRate - Math.floor(LK.getScore() / 5)) === 0) { spawnOrange(); } // Increase game speed over time if (frameCount % 600 === 0) { // Every 10 seconds at 60fps gameSpeed += 0.2; } // Update oranges for (var i = oranges.length - 1; i >= 0; i--) { var orange = oranges[i]; // Check if orange went off screen (missed) if (orange.lastY < 2732 && orange.y >= 2732 && !orange.caught) { // Orange hit the ground - lose a life lives--; updateLives(); // Play fail sound LK.getSound('fail').play(); if (lives <= 0) { LK.showGameOver(); return; } orange.destroy(); oranges.splice(i, 1); continue; } // Check collision with cat if (!orange.caught && orange.intersects(cat)) { // Orange caught! orange.caught = true; LK.setScore(LK.getScore() + 1); updateScore(); // Play catch sound LK.getSound('catch').play(); // Play eat sound LK.getSound('eat').play(); // Flash effect on cat LK.effects.flashObject(cat, 0xFFFFFF, 200); // Trigger eating animation cat.startEating(); // Animate orange being caught tween(orange, { scaleX: 0, scaleY: 0, alpha: 0 }, { duration: 300, easing: tween.easeOut, onFinish: function onFinish() { orange.destroy(); } }); oranges.splice(i, 1); continue; } orange.lastY = orange.y; } // Check win condition (optional - high score achievement) if (LK.getScore() >= 100) { LK.showYouWin(); } }; // Start energetic dance music LK.playMusic('Fun'); // Initialize displays updateScore(); updateLives();
===================================================================
--- original.js
+++ change.js
@@ -253,9 +253,11 @@
self.lastY = 0;
self.caught = false;
self.update = function () {
if (!self.caught) {
- self.y += self.speed;
+ // Increase speed when lives reach 1
+ var speedMultiplier = lives === 1 ? 1.5 : 1;
+ self.y += self.speed * speedMultiplier;
}
// Switch to damaged sprite when lives reach 1
if (lives === 1) {
orangeGraphics.visible = false;
@@ -285,8 +287,16 @@
});
backgroundSprite.x = 0;
backgroundSprite.y = 0;
game.addChild(backgroundSprite);
+var backgroundDamageSprite = LK.getAsset('background_damage', {
+ anchorX: 0,
+ anchorY: 0
+});
+backgroundDamageSprite.x = 0;
+backgroundDamageSprite.y = 0;
+backgroundDamageSprite.visible = false;
+game.addChild(backgroundDamageSprite);
var cat;
var oranges = [];
var gameSpeed = 1;
var orangeSpawnRate = 60; // frames between spawns
@@ -360,11 +370,17 @@
heartIcon.visible = false;
heartDamageIcon.visible = true;
// Switch to hardcore music when lives reach 1
LK.playMusic('hardcore');
+ // Switch to damaged background
+ backgroundSprite.visible = false;
+ backgroundDamageSprite.visible = true;
} else {
heartIcon.visible = true;
heartDamageIcon.visible = false;
+ // Switch to normal background
+ backgroundSprite.visible = true;
+ backgroundDamageSprite.visible = false;
}
}
game.update = function () {
frameCount++;
Haz un sprite de un gato azul sin pupilas con la boca abierta mirando arriba. In-Game asset. 2d. High contrast. No shadows
Una naranja cute. In-Game asset. 2d. High contrast. No shadows
Un corazón roto triste cute. In-Game asset. 2d. High contrast. No shadows
Un gato azul sin pupilas preocupado. In-Game asset. 2d. High contrast. No shadows
Un gato azul sin pupilas preocupado caminando. In-Game asset. 2d. High contrast. No shadows
Naranja cute preocupada. In-Game asset. 2d. High contrast. No shadows
Un bosque quemándose D:. In-Game asset. 2d. High contrast. No shadows