User prompt
SLOW DOWN THE MOVEMENT OF THE PB2 TO THE HALF
User prompt
FINE-TUNE PB2 MOVEMENT AND SEE
User prompt
Sync the control of PB2 to moving j2.
User prompt
ensure that player can moving freely the PB2 via moving the j1
User prompt
ensure when the game is loaded the j2 asset center is on the j1 asset center
User prompt
add to the j2 asset a dragging event
User prompt
Ensure Player can moving j2 asset freely between j1 asset sides. The middle of j2 cannot leave the edges of the asset j1, but can move freely within it.
User prompt
CHANGE enemyBeyblade ASSET TO PB1
User prompt
Please fix the bug: 'TypeError: PB2.down is not a function' in or related to this line: 'PB2.down(x, y, obj);' Line Number: 224
User prompt
Please fix the bug: 'TypeError: PB2.intersects is not a function' in or related to this line: 'if (PB2.intersects(enemyBeyblade)) {' Line Number: 216
User prompt
Please fix the bug: 'TypeError: PB2.update is not a function' in or related to this line: 'PB2.update();' Line Number: 213
User prompt
Please fix the bug: 'PlayerBeyblade is not defined' in or related to this line: 'var PB2 = new PlayerBeyblade();' Line Number: 189
User prompt
CHANGE playerBeyblade TO PB2
User prompt
Rename playerBeyblade ASSET to PB2 ASSET
User prompt
Rename playerBeyblade to PB2
User prompt
Add j2 asset to the left bottom corner of the map
User prompt
Add j1 asset to the left bottom corner of the map
User prompt
Remove outlineLarge and outlinesmall assets from the game
User prompt
Please fix the bug: 'Cannot set properties of undefined (setting 'x')' in or related to this line: 'arena.outlineSmall.x = 0;' Line Number: 203
User prompt
Please fix the bug: 'Cannot set properties of undefined (setting 'x')' in or related to this line: 'arena.outlineSmall.x = 0;' Line Number: 199
User prompt
Move the outlineLarge and outlinesmall assets to the left bottom corner of the map
User prompt
Add wallpapper asset to the map
User prompt
add an outlineSmall asset to the joystickKnob and an outlineLarge asset to the joystick
User prompt
Migrate to the latest version of LK
User prompt
add an outlineSmall asset to the joystickKnob and an outlineLarge asset to the joystick
/**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 //Init game with black background }); /**** * Game Code ****/ // Initialize player and enemy beyblades //<Assets used in the game will automatically appear here> //<Write imports for supported plugins here> // Player Beyblade class function _typeof(o) { "@babel/helpers - typeof"; return _typeof = "function" == typeof Symbol && "symbol" == typeof Symbol.iterator ? function (o) { return typeof o; } : function (o) { return o && "function" == typeof Symbol && o.constructor === Symbol && o !== Symbol.prototype ? "symbol" : typeof o; }, _typeof(o); } function _defineProperties(e, r) { for (var t = 0; t < r.length; t++) { var o = r[t]; o.enumerable = o.enumerable || !1, o.configurable = !0, "value" in o && (o.writable = !0), Object.defineProperty(e, _toPropertyKey(o.key), o); } } function _createClass(e, r, t) { return r && _defineProperties(e.prototype, r), t && _defineProperties(e, t), Object.defineProperty(e, "prototype", { writable: !1 }), e; } function _toPropertyKey(t) { var i = _toPrimitive(t, "string"); return "symbol" == _typeof(i) ? i : i + ""; } function _toPrimitive(t, r) { if ("object" != _typeof(t) || !t) { return t; } var e = t[Symbol.toPrimitive]; if (void 0 !== e) { var i = e.call(t, r || "default"); if ("object" != _typeof(i)) { return i; } throw new TypeError("@@toPrimitive must return a primitive value."); } return ("string" === r ? String : Number)(t); } function _classCallCheck(a, n) { if (!(a instanceof n)) { throw new TypeError("Cannot call a class as a function"); } } function _callSuper(t, o, e) { return o = _getPrototypeOf(o), _possibleConstructorReturn(t, _isNativeReflectConstruct() ? Reflect.construct(o, e || [], _getPrototypeOf(t).constructor) : o.apply(t, e)); } function _possibleConstructorReturn(t, e) { if (e && ("object" == _typeof(e) || "function" == typeof e)) { return e; } if (void 0 !== e) { throw new TypeError("Derived constructors may only return object or undefined"); } return _assertThisInitialized(t); } function _assertThisInitialized(e) { if (void 0 === e) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return e; } function _isNativeReflectConstruct() { try { var t = !Boolean.prototype.valueOf.call(Reflect.construct(Boolean, [], function () {})); } catch (t) {} return (_isNativeReflectConstruct = function _isNativeReflectConstruct() { return !!t; })(); } function _getPrototypeOf(t) { return _getPrototypeOf = Object.setPrototypeOf ? Object.getPrototypeOf.bind() : function (t) { return t.__proto__ || Object.getPrototypeOf(t); }, _getPrototypeOf(t); } function _inherits(t, e) { if ("function" != typeof e && null !== e) { throw new TypeError("Super expression must either be null or a function"); } t.prototype = Object.create(e && e.prototype, { constructor: { value: t, writable: !0, configurable: !0 } }), Object.defineProperty(t, "prototype", { writable: !1 }), e && _setPrototypeOf(t, e); } function _setPrototypeOf(t, e) { return _setPrototypeOf = Object.setPrototypeOf ? Object.setPrototypeOf.bind() : function (t, e) { return t.__proto__ = e, t; }, _setPrototypeOf(t, e); } var Arena = /*#__PURE__*/function (_Container) { function Arena() { var _this; _classCallCheck(this, Arena); _this = _callSuper(this, Arena); _this.arenaGraphics = _this.attachAsset('arena', { anchorX: 0.5, anchorY: 0.5 }); return _this; } _inherits(Arena, _Container); return _createClass(Arena); }(Container); // Enemy Beyblade class var EnemyBeyblade = /*#__PURE__*/function (_Container2) { function EnemyBeyblade() { var _this2; _classCallCheck(this, EnemyBeyblade); _this2 = _callSuper(this, EnemyBeyblade); _this2.beybladeGraphics = _this2.attachAsset('PB1', { anchorX: 0.5, anchorY: 0.5 }); _this2.rotationSpeed = 0.1; return _this2; } _inherits(EnemyBeyblade, _Container2); return _createClass(EnemyBeyblade, [{ key: "update", value: function update() { this.beybladeGraphics.rotation += this.rotationSpeed; } }]); }(Container); var PB2 = /*#__PURE__*/function (_Container3) { function PB2() { var _this3; _classCallCheck(this, PB2); _this3 = _callSuper(this, PB2); _this3.beybladeGraphics = _this3.attachAsset('PB2', { anchorX: 0.5, anchorY: 0.5 }); _this3.rotationSpeed = 0.1; return _this3; } _inherits(PB2, _Container3); return _createClass(PB2, [{ key: "update", value: function update() { this.beybladeGraphics.rotation += this.rotationSpeed; } }, { key: "down", value: function down(x, y, obj) { this.x = x; this.y = y; } }]); }(Container); var wallpaper = game.addChild(LK.getAsset('wallpaper', { anchorX: 0.5, anchorY: 0.5 })); wallpaper.x = 1024; // Center horizontally wallpaper.y = 1366; // Center vertically var arena = new Arena(); arena.x = 1024; // Center horizontally arena.y = 1366; // Center vertically game.addChild(arena); var playerBeyblade = new PB2(); playerBeyblade.x = 1024; // Center horizontally playerBeyblade.y = 2000; // Position near the bottom game.addChild(playerBeyblade); var enemyBeyblade = new EnemyBeyblade(); enemyBeyblade.x = 1024; // Center horizontally enemyBeyblade.y = 732; // Position near the top game.addChild(enemyBeyblade); var j1 = LK.getAsset('j1', { anchorX: 0.5, anchorY: 0.5 }); j1.x = j1.width / 2; // Position at the left j1.y = 2732 - j1.height / 2; // Position at the bottom game.addChild(j1); var j2 = LK.getAsset('j2', { anchorX: 0.5, anchorY: 0.5 }); j2.x = j1.x; // Center j2 horizontally on j1 j2.y = j1.y; // Center j2 vertically on j1 game.addChild(j2); // Game update loop game.update = function () { playerBeyblade.update(); enemyBeyblade.update(); // Check for collision if (playerBeyblade.intersects(enemyBeyblade)) { // Handle collision LK.effects.flashScreen(0xff0000, 500); LK.showGameOver(); } }; // Handle player beyblade movement game.down = function (x, y, obj) { // Calculate the boundaries for j2 within j1 var minX = j1.x - j1.width / 2 + j2.width / 2; var maxX = j1.x + j1.width / 2 - j2.width / 2; var minY = j1.y - j1.height / 2 + j2.height / 2; var maxY = j1.y + j1.height / 2 - j2.height / 2; // Constrain the movement of j2 within the boundaries of j1 j2.x = Math.max(minX, Math.min(maxX, x)); j2.y = Math.max(minY, Math.min(maxY, y)); // Sync PB2 position with j2 during drag events playerBeyblade.x = j2.x; playerBeyblade.y = j2.y; }; game.move = function (x, y, obj) { // Calculate the boundaries for j2 within j1 var minX = j1.x - j1.width / 2 + j2.width / 2; var maxX = j1.x + j1.width / 2 - j2.width / 2; var minY = j1.y - j1.height / 2 + j2.height / 2; var maxY = j1.y + j1.height / 2 - j2.height / 2; // Constrain the movement of j2 within the boundaries of j1 j2.x = Math.max(minX, Math.min(maxX, x)); j2.y = Math.max(minY, Math.min(maxY, y)); // Sync PB2 position with j2 during move events playerBeyblade.x = j2.x; playerBeyblade.y = j2.y; }; game.up = function (x, y, obj) { // Stop dragging };
===================================================================
--- original.js
+++ change.js
@@ -7,12 +7,12 @@
/****
* Game Code
****/
-// Player Beyblade class
-//<Write imports for supported plugins here>
-//<Assets used in the game will automatically appear here>
// Initialize player and enemy beyblades
+//<Assets used in the game will automatically appear here>
+//<Write imports for supported plugins here>
+// Player Beyblade class
function _typeof(o) {
"@babel/helpers - typeof";
return _typeof = "function" == typeof Symbol && "symbol" == typeof Symbol.iterator ? function (o) {
return typeof o;
@@ -216,11 +216,11 @@
var maxY = j1.y + j1.height / 2 - j2.height / 2;
// Constrain the movement of j2 within the boundaries of j1
j2.x = Math.max(minX, Math.min(maxX, x));
j2.y = Math.max(minY, Math.min(maxY, y));
- // Update PB2 position to follow j1
- playerBeyblade.x = j1.x;
- playerBeyblade.y = j1.y;
+ // Sync PB2 position with j2 during drag events
+ playerBeyblade.x = j2.x;
+ playerBeyblade.y = j2.y;
};
game.move = function (x, y, obj) {
// Calculate the boundaries for j2 within j1
var minX = j1.x - j1.width / 2 + j2.width / 2;
@@ -229,11 +229,11 @@
var maxY = j1.y + j1.height / 2 - j2.height / 2;
// Constrain the movement of j2 within the boundaries of j1
j2.x = Math.max(minX, Math.min(maxX, x));
j2.y = Math.max(minY, Math.min(maxY, y));
- // Update PB2 position to follow j1
- playerBeyblade.x = j1.x;
- playerBeyblade.y = j1.y;
+ // Sync PB2 position with j2 during move events
+ playerBeyblade.x = j2.x;
+ playerBeyblade.y = j2.y;
};
game.up = function (x, y, obj) {
// Stop dragging
};
\ No newline at end of file
Photorealistic Concrete pavement, top view
Simple black circle with transparent background
Simple one black lined circle with transparent background
PHOTOREALISTIC Simple black circular arena with honeycomb pattern. In the center is a neon green circle with a circle colored red along the edge. TOP VIEW.
Blue beyblade, TOP VIEW
Photorealistic Red beyblade, top view
fire sparks
fire spark