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
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Haz que el fondo sea "background"
User prompt
Haz que cuando llegue a 1 de vida cambie la música a "hardcore"
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Pero,era el sprite del corazón
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Haz que cuando la vida llegue a 1 cambie el sprite
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Haz que allá un icono de vida que sea "heart_icon"
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Puedes hacer que cuando falle suene "fail"
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Lo puedes arreglar?,que suene "eat"
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Haz que cuando coma suene un sonido
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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
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Por que el sonido no suena?,arregló
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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
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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
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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 }); var catWalkGraphics = self.attachAsset('cat_walk', { anchorX: 0.5, anchorY: 1.0 }); catWalkGraphics.visible = false; self.targetX = 1024; // Center of screen self.speed = 15; self.isMoving = false; self.movementThreshold = 2; self.update = function () { // Smooth movement towards target position var diff = self.targetX - self.x; var wasMoving = self.isMoving; if (Math.abs(diff) > 5) { self.x += diff * 0.2; self.isMoving = Math.abs(diff) > self.movementThreshold; } else { self.x = self.targetX; self.isMoving = false; } // Keep cat within screen bounds var halfWidth = catIdleGraphics.width / 2; if (self.x < halfWidth) { self.x = halfWidth; self.targetX = halfWidth; } if (self.x > 2048 - halfWidth) { self.x = 2048 - halfWidth; self.targetX = 2048 - halfWidth; } // Switch sprites based on movement state if (self.isMoving !== wasMoving) { if (self.isMoving) { catIdleGraphics.visible = false; catWalkGraphics.visible = true; } else { catIdleGraphics.visible = true; catWalkGraphics.visible = false; } } }; return self; }); var Orange = Container.expand(function () { var self = Container.call(this); var orangeGraphics = self.attachAsset('orange', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 8; self.lastY = 0; self.caught = false; self.update = function () { if (!self.caught) { self.y += self.speed; } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x87CEEB }); /**** * Game Code ****/ 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 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); } 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(); 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(); // Flash effect on cat LK.effects.flashObject(cat, 0xFFFFFF, 200); // 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(); } }; // Initialize displays updateScore(); updateLives();
/****
* 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
});
var catWalkGraphics = self.attachAsset('cat_walk', {
anchorX: 0.5,
anchorY: 1.0
});
catWalkGraphics.visible = false;
self.targetX = 1024; // Center of screen
self.speed = 15;
self.isMoving = false;
self.movementThreshold = 2;
self.update = function () {
// Smooth movement towards target position
var diff = self.targetX - self.x;
var wasMoving = self.isMoving;
if (Math.abs(diff) > 5) {
self.x += diff * 0.2;
self.isMoving = Math.abs(diff) > self.movementThreshold;
} else {
self.x = self.targetX;
self.isMoving = false;
}
// Keep cat within screen bounds
var halfWidth = catIdleGraphics.width / 2;
if (self.x < halfWidth) {
self.x = halfWidth;
self.targetX = halfWidth;
}
if (self.x > 2048 - halfWidth) {
self.x = 2048 - halfWidth;
self.targetX = 2048 - halfWidth;
}
// Switch sprites based on movement state
if (self.isMoving !== wasMoving) {
if (self.isMoving) {
catIdleGraphics.visible = false;
catWalkGraphics.visible = true;
} else {
catIdleGraphics.visible = true;
catWalkGraphics.visible = false;
}
}
};
return self;
});
var Orange = Container.expand(function () {
var self = Container.call(this);
var orangeGraphics = self.attachAsset('orange', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 8;
self.lastY = 0;
self.caught = false;
self.update = function () {
if (!self.caught) {
self.y += self.speed;
}
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x87CEEB
});
/****
* Game Code
****/
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 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);
}
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();
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();
// Flash effect on cat
LK.effects.flashObject(cat, 0xFFFFFF, 200);
// 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();
}
};
// Initialize displays
updateScore();
updateLives();
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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
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