User prompt
Cambia el color de las letras de de Turn y Score de blanco a Negro
User prompt
Ahora aumenta el tamaño en Y un 25% de ambos
User prompt
Repítelo por favor, aumenta su tamaño en X un 25% y céntralos un poco
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Aumenta el tamaño de estos en X un 25% y céntralos un poco
User prompt
Mejor también en el eje X
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Que sean distintos assets y un poco más grandes en en eje Y
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Similar a los botones crea contenedores para Turn y Score que serán assets
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Haz que cuando los botones Return o Build se presione, el respectivo botón disminuya a 90% en el eje y durante unos milisegundos ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Que sean mejor assets cuadrados y el texto sobre estos
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Redondea los botones de Return y Build
User prompt
Haz que el personaje aumente y disminuya su tamaño similar a los edificios pero entre 100% y 110% ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Please fix the bug: 'Timeout.tick error: Error: Invalid color format. Expected 0xRRGGBB format, received: undefined' in or related to this line: 'tween(colorTween, {' Line Number: 604 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Haz que el fondo alterne lentamente entre distintos colores ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Separa un poco Turn y Score, es decir Turn un poco a la izquierda y Score un poco a la derecha
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Mueve más a la izquierda Turn y Score
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Baja un poco y aumenta el tamaño de Turn y Score
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Baja un poco las casillas, más al centro
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Regresa a Turn al centro y elimina los mecanismos de offset
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No están al mismo offset, agrega un mecanismo que permita ajustar la cantidad de pixeles a los que debe estar turn del margen, haz lo mismo con score
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Haz que Turn esté en la izquierda con el mismo offset que score respecto al margen
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Corrige haciendo que esa música de fondo sea un nuevo asset
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Agrega una música de fondo
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Sí se debe poder desplazar a todas las diagonales, tanto derecha arriba, derecha abajo, izquierda arriba e izquierda abajo, actualmente las izquierdas no funcionan
User prompt
Corrige que el personaje no se pueda desplazar horizontalmente, solo en diagonales
User prompt
Que crezca un 50% más y que sea un poco más opaco ↪💡 Consider importing and using the following plugins: @upit/tween.v1
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var Character = Container.expand(function () { var self = Container.call(this); var characterGraphics = self.attachAsset('character', { anchorX: 0.5, anchorY: 0.5 }); self.row = 0; self.col = 0; self.previousRow = 0; self.previousCol = 0; self.moveToTile = function (tile) { self.previousRow = self.row; self.previousCol = self.col; self.x = tile.x; self.y = tile.y; self.row = tile.row; self.col = tile.col; LK.getSound('move').play(); }; self.returnToPreviousPosition = function () { if (hexGrid[self.previousRow] && hexGrid[self.previousRow][self.previousCol]) { var previousTile = hexGrid[self.previousRow][self.previousCol]; self.x = previousTile.x; self.y = previousTile.y; self.row = self.previousRow; self.col = self.previousCol; LK.getSound('move').play(); } }; return self; }); var HexTile = Container.expand(function (type, row, col) { var self = Container.call(this); self.type = type; self.row = row; self.col = col; self.hasBuilding = false; self.building = null; var assetName = 'hexGrass'; if (type === 'barn') { assetName = 'hexRed'; } else if (type === 'well') { assetName = 'hexBlue'; } else if (type === 'orchard') { assetName = 'hexPurple'; } else if (type === 'wheat') { assetName = 'hexYellow'; } else if (type === 'stable') { assetName = 'hexBrown'; } self.originalAssetName = assetName; // Store original asset name for restoration var hexGraphics = self.attachAsset(assetName, { anchorX: 0.5, anchorY: 0.5 }); self.addBuilding = function () { if (self.hasBuilding || self.type === 'grass') { return false; } var buildingAsset = null; var points = 0; if (self.type === 'barn') { buildingAsset = 'barn'; points = 15; } else if (self.type === 'well') { buildingAsset = 'well'; points = 10; } else if (self.type === 'orchard') { buildingAsset = 'orchard'; points = 20; } else if (self.type === 'wheat') { buildingAsset = 'wheat'; points = 12; } else if (self.type === 'stable') { buildingAsset = 'stable'; points = 18; } if (buildingAsset) { // Change the hex tile to grass when building is constructed hexGraphics.destroy(); hexGraphics = self.attachAsset('hexGrass', { anchorX: 0.5, anchorY: 0.5 }); self.building = self.attachAsset(buildingAsset, { anchorX: 0.5, anchorY: 0.5, scaleX: 1.25, scaleY: 1.25 }); self.hasBuilding = true; LK.getSound('build').play(); // Play building-specific sound after construction sound LK.setTimeout(function () { if (self.type === 'barn') { LK.getSound('barnSound').play(); } else if (self.type === 'well') { LK.getSound('wellSound').play(); } else if (self.type === 'orchard') { LK.getSound('orchardSound').play(); } else if (self.type === 'wheat') { LK.getSound('wheatSound').play(); } else if (self.type === 'stable') { LK.getSound('stableSound').play(); } }, 200); // Start breathing animation for the building self.startBuildingBreathing(); return points; } return 0; }; self.startBuildingBreathing = function () { if (self.building) { // Create continuous breathing animation var breatheIn = function breatheIn() { tween(self.building, { scaleX: 1.375, scaleY: 1.375 }, { duration: 2000, easing: tween.easeInOut, onFinish: breatheOut }); }; var breatheOut = function breatheOut() { tween(self.building, { scaleX: 1.125, scaleY: 1.125 }, { duration: 2000, easing: tween.easeInOut, onFinish: breatheIn }); }; breatheIn(); } }; self.removeBuilding = function () { if (self.hasBuilding && self.building) { // Stop any ongoing breathing animation tween.stop(self.building); self.building.destroy(); self.building = null; self.hasBuilding = false; // Restore original hex graphics hexGraphics.destroy(); hexGraphics = self.attachAsset(self.originalAssetName, { anchorX: 0.5, anchorY: 0.5 }); } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x8BC34A }); /**** * Game Code ****/ // Game state var currentTurn = 1; var maxTurns = 20; var score = 0; var character = null; var hexGrid = []; var selectedTile = null; var gameStarted = false; var hasMovedThisTurn = false; var lastTurnBuilding = null; // Track building created this turn var lastTurnPoints = 0; // Track points gained this turn var isBuilding = false; // Track if character is currently building // Game history for proper undo functionality var gameHistory = []; // Hex grid dimensions var gridWidth = 6; var gridHeight = 12; var hexSize = 200; var hexHeight = 173; // UI positioning offsets var scoreTextOffset = 300; // UI elements var turnText = new Text2('Turn: 1/20', { size: 80, fill: 0x000000 }); turnText.anchor.set(0, 0); turnText.y = 80; LK.gui.topLeft.addChild(turnText); turnText.x = scoreTextOffset - 100; var scoreText = new Text2('Score: 0', { size: 80, fill: 0x000000 }); scoreText.anchor.set(1, 0); scoreText.y = 80; LK.gui.topRight.addChild(scoreText); scoreText.x = -scoreTextOffset + 100; // Create button containers with background boxes var buildButtonContainer = new Container(); var buildButtonBox = LK.getAsset('buildButtonBg', { anchorX: 0.5, anchorY: 0.5 }); buildButtonContainer.addChild(buildButtonBox); var buildButton = new Text2('BUILD', { size: 80, fill: 0xFFFFFF }); buildButton.anchor.set(0.5, 0.5); buildButton.y = -20; buildButtonContainer.addChild(buildButton); var buildDescription = new Text2('Build on special tiles', { size: 48, fill: 0xFFFFFF }); buildDescription.anchor.set(0.5, 0.5); buildDescription.y = 30; buildButtonContainer.addChild(buildDescription); LK.gui.bottom.addChild(buildButtonContainer); buildButtonContainer.y = -100; var returnButtonContainer = new Container(); var returnButtonBox = LK.getAsset('returnButtonBg', { anchorX: 0.5, anchorY: 0.5 }); returnButtonContainer.addChild(returnButtonBox); var returnButton = new Text2('RETURN', { size: 80, fill: 0xFFFFFF }); returnButton.anchor.set(0.5, 0.5); returnButton.y = -20; returnButtonContainer.addChild(returnButton); var returnDescription = new Text2('Undo last turn', { size: 48, fill: 0xFFFFFF }); returnDescription.anchor.set(0.5, 0.5); returnDescription.y = 30; returnButtonContainer.addChild(returnDescription); LK.gui.bottom.addChild(returnButtonContainer); returnButtonContainer.y = -300; // Create hex grid function createHexGrid() { var startX = 200; var startY = 500; var specialTypes = ['barn', 'well', 'orchard', 'wheat', 'stable']; var specialCounts = { barn: 0, well: 0, orchard: 0, wheat: 0, stable: 0 }; var validPositions = []; var tiles = []; // First pass: collect all valid positions and create tiles array for (var row = 0; row < gridHeight; row++) { hexGrid[row] = []; for (var col = 0; col < gridWidth; col++) { var xOffset = row % 2 * (hexSize * 0.75); var x = startX + col * (hexSize * 1.5) + xOffset; var y = startY + row * (hexHeight * 0.75); // Skip if position would be off screen if (x > 1900 || y > 2400) { continue; } validPositions.push({ row: row, col: col, x: x, y: y }); tiles.push('grass'); // Initialize all as grass } } // Guarantee at least 1 of each special type for (var i = 0; i < specialTypes.length; i++) { if (validPositions.length > 0) { var randomIndex = Math.floor(Math.random() * validPositions.length); tiles[randomIndex] = specialTypes[i]; specialCounts[specialTypes[i]]++; } } // Add more special tiles randomly, respecting the maximum of 5 per type for (var j = 0; j < validPositions.length; j++) { if (tiles[j] === 'grass' && Math.random() < 0.15) { var availableTypes = []; for (var k = 0; k < specialTypes.length; k++) { if (specialCounts[specialTypes[k]] < 5) { availableTypes.push(specialTypes[k]); } } if (availableTypes.length > 0) { var selectedType = availableTypes[Math.floor(Math.random() * availableTypes.length)]; tiles[j] = selectedType; specialCounts[selectedType]++; } } } // Second pass: create actual tiles with determined types for (var m = 0; m < validPositions.length; m++) { var pos = validPositions[m]; var tile = new HexTile(tiles[m], pos.row, pos.col); tile.x = pos.x; tile.y = pos.y; hexGrid[pos.row][pos.col] = tile; game.addChild(tile); } } // Get adjacent tiles (only diagonals) function getAdjacentTiles(row, col) { var adjacent = []; var directions; if (row % 2 === 0) { directions = [[-1, -1], [-1, 0], [1, -1], [1, 0]]; // All diagonal moves for even rows } else { directions = [[-1, 0], [-1, 1], [1, 0], [1, 1]]; // All diagonal moves for odd rows } for (var i = 0; i < directions.length; i++) { var newRow = row + directions[i][0]; var newCol = col + directions[i][1]; if (newRow >= 0 && newRow < gridHeight && newCol >= 0 && newCol < gridWidth && hexGrid[newRow] && hexGrid[newRow][newCol]) { adjacent.push(hexGrid[newRow][newCol]); } } return adjacent; } // Initialize game function initGame() { createHexGrid(); // Collect all available tiles var availableTiles = []; for (var row = 0; row < gridHeight; row++) { for (var col = 0; col < gridWidth; col++) { if (hexGrid[row] && hexGrid[row][col]) { availableTiles.push(hexGrid[row][col]); } } } // Place character on random available tile if (availableTiles.length > 0) { var randomIndex = Math.floor(Math.random() * availableTiles.length); var randomTile = availableTiles[randomIndex]; character = new Character(); character.moveToTile(randomTile); game.addChild(character); gameStarted = true; } } // Save current game state to history function saveGameState() { var currentState = { turn: currentTurn, score: score, characterRow: character.row, characterCol: character.col, buildings: [] }; // Save all buildings in the grid for (var row = 0; row < gridHeight; row++) { for (var col = 0; col < gridWidth; col++) { if (hexGrid[row] && hexGrid[row][col] && hexGrid[row][col].hasBuilding) { currentState.buildings.push({ row: row, col: col, type: hexGrid[row][col].type }); } } } // Keep only the last two states - add current state and limit to 2 entries gameHistory.push(currentState); if (gameHistory.length > 2) { gameHistory.shift(); // Remove oldest state if we have more than 2 } } // Update UI function updateUI() { turnText.setText('Turn: ' + currentTurn + '/' + maxTurns); scoreText.setText('Score: ' + score); } // Check if character can move to tile function canMoveTo(tile) { var adjacents = getAdjacentTiles(character.row, character.col); return adjacents.indexOf(tile) !== -1; } // End turn function endTurn() { // Save state before incrementing turn to capture previous turn state saveGameState(); currentTurn++; selectedTile = null; hasMovedThisTurn = false; lastTurnBuilding = null; // Reset building tracking lastTurnPoints = 0; // Reset points tracking if (character) { character.previousRow = character.row; character.previousCol = character.col; } if (currentTurn > maxTurns) { LK.setScore(score); LK.showYouWin(); return; } updateUI(); } // Handle tile clicks game.down = function (x, y, obj) { if (!gameStarted || hasMovedThisTurn || isBuilding) { return; } // Check if clicking on a hex tile for (var row = 0; row < gridHeight; row++) { for (var col = 0; col < gridWidth; col++) { if (hexGrid[row] && hexGrid[row][col]) { var tile = hexGrid[row][col]; var distance = Math.sqrt(Math.pow(x - tile.x, 2) + Math.pow(y - tile.y, 2)); if (distance < 100) { if (canMoveTo(tile)) { character.moveToTile(tile); selectedTile = tile; hasMovedThisTurn = true; endTurn(); } return; } } } } }; // Build button handler buildButtonContainer.down = function (x, y, obj) { if (!gameStarted) { return; } var currentTile = null; for (var row = 0; row < gridHeight; row++) { for (var col = 0; col < gridWidth; col++) { if (hexGrid[row] && hexGrid[row][col] && hexGrid[row][col].row === character.row && hexGrid[row][col].col === character.col) { currentTile = hexGrid[row][col]; break; } } } if (currentTile && currentTile.type !== 'grass' && !currentTile.hasBuilding && !isBuilding) { var points = currentTile.addBuilding(); if (points > 0) { isBuilding = true; // Block all input during building animation score += points; lastTurnBuilding = currentTile; // Track building created this turn lastTurnPoints = points; // Track points gained this turn updateUI(); // Create dust effect at current tile position var dustEffect = LK.getAsset('dust', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.5, scaleY: 0.5 }); dustEffect.x = currentTile.x; dustEffect.y = currentTile.y; game.addChild(dustEffect); // Animate dust growing while character bobs tween(dustEffect, { scaleX: 2.25, scaleY: 2.25, alpha: 0.85 }, { duration: 500, easing: tween.easeOut }); // Animate character bobbing up and down for half a second tween(character, { y: character.y - 20 }, { duration: 250, easing: tween.easeInOut, onFinish: function onFinish() { tween(character, { y: character.y + 20 }, { duration: 250, easing: tween.easeInOut, onFinish: function onFinish() { // Animate dust shrinking and disappearing tween(dustEffect, { scaleX: 0, scaleY: 0, alpha: 0 }, { duration: 300, easing: tween.easeIn, onFinish: function onFinish() { dustEffect.destroy(); isBuilding = false; // Re-enable input after animation } }); } }); } }); } } }; // Return button handler returnButtonContainer.down = function (x, y, obj) { if (!gameStarted || currentTurn <= 1 || gameHistory.length < 2 || isBuilding) { return; } // Get the second most recent saved state (skip the most recent one) var lastState = gameHistory[gameHistory.length - 2]; // Remove both the most recent and second most recent states from history gameHistory.pop(); // Remove all current buildings for (var row = 0; row < gridHeight; row++) { for (var col = 0; col < gridWidth; col++) { if (hexGrid[row] && hexGrid[row][col] && hexGrid[row][col].hasBuilding) { hexGrid[row][col].removeBuilding(); } } } // Restore game state currentTurn = lastState.turn; score = lastState.score; // Move character back to previous position if (hexGrid[lastState.characterRow] && hexGrid[lastState.characterRow][lastState.characterCol]) { var previousTile = hexGrid[lastState.characterRow][lastState.characterCol]; character.x = previousTile.x; character.y = previousTile.y; character.row = lastState.characterRow; character.col = lastState.characterCol; } // Restore buildings for (var i = 0; i < lastState.buildings.length; i++) { var building = lastState.buildings[i]; if (hexGrid[building.row] && hexGrid[building.row][building.col]) { hexGrid[building.row][building.col].addBuilding(); } } selectedTile = null; hasMovedThisTurn = false; lastTurnBuilding = null; lastTurnPoints = 0; updateUI(); }; // Initialize the game initGame(); updateUI(); // Start background music LK.playMusic('backgroundMusic');
===================================================================
--- original.js
+++ change.js
@@ -200,17 +200,17 @@
});
turnText.anchor.set(0, 0);
turnText.y = 80;
LK.gui.topLeft.addChild(turnText);
-turnText.x = scoreTextOffset;
+turnText.x = scoreTextOffset - 100;
var scoreText = new Text2('Score: 0', {
size: 80,
fill: 0x000000
});
scoreText.anchor.set(1, 0);
scoreText.y = 80;
LK.gui.topRight.addChild(scoreText);
-scoreText.x = -scoreTextOffset;
+scoreText.x = -scoreTextOffset + 100;
// Create button containers with background boxes
var buildButtonContainer = new Container();
var buildButtonBox = LK.getAsset('buildButtonBg', {
anchorX: 0.5,
Fullscreen modern App Store landscape banner, 16:9, high definition, for a game titled "Hex Farm Builder" and with the description "Strategic turn-based farming game on a hexagonal grid where players move a character and build farm structures on special colored tiles to maximize points in 20 turns.". No text on banner!
Quítale el techo y aleja un poco la perspectiva
Un pozo con una cubeta llena de agua. In-Game asset. No shadows
Vuelve la parcela más densa de trigo
Una plantación de frutas rojas. In-Game asset. No shadows
Polvo de construcción denso. In-Game asset. No shadows
Rectángulo de madera color rojo. In-Game asset. 2d. High contrast. No shadows
Rectángulo de madera color café. In-Game asset. 2d. High contrast. No shadows
Elimina el fondo y que se vea derecho respecto al monitor
Cima de una colina redondeada con un sendero que lleva a la cima, mucho césped. In-Game asset. 2d. High contrast. No shadows