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Please fix the bug: 'Maximum call stack size exceeded' in or related to this line: 'lifeLineGraphics.scaleX = percentage / 100;' Line Number: 23
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Add to the game a thin red line to life counter. Place it to the center bottom of the map. It counts the pb2 life from 100% to 0%. Every hit from pb1 decrease 5% from its life
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Rename lifeline to lifelinepb2
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Add to the game a thin red line to life counter. Place it to the center bottom of the map. It counts the pb2 life from 100% to 0%. Every hit from pb1 decrease 5% from its life
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Add to the game a thin red line as life counter. Place it to the center bottom of the map
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Rename shield asset to shield icon
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Ensure that shield cannot left the arena
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Add to the arena a shield asset in every 10 seconds and hide it after 3 seconds. Place the shield in random places on the arena.
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Add to the arena a shield in every 12 seconds and hide it after 3 seconds. Place the shield in random places on the arena
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Add timer to the center top of the map and counting it back from 1 minutes to zero
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Not working
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Do it
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Stop pb1 spinning if pb1 left the arena
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Ensure if pb1 left the arena the game is over
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Set pb2 to a computer controlled enemy and it want to collision with pb1 to hit out from the arena
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Ensure if pb1 touch the wallpapper the game is over
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increase the PB1 SENSITIVITY TO THE double
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Ensure the j2 moving freely in the j1 circle
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Repair it
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Ensure pb1 and pb2 cannot cover each other
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ENSURE THAT PB1 AND PB2 ARE BOUNCING FROM EACH OTHER IN TO THE OPPOSITE DIRECTION
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ADD TO THE GAME COLLISION MODEL
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THE GAME IS NOT OVER IF PB1 AND PB2 ARE TOUCH EACH OTHER
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ENSURE THAT THE PB1 LOADING TO THE CENTER OF THE MAP AT THE GAME START
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ENSURE THAT PB1 CANNOT LEFT THE MAP
/**** * Classes ****/ var Shield = Container.expand(function () { var self = Container.call(this); var shieldGraphics = self.attachAsset('shield', { anchorX: 0.5, anchorY: 0.5 }); self.show = function () { self.visible = true; }; self.hide = function () { self.visible = false; }; self.setPosition = function (x, y) { self.x = x; self.y = y; }; self.hide(); // Initially hide the shield }); /**** * 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; // Move towards playerBeyblade var directionX = playerBeyblade.x - this.x; var directionY = playerBeyblade.y - this.y; var magnitude = Math.sqrt(directionX * directionX + directionY * directionY); this.x += directionX / magnitude * 2; // Move 2 units per update towards playerBeyblade this.y += directionY / magnitude * 2; // Move 2 units per update towards playerBeyblade // Check for collision with PB1 and adjust position to prevent overlap if (this.intersects(playerBeyblade)) { // Calculate the overlap distance var overlapX = (this.x - playerBeyblade.x) / 2; var overlapY = (this.y - playerBeyblade.y) / 2; // Adjust positions to resolve overlap this.x += overlapX; this.y += overlapY; playerBeyblade.x -= overlapX; playerBeyblade.y -= overlapY; } } }]); }(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; // Check for collision with PB2 and adjust position to prevent overlap if (this.intersects(enemyBeyblade)) { // Calculate the overlap distance var overlapX = (this.x - enemyBeyblade.x) / 2; var overlapY = (this.y - enemyBeyblade.y) / 2; // Adjust positions to resolve overlap this.x += overlapX; this.y += overlapY; enemyBeyblade.x -= overlapX; enemyBeyblade.y -= overlapY; } // Constrain PB1 within the arena boundaries var minX = arena.x - arena.arenaGraphics.width / 2 + this.beybladeGraphics.width / 2; var maxX = arena.x + arena.arenaGraphics.width / 2 - this.beybladeGraphics.width / 2; var minY = arena.y - arena.arenaGraphics.height / 2 + this.beybladeGraphics.height / 2; var maxY = arena.y + arena.arenaGraphics.height / 2 - this.beybladeGraphics.height / 2; this.x = Math.max(minX, Math.min(maxX, this.x)); this.y = Math.max(minY, Math.min(maxY, this.y)); // Check if PB1 has left the arena if (this.x <= minX || this.x >= maxX || this.y <= minY || this.y >= maxY) { LK.showGameOver(); // Trigger game over } } }, { 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.lastWasIntersecting = false; playerBeyblade.x = 1024; // Center horizontally playerBeyblade.y = 1366; // Center vertically 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); // Initialize timer variables var timerDuration = 60; // 60 seconds var timerText = new Text2('01:00', { size: 100, fill: 0xFFFFFF }); timerText.anchor.set(0.5, 0); // Center the timer text horizontally LK.gui.top.addChild(timerText); // Add the timer text to the top-center of the screen // Update the timer every second var timerInterval = LK.setInterval(function () { timerDuration--; var minutes = Math.floor(timerDuration / 60); var seconds = timerDuration % 60; timerText.setText((minutes < 10 ? '0' : '') + minutes + ':' + (seconds < 10 ? '0' : '') + seconds); // Check if the timer has reached zero if (timerDuration <= 0) { LK.clearInterval(timerInterval); LK.showGameOver(); // Trigger game over when timer reaches zero } }, 1000); // Game update loop game.update = function () { playerBeyblade.update(); enemyBeyblade.update(); // Shield logic if (LK.ticks % 600 === 0) { // Every 10 seconds (assuming 60 FPS) var shield = new Shield(); var randomX = Math.random() * (arena.arenaGraphics.width - shield.width) + arena.x - arena.arenaGraphics.width / 2 + shield.width / 2; var randomY = Math.random() * (arena.arenaGraphics.height - shield.height) + arena.y - arena.arenaGraphics.height / 2 + shield.height / 2; shield.setPosition(randomX, randomY); game.addChild(shield); shield.show(); LK.setTimeout(function () { shield.hide(); game.removeChild(shield); }, 3000); // Hide after 3 seconds } // Check for collision if (!playerBeyblade.lastWasIntersecting && playerBeyblade.intersects(enemyBeyblade)) { // Handle collision console.log("Collision detected between playerBeyblade and enemyBeyblade"); } playerBeyblade.lastWasIntersecting = playerBeyblade.intersects(enemyBeyblade); }; // 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 -= 10 * Math.abs(j2.x - lastJ2X); // Move PB1 left continuously with increased sensitivity } else if (j2.x > lastJ2X) { playerBeyblade.x += 10 * Math.abs(j2.x - lastJ2X); // Move PB1 right continuously with increased sensitivity } 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 -= 10 * Math.abs(j2.y - lastJ2Y); // Move PB1 up continuously with increased sensitivity } else if (j2.y > lastJ2Y) { playerBeyblade.y += 10 * Math.abs(j2.y - lastJ2Y); // Move PB1 down continuously with increased sensitivity } }; game.up = function (x, y, obj) { // Stop dragging };
===================================================================
--- original.js
+++ change.js
@@ -2,20 +2,23 @@
* Classes
****/
var Shield = Container.expand(function () {
var self = Container.call(this);
- self.shieldGraphics = self.attachAsset('j1', {
+ var shieldGraphics = self.attachAsset('shield', {
anchorX: 0.5,
anchorY: 0.5
});
+ self.show = function () {
+ self.visible = true;
+ };
self.hide = function () {
self.visible = false;
};
- self.show = function (x, y) {
+ self.setPosition = function (x, y) {
self.x = x;
self.y = y;
- self.visible = true;
};
+ self.hide(); // Initially hide the shield
});
/****
* Initialize Game
@@ -26,12 +29,12 @@
/****
* 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;
@@ -254,21 +257,8 @@
});
j2.x = j1.x; // Center j2 horizontally on j1
j2.y = j1.y; // Center j2 vertically on j1
game.addChild(j2);
-// Initialize shield
-var shield = new Shield();
-game.addChild(shield);
-shield.hide();
-// Set interval to show and hide shield
-LK.setInterval(function () {
- var randomX = Math.random() * (arena.arenaGraphics.width - shield.shieldGraphics.width) + arena.x - arena.arenaGraphics.width / 2 + shield.shieldGraphics.width / 2;
- var randomY = Math.random() * (arena.arenaGraphics.height - shield.shieldGraphics.height) + arena.y - arena.arenaGraphics.height / 2 + shield.shieldGraphics.height / 2;
- shield.show(randomX, randomY);
- LK.setTimeout(function () {
- shield.hide();
- }, 3000);
-}, 12000);
// Initialize timer variables
var timerDuration = 60; // 60 seconds
var timerText = new Text2('01:00', {
size: 100,
@@ -291,8 +281,22 @@
// Game update loop
game.update = function () {
playerBeyblade.update();
enemyBeyblade.update();
+ // Shield logic
+ if (LK.ticks % 600 === 0) {
+ // Every 10 seconds (assuming 60 FPS)
+ var shield = new Shield();
+ var randomX = Math.random() * (arena.arenaGraphics.width - shield.width) + arena.x - arena.arenaGraphics.width / 2 + shield.width / 2;
+ var randomY = Math.random() * (arena.arenaGraphics.height - shield.height) + arena.y - arena.arenaGraphics.height / 2 + shield.height / 2;
+ shield.setPosition(randomX, randomY);
+ game.addChild(shield);
+ shield.show();
+ LK.setTimeout(function () {
+ shield.hide();
+ game.removeChild(shield);
+ }, 3000); // Hide after 3 seconds
+ }
// Check for collision
if (!playerBeyblade.lastWasIntersecting && playerBeyblade.intersects(enemyBeyblade)) {
// Handle collision
console.log("Collision detected between playerBeyblade and enemyBeyblade");
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