User prompt
increase the PB1 SENSITIVITY TO THE FIVE-FOLD
User prompt
increase the PB1 SENSITIVITY TO THE DOUBLE
User prompt
Moving in directions is countinously
User prompt
If player move the j2 to left, then move the PB1 left. If player move the j2 to up, then move the PB1 up. If player move the j2 to right, then move the PB1 right. If player move the j2 to down, then move the PB1 down.
User prompt
do it
User prompt
do it
User prompt
RENAME PB1 TO PB2 AND PB2 TO PB1
User prompt
avoid it
User prompt
Synchronize PB2 movement with j2 on game.left event
User prompt
Synchronize PB2 movement with j2 on game.up event
User prompt
copy the j2 movement to the pb2 on the arena
User prompt
You didnt synchronized the pb2 movement as well
User prompt
AVOID THE PB2 LEFT THE MAP
User prompt
synchronize THE PB2 MOVING ON THE ARENA TO THE J2 MOVING
User prompt
REPAIR THIS BUG REFINE PB2 MOVEMENT BY DECELERATING IT TO THE TENT
User prompt
REPAIR THIS BUG REFINE PB2 MOVEMENT BY DECELERATING IT TO A QUARTER
User prompt
SLOW DOWN THE PB2 MOVING
User prompt
synchronize THE PB2 MOVING ON THE ARENE TO THE J2 MOVING
User prompt
ensure that player can moving freely the PB2 via moving the j2
User prompt
REAPAIR IT
User prompt
I ASKED FROM YOU THAT synchronize THE PB2 MOVEMENT ON THE ARENA TO THE J2 MOVING AND NOT TO JUMPING TO THE J2 ASSET
User prompt
STILL BOUNCING FROM THE MAP
User prompt
REPAIR THIS POINTS THE AVOID THIS BUG
User prompt
REPAIR THIS BUG AVOID THAT PB2 BOUNCING OUT FROM THE MAP
User prompt
FIX THIS BUG
/**** * 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('PB2', { 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 PB1 = /*#__PURE__*/function (_Container3) { function PB1() { var _this3; _classCallCheck(this, PB1); _this3 = _callSuper(this, PB1); _this3.beybladeGraphics = _this3.attachAsset('PB1', { anchorX: 0.5, anchorY: 0.5 }); _this3.rotationSpeed = 0.1; return _this3; } _inherits(PB1, _Container3); return _createClass(PB1, [{ 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 PB1(); 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)); }; 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 var lastJ2X = j2.x; // Track last X position of j2 j2.x = Math.max(minX, Math.min(maxX, x)); if (j2.x < lastJ2X) { playerBeyblade.x -= Math.abs(j2.x - lastJ2X); // Move PB1 left continuously } else if (j2.x > lastJ2X) { playerBeyblade.x += Math.abs(j2.x - lastJ2X); // Move PB1 right continuously } var lastJ2Y = j2.y; // Track last Y position of j2 j2.y = Math.max(minY, Math.min(maxY, y)); if (j2.y < lastJ2Y) { playerBeyblade.y -= Math.abs(j2.y - lastJ2Y); // Move PB1 up continuously } else if (j2.y > lastJ2Y) { playerBeyblade.y += Math.abs(j2.y - lastJ2Y); // Move PB1 down continuously } }; game.up = function (x, y, obj) { // Stop dragging };
===================================================================
--- original.js
+++ change.js
@@ -227,18 +227,18 @@
// Constrain the movement of j2 within the boundaries of j1
var lastJ2X = j2.x; // Track last X position of j2
j2.x = Math.max(minX, Math.min(maxX, x));
if (j2.x < lastJ2X) {
- playerBeyblade.x -= 5; // Move PB1 left
+ playerBeyblade.x -= Math.abs(j2.x - lastJ2X); // Move PB1 left continuously
} else if (j2.x > lastJ2X) {
- playerBeyblade.x += 5; // Move PB1 right
+ playerBeyblade.x += Math.abs(j2.x - lastJ2X); // Move PB1 right continuously
}
var lastJ2Y = j2.y; // Track last Y position of j2
j2.y = Math.max(minY, Math.min(maxY, y));
if (j2.y < lastJ2Y) {
- playerBeyblade.y -= 5; // Move PB1 up
+ playerBeyblade.y -= Math.abs(j2.y - lastJ2Y); // Move PB1 up continuously
} else if (j2.y > lastJ2Y) {
- playerBeyblade.y += 5; // Move PB1 down
+ playerBeyblade.y += Math.abs(j2.y - lastJ2Y); // Move PB1 down continuously
}
};
game.up = function (x, y, obj) {
// Stop dragging
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