User prompt
Сделай так чтоб труп утки не было видно за задним фоне
User prompt
Воспроизведи звук лес на постоянной основе во время игры
User prompt
Поставь звук лес на задний фон
User prompt
Сделай так чтоб звук выстрела был всегда при выстреле дже если о мимо утки
User prompt
Подставь звук выстрела при выстреле
User prompt
Сделай так чтоб мертвая утка не была видна за нижней теретории
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Migrate to the latest version of LK
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Добавь сенизу текстуру
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Please fix the bug: 'TypeError: self.detachAsset is not a function' in or related to this line: 'self.detachAsset(duckGraphics);' Line Number: 53
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Сделай так чтоб при смерти утки она заменялось трупом
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Не накладывай ассеты друг на друга
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Ускорь утку чуть чуть
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Сделай так чтоб утка поворачивалась в сторону траектории полета
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Сделай так чтоб утка поваративолась в другую сторону
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Please fix the bug: 'TypeError: duck.animateDuck is not a function' in or related to this line: 'duck.animateDuck();' Line Number: 114
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Убери анимации
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Сделай так чтоб У объекта мертвая утка отсутствует анимаця
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Убери мертвой утки анимацию
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Сделай так чтоб у мертвой утки один кадр мертвая утка
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У мертвой утке нет анимаций
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Сделай больше анимаций утке
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'sound')' in or related to this line: 'LK.init.sound('cassettePickup', {' Line Number: 105
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Добавь звуковые кассеты
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Please fix the bug: 'TypeError: LK.playSound is not a function' in or related to this line: 'LK.playSound('duckHit');' Line Number: 66
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'sound')' in or related to this line: 'LK.init.sound('duckHit', {' Line Number: 105
/**** * Classes ****/ // Assets are automatically created based on usage in the code. // Duck class var Duck = Container.expand(function () { var self = Container.call(this); // Initialize duck animation frames var duckFrame1 = self.attachAsset('duck', { anchorX: 0.5, anchorY: 0.5 }); var duckFrame2 = self.attachAsset('duckFlap', { anchorX: 0.5, anchorY: 0.5 }); var duckFrame3 = self.attachAsset('duckFlap2', { anchorX: 0.5, anchorY: 0.5 }); var duckFrame4 = self.attachAsset('duckFlap3', { anchorX: 0.5, anchorY: 0.5 }); // Set initial duck graphic to frame 1 var duckGraphics = duckFrame1; // Animation state self.animating = false; self.animationFrame = 1; // Method to update duck animation self.animateDuck = function () { if (!self.animating) { return; } self.animationFrame = self.animationFrame % 4 + 1; switch (self.animationFrame) { case 1: duckGraphics = duckFrame1; break; case 2: duckGraphics = duckFrame2; break; case 3: duckGraphics = duckFrame3; break; case 4: duckGraphics = duckFrame4; break; } // Toggle visibility to simulate frame change duckFrame1.visible = self.animationFrame === 1; duckFrame2.visible = self.animationFrame === 2; duckFrame3.visible = self.animationFrame === 3; duckFrame4.visible = self.animationFrame === 4; }; // Start animating on creation self.animating = true; self.speed = Math.random() * 2 + 1; // Random speed between 1 and 3 self.direction = Math.random() < 0.5 ? -1 : 1; // Random direction left or right self.move = function () { self.x += self.speed * self.direction; // Reverse direction if hitting screen bounds if (self.x < 0 || self.x > 2048) { self.direction *= -1; } }; self.on('down', function () { // Check if there are bullets left before registering a hit if (bulletsLeft > 0) { // Decrease bullets left bulletsLeft--; // Increase score when duck is tapped LK.setScore(LK.getScore() + 1); scoreTxt.setText(LK.getScore()); // This block is intentionally left empty as the code above is removed to avoid duplication. } else { // If no bullets left, ignore the tap console.log("Out of bullets! Reload to continue."); } // Trigger duck hit sound effect // Note: Correct method to play sound is not available in the provided context. Ensure to use the correct sound playing function provided by the LK game engine. // Attach crosshair asset to indicate a hit var crosshairGraphics = self.attachAsset('crosshair', { anchorX: 0.5, anchorY: 0.5 }); // Change duck to a dead duck asset after showing crosshair LK.setTimeout(function () { self.removeChild(crosshairGraphics); var deadDuckGraphics = self.attachAsset('deadDuck', { anchorX: 0.5, anchorY: 0.5 }); }, 200); // Display crosshair for 200ms before switching to deadDuck // Remove movement and falling logic self.move = function () { self.y += 5; // Make the dead duck fall down }; // Remove duck from game after it falls off the screen LK.on('tick', function () { if (self.y > 2732) { // Check if duck has fallen off the screen self.destroy(); } }); }); }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x87CEEB // Light blue background to simulate sky }); /**** * Game Code ****/ // Sound initialization for 'duckHit' removed to fix the 'Uncaught TypeError' // This line is intentionally left empty as the duplicate initialization of bulletsLeft is removed. var bulletsLeft = 7; // Initialize bullets left for reload // Initialize bullets counter text display var bulletsCounterTxt = new Text2(bulletsLeft.toString(), { size: 100, fill: "#ffffff" }); // Position bullets counter in the bottom-right corner of the screen bulletsCounterTxt.anchor.set(1, 1); // Anchor to the bottom-right bulletsCounterTxt.x = 2048; // Position at the right edge of the screen bulletsCounterTxt.y = 2732; // Position at the bottom edge of the screen LK.gui.bottomRight.addChild(bulletsCounterTxt); // Add bullets counter to the GUI var ducks = []; // Array to keep track of ducks var bulletsLeft = 7; // Initialize bullets left for reload var maxBullets = 7; // Maximum bullets before reload var scoreTxt = new Text2('0', { size: 150, fill: "#ffffff" }); LK.gui.top.addChild(scoreTxt); // Add score text to the top-center of the screen // Function to spawn a duck function spawnDuck() { var duck = new Duck(); duck.x = Math.random() * 2048; // Random starting x position duck.y = Math.random() * 2732 / 2; // Random starting y position, only in the top half of the screen game.addChild(duck); ducks.push(duck); } // Game tick function LK.on('tick', function () { // Move each duck and mark for removal if necessary var ducksToRemove = []; ducks.forEach(function (duck) { duck.move(); duck.animateDuck(); if (duck.y < -50 || duck.y > 2732) { // Check if duck is out of bounds ducksToRemove.push(duck); } }); // Remove marked ducks from game and array ducksToRemove.forEach(function (duck) { duck.destroy(); var index = ducks.indexOf(duck); if (index > -1) { ducks.splice(index, 1); } }); // Reload bullets every 2 seconds if out if (bulletsLeft <= 0 && LK.ticks % 120 == 0) { bulletsLeft = maxBullets; console.log("Bullets reloaded!"); } // Spawn a new duck every 60 frames (about 1 second) if (LK.ticks % 60 == 0) { spawnDuck(); } });
===================================================================
--- original.js
+++ change.js
@@ -13,8 +13,16 @@
var duckFrame2 = self.attachAsset('duckFlap', {
anchorX: 0.5,
anchorY: 0.5
});
+ var duckFrame3 = self.attachAsset('duckFlap2', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ var duckFrame4 = self.attachAsset('duckFlap3', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
// Set initial duck graphic to frame 1
var duckGraphics = duckFrame1;
// Animation state
self.animating = false;
@@ -23,13 +31,28 @@
self.animateDuck = function () {
if (!self.animating) {
return;
}
- self.animationFrame = self.animationFrame === 1 ? 2 : 1;
- duckGraphics = self.animationFrame === 1 ? duckFrame1 : duckFrame2;
+ self.animationFrame = self.animationFrame % 4 + 1;
+ switch (self.animationFrame) {
+ case 1:
+ duckGraphics = duckFrame1;
+ break;
+ case 2:
+ duckGraphics = duckFrame2;
+ break;
+ case 3:
+ duckGraphics = duckFrame3;
+ break;
+ case 4:
+ duckGraphics = duckFrame4;
+ break;
+ }
// Toggle visibility to simulate frame change
duckFrame1.visible = self.animationFrame === 1;
duckFrame2.visible = self.animationFrame === 2;
+ duckFrame3.visible = self.animationFrame === 3;
+ duckFrame4.visible = self.animationFrame === 4;
};
// Start animating on creation
self.animating = true;
self.speed = Math.random() * 2 + 1; // Random speed between 1 and 3
@@ -53,9 +76,10 @@
} else {
// If no bullets left, ignore the tap
console.log("Out of bullets! Reload to continue.");
}
- LK.playSound('cassettePickup');
+ // Trigger duck hit sound effect
+ // Note: Correct method to play sound is not available in the provided context. Ensure to use the correct sound playing function provided by the LK game engine.
// Attach crosshair asset to indicate a hit
var crosshairGraphics = self.attachAsset('crosshair', {
anchorX: 0.5,
anchorY: 0.5
@@ -91,11 +115,10 @@
/****
* Game Code
****/
-// This line is intentionally left empty as the duplicate initialization of bulletsLeft is removed.
// Sound initialization for 'duckHit' removed to fix the 'Uncaught TypeError'
-// Sound initialization removed to prevent TypeError due to unsupported operation
+// This line is intentionally left empty as the duplicate initialization of bulletsLeft is removed.
var bulletsLeft = 7; // Initialize bullets left for reload
// Initialize bullets counter text display
var bulletsCounterTxt = new Text2(bulletsLeft.toString(), {
size: 100,
Измени счёт который щас используется у этого объекта. Текстура для 2д утки с полета утка из одиночной игры про охоту рисунков анмации
Прицел. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Падующий труп утки. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Пейжаз болота с авто пикапом. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.