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rebaja a 1.1 segundos la paralizacion de la katana
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mira el espacio donde quiero que funcione esa funcion que sean 1.5 cm contando de arriba hacia abajo de la parte superior de la pantalla
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ya esta bien, pero que se active solo cuando hace movimientos muy muy rapido y que solo se active esta funcion si el usuario tiene la katana arriba en la parte superior e la pantalla y empieza hacer movmientos rapidos
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bien, ahora hace que si el jugador empieza hacer con la katana movimientos bruscos como de un lado a otro rapidamente a la katana le salga una barra de vida y que si se vacia la katan queda paralisada x 2.5 segundos ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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ya, mira quiero que cada vez que el jugador corte una fruta la velocidad vaya subiendo y aumentando las frutas, PERO QUE SEA PROGRESIVAMENTE para que dure arto el juego
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agrega el contador, quitale el fondo y solo deja la parte de los numeros, y ponlo en 3D
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dale mas forma al contador y centralo a la pantalla en la parte de arriba, y agrega que si las frutas tocan el piso el jugador pierde
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Please fix the bug: 'Uncaught TypeError: Cannot set properties of undefined (setting 'fill')' in or related to this line: 'scoreTxt.style.fill = 0xF39C12; // Orange for starting scores' Line Number: 333
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hace que el contador sea en 3d y bonito con colores
Code edit (1 edits merged)
Please save this source code
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Fruit Ninja Katana
Initial prompt
Crea frutas que vengan de la parte superior de la pantalla y que haya una katana que se contrelo con el mouse y que la katana parta a la mitad las frutas, dale las imagenes a las frutas y pone todas las frutas que encuentren nesecario, y a la katana igual dale su forma de katana y efectos al cortar las frutas
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var Fruit = Container.expand(function (fruitType) { var self = Container.call(this); self.fruitType = fruitType; self.sliced = false; self.fallSpeed = Math.random() * 3 + 2; var fruitGraphics = self.attachAsset(fruitType, { anchorX: 0.5, anchorY: 0.5 }); // Set initial random horizontal velocity self.velocityX = (Math.random() - 0.5) * 4; self.velocityY = self.fallSpeed; self.gravity = 0.1; self.update = function () { if (!self.sliced) { self.x += self.velocityX; self.y += self.velocityY; self.velocityY += self.gravity; } }; self.slice = function () { if (self.sliced) return; self.sliced = true; // Award points based on fruit type var points = 0; switch (self.fruitType) { case 'apple': points = 10; break; case 'orange': points = 15; break; case 'watermelon': points = 30; break; case 'pineapple': points = 25; break; case 'banana': points = 20; break; } LK.setScore(LK.getScore() + points); updateScoreDisplay(LK.getScore()); // Create slice effect self.createSliceEffect(); // Play slice sound LK.getSound('slice').play(); // Create floating score text var floatingScore = new Text2('+' + points, { size: 60, fill: 0xFFD700 }); floatingScore.anchor.set(0.5, 0.5); floatingScore.x = self.x; floatingScore.y = self.y; game.addChild(floatingScore); // Animate floating score tween(floatingScore, { y: floatingScore.y - 150, alpha: 0 }, { duration: 1000, onComplete: function onComplete() { floatingScore.destroy(); } }); // Animate fruit halves self.animateSlice(); }; self.createSliceEffect = function () { // Create particle explosion for (var i = 0; i < 8; i++) { var particle = new Particle(); particle.x = self.x; particle.y = self.y; particles.push(particle); game.addChild(particle); } }; self.animateSlice = function () { // Split fruit into two halves var leftHalf = self.attachAsset(self.fruitType, { anchorX: 0.5, anchorY: 0.5, x: -20 }); var rightHalf = self.attachAsset(self.fruitType, { anchorX: 0.5, anchorY: 0.5, x: 20 }); // Hide original fruit fruitGraphics.alpha = 0; // Animate halves falling tween(leftHalf, { x: leftHalf.x - 100, y: leftHalf.y + 200, rotation: -1 }, { duration: 1000 }); tween(rightHalf, { x: rightHalf.x + 100, y: rightHalf.y + 200, rotation: 1 }, { duration: 1000 }); tween(leftHalf, { alpha: 0 }, { duration: 800 }); tween(rightHalf, { alpha: 0 }, { duration: 800 }); }; return self; }); var Katana = Container.expand(function () { var self = Container.call(this); self.trailPoints = []; self.maxTrailLength = 10; var katanaGraphics = self.attachAsset('katana', { anchorX: 0.5, anchorY: 0.5 }); self.updatePosition = function (x, y) { // Add current position to trail self.trailPoints.push({ x: self.x, y: self.y }); if (self.trailPoints.length > self.maxTrailLength) { self.trailPoints.shift(); } // Calculate angle based on movement if (self.trailPoints.length > 1) { var lastPoint = self.trailPoints[self.trailPoints.length - 2]; var angle = Math.atan2(y - lastPoint.y, x - lastPoint.x); katanaGraphics.rotation = angle; } self.x = x; self.y = y; }; self.checkFruitCollisions = function () { for (var i = fruits.length - 1; i >= 0; i--) { var fruit = fruits[i]; if (!fruit.sliced && self.intersects(fruit)) { fruit.slice(); } } }; return self; }); var Particle = Container.expand(function () { var self = Container.call(this); var particleGraphics = self.attachAsset('particle', { anchorX: 0.5, anchorY: 0.5 }); self.velocityX = (Math.random() - 0.5) * 10; self.velocityY = (Math.random() - 0.5) * 10; self.life = 60; // 1 second at 60fps // Random color for juice effect var colors = [0xFF6B6B, 0xFFE66D, 0x4ECDC4, 0x45B7D1, 0x96CEB4]; particleGraphics.tint = colors[Math.floor(Math.random() * colors.length)]; self.update = function () { self.x += self.velocityX; self.y += self.velocityY; self.velocityY += 0.2; // gravity self.life--; particleGraphics.alpha = self.life / 60; if (self.life <= 0) { self.destroy(); for (var i = particles.length - 1; i >= 0; i--) { if (particles[i] === self) { particles.splice(i, 1); break; } } } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x87CEEB }); /**** * Game Code ****/ var fruits = []; var particles = []; var fruitTypes = ['apple', 'orange', 'watermelon', 'pineapple', 'banana']; var spawnTimer = 0; var spawnRate = 90; // frames between spawns // Create katana var katana = game.addChild(new Katana()); katana.x = 1024; katana.y = 1366; // Create 3D styled score display with background and effects var scoreContainer = new Container(); LK.gui.top.addChild(scoreContainer); // Create background panel for the score var scoreBackground = LK.getAsset('shape', { width: 300, height: 100, color: 0x2C3E50, shape: 'box', anchorX: 0.5, anchorY: 0.5 }); scoreContainer.addChild(scoreBackground); // Add gradient effect with multiple overlapping shapes var scoreGradient1 = LK.getAsset('shape', { width: 290, height: 90, color: 0x34495E, shape: 'box', anchorX: 0.5, anchorY: 0.5 }); scoreContainer.addChild(scoreGradient1); var scoreGradient2 = LK.getAsset('shape', { width: 280, height: 80, color: 0x3F556A, shape: 'box', anchorX: 0.5, anchorY: 0.5 }); scoreContainer.addChild(scoreGradient2); // Create shadow text for 3D effect var scoreShadow = new Text2('0', { size: 80, fill: 0x1A252F }); scoreShadow.anchor.set(0.5, 0.5); scoreShadow.x = 3; scoreShadow.y = 3; scoreContainer.addChild(scoreShadow); // Create main score text with gradient colors var scoreTxt = new Text2('0', { size: 80, fill: 0xF39C12 }); scoreTxt.anchor.set(0.5, 0.5); scoreContainer.addChild(scoreTxt); // Create highlight text for extra 3D effect var scoreHighlight = new Text2('0', { size: 80, fill: 0xFFD700 }); scoreHighlight.anchor.set(0.5, 0.5); scoreHighlight.x = -1; scoreHighlight.y = -1; scoreHighlight.alpha = 0.7; scoreContainer.addChild(scoreHighlight); // Position the entire score container scoreContainer.x = LK.gui.top.width / 2; scoreContainer.y = 80; // Add score label var scoreLabel = new Text2('SCORE', { size: 30, fill: 0xBDC3C7 }); scoreLabel.anchor.set(0.5, 0.5); scoreLabel.y = -50; scoreContainer.addChild(scoreLabel); // Function to update all score texts and add animation function updateScoreDisplay(newScore) { var scoreText = newScore.toString(); scoreTxt.setText(scoreText); scoreShadow.setText(scoreText); scoreHighlight.setText(scoreText); // Add pulsing animation when score changes tween(scoreContainer, { scaleX: 1.2, scaleY: 1.2 }, { duration: 100, onComplete: function onComplete() { tween(scoreContainer, { scaleX: 1.0, scaleY: 1.0 }, { duration: 100 }); } }); // Color change effect based on score if (newScore >= 500) { scoreTxt.tint = 0xE74C3C; // Red for high scores scoreHighlight.tint = 0xFF6B6B; } else if (newScore >= 200) { scoreTxt.tint = 0x9B59B6; // Purple for medium scores scoreHighlight.tint = 0xBB6BD9; } else if (newScore >= 100) { scoreTxt.tint = 0x3498DB; // Blue for decent scores scoreHighlight.tint = 0x5DADE2; } else { scoreTxt.tint = 0xF39C12; // Orange for starting scores scoreHighlight.tint = 0xFFD700; } } // Track mouse movement var isSlicing = false; var lastMouseX = 0; var lastMouseY = 0; game.move = function (x, y, obj) { katana.updatePosition(x, y); if (isSlicing) { katana.checkFruitCollisions(); } lastMouseX = x; lastMouseY = y; }; game.down = function (x, y, obj) { isSlicing = true; katana.updatePosition(x, y); }; game.up = function (x, y, obj) { isSlicing = false; }; game.update = function () { // Spawn fruits spawnTimer++; if (spawnTimer >= spawnRate) { spawnTimer = 0; var fruitType = fruitTypes[Math.floor(Math.random() * fruitTypes.length)]; var fruit = new Fruit(fruitType); fruit.x = Math.random() * 1800 + 124; // Random x position within screen bounds fruit.y = -100; // Start above screen fruits.push(fruit); game.addChild(fruit); // Gradually increase spawn rate if (spawnRate > 30) { spawnRate = Math.max(30, spawnRate - 0.1); } } // Update fruits and remove off-screen ones for (var i = fruits.length - 1; i >= 0; i--) { var fruit = fruits[i]; // Remove fruits that fall off screen if (fruit.y > 2800) { fruit.destroy(); fruits.splice(i, 1); } } // Update particles for (var j = particles.length - 1; j >= 0; j--) { var particle = particles[j]; if (particle.life <= 0) { particles.splice(j, 1); } } };
===================================================================
--- original.js
+++ change.js
@@ -305,19 +305,19 @@
}
});
// Color change effect based on score
if (newScore >= 500) {
- scoreTxt.style.fill = 0xE74C3C; // Red for high scores
- scoreHighlight.style.fill = 0xFF6B6B;
+ scoreTxt.tint = 0xE74C3C; // Red for high scores
+ scoreHighlight.tint = 0xFF6B6B;
} else if (newScore >= 200) {
- scoreTxt.style.fill = 0x9B59B6; // Purple for medium scores
- scoreHighlight.style.fill = 0xBB6BD9;
+ scoreTxt.tint = 0x9B59B6; // Purple for medium scores
+ scoreHighlight.tint = 0xBB6BD9;
} else if (newScore >= 100) {
- scoreTxt.style.fill = 0x3498DB; // Blue for decent scores
- scoreHighlight.style.fill = 0x5DADE2;
+ scoreTxt.tint = 0x3498DB; // Blue for decent scores
+ scoreHighlight.tint = 0x5DADE2;
} else {
- scoreTxt.style.fill = 0xF39C12; // Orange for starting scores
- scoreHighlight.style.fill = 0xFFD700;
+ scoreTxt.tint = 0xF39C12; // Orange for starting scores
+ scoreHighlight.tint = 0xFFD700;
}
}
// Track mouse movement
var isSlicing = false;
katana animada. In-Game asset. 2d. High contrast. No shadows
manzana animada. In-Game asset. 2d. High contrast. No shadows
melon animado. In-Game asset. 2d. High contrast. No shadows
Naranja animada. In-Game asset. 2d. High contrast. No shadows
platano animado. In-Game asset. 2d. High contrast. No shadows
piña animada. In-Game asset. 2d. High contrast. No shadows
Tronco completo de un arbol animado. In-Game asset. 2d. High contrast. No shadows
montañas con nieve en la punta animadas. In-Game asset. 2d. High contrast. No shadows
LUna animada. In-Game asset. 2d. High contrast. No shadows
nubes animada. In-Game asset. 2d. High contrast. No shadows
Pasto animado. In-Game asset. 2d. High contrast. No shadows
Flower animada. In-Game asset. 2d. High contrast. No shadows