User prompt
que la banera se mas grand ey gorda
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que mejor el personaje slata cundo le de click ala pantalla ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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osea mas grandes los enemigos
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que el player tenga animacion para moverse ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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que sea ams grand eel player
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que las plataformas esten mas bajas
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que alla mas lento
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pero mejor queno salga eso de de nuevo que salga el game over normal
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pero que no siga la partida
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que el game over tenga diseño como de una moneda y que tenga un texto que ponga:de nuevo? y cuando el des se reinicie la partida
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mejor sin flecha sy que sea un runner
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que en la pantalla aya dos flechas una para moverse a la izquierda y otra a la derecha
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Please fix the bug: 'Cannot read properties of undefined (reading 'addEventListener')' in or related to this line: 'leftControl.down = function (x, y, obj) {' Line Number: 369
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Please fix the bug: 'Cannot read properties of undefined (reading 'addEventListener')' in or related to this line: 'document.addEventListener('keydown', function (e) {' Line Number: 368
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y que con als flechas se mueva el personaje
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que el enemigo este ams lejos
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de plataformas
Code edit (1 edits merged)
Please save this source code
User prompt
Script Master - Text Adventure Creator
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scriipt
Initial prompt
un juego tipo mario bros 1
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var Coin = Container.expand(function (startX, startY) { var self = Container.call(this); var coinGraphics = self.attachAsset('coin', { anchorX: 0.5, anchorY: 0.5 }); self.collected = false; self.x = startX || 400; self.y = startY || 2300; self.update = function () { if (!self.collected) { self.rotation += 0.1; } }; self.collect = function () { if (!self.collected) { self.collected = true; self.alpha = 0; LK.setScore(LK.getScore() + 10); LK.getSound('coin_collect').play(); } }; return self; }); var Enemy = Container.expand(function (startX, startY) { var self = Container.call(this); var enemyGraphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 1 }); self.velocityX = -2; self.velocityY = 0; self.gravity = 0.8; self.alive = true; self.x = startX || 800; self.y = startY || 2400; self.update = function () { if (!self.alive) return; // Apply gravity self.velocityY += self.gravity; // Update position self.x += self.velocityX; self.y += self.velocityY; // Ground collision if (self.y >= 2400) { self.y = 2400; self.velocityY = 0; } // Platform collision for (var i = 0; i < platforms.length; i++) { var platform = platforms[i]; if (self.intersects(platform) && self.velocityY > 0) { if (self.y - 25 <= platform.y - 20) { self.y = platform.y - 20; self.velocityY = 0; break; } } } // Reverse direction at edges if (self.x < 50 || self.x > levelWidth - 50) { self.velocityX = -self.velocityX; } }; self.defeat = function () { self.alive = false; self.alpha = 0.5; LK.getSound('enemy_hit').play(); LK.setTimeout(function () { self.destroy(); }, 500); }; return self; }); var GameOverScreen = Container.expand(function () { var self = Container.call(this); // Create semi-transparent background var background = self.attachAsset('ground', { x: 0, y: 0, width: 2048, height: 2732, alpha: 0.8, color: 0x000000, anchorX: 0, anchorY: 0 }); // Create coin design var coinGraphics = self.attachAsset('gameOverCoin', { anchorX: 0.5, anchorY: 0.5 }); coinGraphics.x = 1024; coinGraphics.y = 1000; // Create "de nuevo?" text var againText = new Text2('¿de nuevo?', { size: 60, fill: '#ffffff' }); againText.anchor.set(0.5, 0.5); againText.x = 1024; againText.y = 1200; self.addChild(againText); // Make the screen interactive self.down = function (x, y, obj) { // Restart the game by recreating all game objects self.destroy(); gameOverScreen = null; // Reset game state LK.setScore(0); cameraX = 0; platforms = []; enemies = []; coins = []; gameContainer.destroy(); gameContainer = new Container(); game.addChild(gameContainer); // Recreate player player = new Player(); gameContainer.addChild(player); // Recreate ground var ground = gameContainer.attachAsset('ground', { x: 0, y: 2460, width: levelWidth, anchorX: 0, anchorY: 0 }); // Recreate platforms var platformData = [{ x: 600, y: 2200, width: 200 }, { x: 1000, y: 2000, width: 200 }, { x: 1400, y: 1800, width: 200 }, { x: 1800, y: 2100, width: 200 }, { x: 2200, y: 1900, width: 200 }, { x: 2600, y: 1700, width: 200 }, { x: 3000, y: 1500, width: 200 }, { x: 3400, y: 1800, width: 200 }]; for (var i = 0; i < platformData.length; i++) { var platData = platformData[i]; var platform = new Platform(platData.x, platData.y, platData.width); platforms.push(platform); gameContainer.addChild(platform); } // Recreate enemies var enemyData = [{ x: 900, y: 2400 }, { x: 1500, y: 2400 }, { x: 2300, y: 2400 }, { x: 3200, y: 2400 }]; for (var i = 0; i < enemyData.length; i++) { var enemyPos = enemyData[i]; var enemy = new Enemy(enemyPos.x, enemyPos.y); enemies.push(enemy); gameContainer.addChild(enemy); } // Recreate coins var coinData = [{ x: 400, y: 2300 }, { x: 700, y: 2100 }, { x: 1100, y: 1900 }, { x: 1500, y: 1700 }, { x: 1900, y: 2000 }, { x: 2300, y: 1800 }, { x: 2700, y: 1600 }, { x: 3100, y: 1400 }, { x: 3500, y: 1700 }]; for (var i = 0; i < coinData.length; i++) { var coinPos = coinData[i]; var coin = new Coin(coinPos.x, coinPos.y); coins.push(coin); gameContainer.addChild(coin); } // Recreate finish flag var flag = gameContainer.attachAsset('flag', { x: 3800, y: 2340, anchorX: 0.5, anchorY: 1 }); }; return self; }); var Platform = Container.expand(function (startX, startY, width) { var self = Container.call(this); self.platformWidth = width || 200; var platformGraphics = self.attachAsset('platform', { anchorX: 0.5, anchorY: 0.5, width: self.platformWidth }); self.x = startX || 400; self.y = startY || 2000; return self; }); var Player = Container.expand(function () { var self = Container.call(this); var playerGraphics = self.attachAsset('player', { anchorX: 0.5, anchorY: 1 }); self.velocityX = 0; self.velocityY = 0; self.gravity = 0.8; self.jumpPower = -18; self.speed = 8; self.onGround = false; self.lastOnGround = false; self.x = 200; self.y = 2400; self.update = function () { // Auto-move forward for runner game self.velocityX = self.speed; // Apply gravity self.velocityY += self.gravity; // Update position self.x += self.velocityX; self.y += self.velocityY; // Ground collision if (self.y >= 2400) { self.y = 2400; self.velocityY = 0; self.onGround = true; } else { self.onGround = false; } // Platform collision for (var i = 0; i < platforms.length; i++) { var platform = platforms[i]; if (self.intersects(platform) && self.velocityY > 0) { if (self.y - 40 <= platform.y - 20) { self.y = platform.y - 20; self.velocityY = 0; self.onGround = true; break; } } } // Update camera to follow player cameraX = self.x - 1024; if (cameraX < 0) cameraX = 0; if (cameraX > levelWidth - 2048) cameraX = levelWidth - 2048; self.lastOnGround = self.onGround; }; self.jump = function () { if (self.onGround) { self.velocityY = self.jumpPower; self.onGround = false; LK.getSound('jump').play(); } }; self.moveLeft = function () { self.velocityX = -self.speed; }; self.moveRight = function () { self.velocityX = self.speed; }; self.stop = function () { self.velocityX = 0; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x87ceeb }); /**** * Game Code ****/ // Game variables var levelWidth = 4000; var cameraX = 0; var platforms = []; var enemies = []; var coins = []; var player = new Player(); var gameContainer = new Container(); var gameOverScreen = null; // Function to show custom game over screen function showCustomGameOver() { if (!gameOverScreen) { gameOverScreen = new GameOverScreen(); game.addChild(gameOverScreen); } } // Touch controls - only jump for runner game game.addChild(gameContainer); gameContainer.addChild(player); // Create ground var ground = gameContainer.attachAsset('ground', { x: 0, y: 2460, width: levelWidth, anchorX: 0, anchorY: 0 }); // Create platforms var platformData = [{ x: 600, y: 2200, width: 200 }, { x: 1000, y: 2000, width: 200 }, { x: 1400, y: 1800, width: 200 }, { x: 1800, y: 2100, width: 200 }, { x: 2200, y: 1900, width: 200 }, { x: 2600, y: 1700, width: 200 }, { x: 3000, y: 1500, width: 200 }, { x: 3400, y: 1800, width: 200 }]; for (var i = 0; i < platformData.length; i++) { var platData = platformData[i]; var platform = new Platform(platData.x, platData.y, platData.width); platforms.push(platform); gameContainer.addChild(platform); } // Create enemies var enemyData = [{ x: 900, y: 2400 }, { x: 1500, y: 2400 }, { x: 2300, y: 2400 }, { x: 3200, y: 2400 }]; for (var i = 0; i < enemyData.length; i++) { var enemyPos = enemyData[i]; var enemy = new Enemy(enemyPos.x, enemyPos.y); enemies.push(enemy); gameContainer.addChild(enemy); } // Create coins var coinData = [{ x: 400, y: 2300 }, { x: 700, y: 2100 }, { x: 1100, y: 1900 }, { x: 1500, y: 1700 }, { x: 1900, y: 2000 }, { x: 2300, y: 1800 }, { x: 2700, y: 1600 }, { x: 3100, y: 1400 }, { x: 3500, y: 1700 }]; for (var i = 0; i < coinData.length; i++) { var coinPos = coinData[i]; var coin = new Coin(coinPos.x, coinPos.y); coins.push(coin); gameContainer.addChild(coin); } // Create finish flag var flag = gameContainer.attachAsset('flag', { x: 3800, y: 2340, anchorX: 0.5, anchorY: 1 }); // Create UI var scoreText = new Text2('Score: 0', { size: 48, fill: '#ffffff' }); scoreText.anchor.set(0, 0); scoreText.x = 50; scoreText.y = 50; LK.gui.topLeft.addChild(scoreText); var instructionText = new Text2('Tap JUMP to jump! Avoid enemies and collect coins!', { size: 32, fill: '#ffffff' }); instructionText.anchor.set(0.5, 0); instructionText.x = 1024; instructionText.y = 100; LK.gui.top.addChild(instructionText); // Control areas for mobile - only jump button for runner game var jumpControl = new Container(); var jumpControlGraphics = jumpControl.attachAsset('platform', { x: 1024, y: 2500, width: 300, height: 150, alpha: 0.3, color: 0xff6600, anchorX: 0.5, anchorY: 0 }); game.addChild(jumpControl); // Add jump button text var jumpText = new Text2('JUMP', { size: 40, fill: '#ffffff' }); jumpText.anchor.set(0.5, 0.5); jumpText.x = 1024; jumpText.y = 2575; game.addChild(jumpText); // Keyboard controls not supported in LK engine - using touch controls only jumpControl.down = function (x, y, obj) { player.jump(); }; game.update = function () { // Update player (auto-running) player.update(); // Update enemies for (var i = enemies.length - 1; i >= 0; i--) { var enemy = enemies[i]; enemy.update(); } // Update coins for (var i = 0; i < coins.length; i++) { var coin = coins[i]; coin.update(); } // Check collisions with enemies for (var i = enemies.length - 1; i >= 0; i--) { var enemy = enemies[i]; if (enemy.alive && player.intersects(enemy)) { if (player.velocityY > 0 && player.y < enemy.y - 20) { // Player jumped on enemy enemy.defeat(); enemies.splice(i, 1); player.velocityY = -10; // Bounce LK.setScore(LK.getScore() + 50); } else { // Player hit enemy LK.getSound('game_over').play(); showCustomGameOver(); return; } } } // Check collisions with coins for (var i = coins.length - 1; i >= 0; i--) { var coin = coins[i]; if (!coin.collected && player.intersects(coin)) { coin.collect(); coins.splice(i, 1); } } // Check if player reached flag if (player.intersects(flag)) { LK.showYouWin(); return; } // Check if player fell off screen if (player.y > 2800) { LK.getSound('game_over').play(); showCustomGameOver(); return; } // Update camera gameContainer.x = -cameraX; // Update score display scoreText.setText('Score: ' + LK.getScore()); };
===================================================================
--- original.js
+++ change.js
@@ -110,10 +110,133 @@
againText.y = 1200;
self.addChild(againText);
// Make the screen interactive
self.down = function (x, y, obj) {
- // Restart the game
- LK.showGameOver();
+ // Restart the game by recreating all game objects
+ self.destroy();
+ gameOverScreen = null;
+ // Reset game state
+ LK.setScore(0);
+ cameraX = 0;
+ platforms = [];
+ enemies = [];
+ coins = [];
+ gameContainer.destroy();
+ gameContainer = new Container();
+ game.addChild(gameContainer);
+ // Recreate player
+ player = new Player();
+ gameContainer.addChild(player);
+ // Recreate ground
+ var ground = gameContainer.attachAsset('ground', {
+ x: 0,
+ y: 2460,
+ width: levelWidth,
+ anchorX: 0,
+ anchorY: 0
+ });
+ // Recreate platforms
+ var platformData = [{
+ x: 600,
+ y: 2200,
+ width: 200
+ }, {
+ x: 1000,
+ y: 2000,
+ width: 200
+ }, {
+ x: 1400,
+ y: 1800,
+ width: 200
+ }, {
+ x: 1800,
+ y: 2100,
+ width: 200
+ }, {
+ x: 2200,
+ y: 1900,
+ width: 200
+ }, {
+ x: 2600,
+ y: 1700,
+ width: 200
+ }, {
+ x: 3000,
+ y: 1500,
+ width: 200
+ }, {
+ x: 3400,
+ y: 1800,
+ width: 200
+ }];
+ for (var i = 0; i < platformData.length; i++) {
+ var platData = platformData[i];
+ var platform = new Platform(platData.x, platData.y, platData.width);
+ platforms.push(platform);
+ gameContainer.addChild(platform);
+ }
+ // Recreate enemies
+ var enemyData = [{
+ x: 900,
+ y: 2400
+ }, {
+ x: 1500,
+ y: 2400
+ }, {
+ x: 2300,
+ y: 2400
+ }, {
+ x: 3200,
+ y: 2400
+ }];
+ for (var i = 0; i < enemyData.length; i++) {
+ var enemyPos = enemyData[i];
+ var enemy = new Enemy(enemyPos.x, enemyPos.y);
+ enemies.push(enemy);
+ gameContainer.addChild(enemy);
+ }
+ // Recreate coins
+ var coinData = [{
+ x: 400,
+ y: 2300
+ }, {
+ x: 700,
+ y: 2100
+ }, {
+ x: 1100,
+ y: 1900
+ }, {
+ x: 1500,
+ y: 1700
+ }, {
+ x: 1900,
+ y: 2000
+ }, {
+ x: 2300,
+ y: 1800
+ }, {
+ x: 2700,
+ y: 1600
+ }, {
+ x: 3100,
+ y: 1400
+ }, {
+ x: 3500,
+ y: 1700
+ }];
+ for (var i = 0; i < coinData.length; i++) {
+ var coinPos = coinData[i];
+ var coin = new Coin(coinPos.x, coinPos.y);
+ coins.push(coin);
+ gameContainer.addChild(coin);
+ }
+ // Recreate finish flag
+ var flag = gameContainer.attachAsset('flag', {
+ x: 3800,
+ y: 2340,
+ anchorX: 0.5,
+ anchorY: 1
+ });
};
return self;
});
var Platform = Container.expand(function (startX, startY, width) {