User prompt
Since the wallpapper was the first to be added to the track, the redline was added last, so of course it was added later, so don't explain it with this deaf dumb, it's your fault! Fix it!
User prompt
Enyure lifeLinePB2 is top in display order and wallpapper cannot cover it.
User prompt
Redline is above wallpapper in display order
User prompt
Ensure wallpapper not covering the redline
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Red line is top in display order
User prompt
Add to the game a thin red line to life counter. Rename it lifelinepb2. Place it to the center bottom of the map. It counts the pb2 life from 100% to 0%. Each one hit from pb1 decrease 5% from its life.
User prompt
Add blueline to the map and ensure it is top in display order
User prompt
Each hit from pb1 count 5% life from pb2
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Do not hide the blue line
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Place the blu line under the red line
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Wallpapper do not cover the blue life vcounter in display order
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Add thin blue line life counter to count back the pb1 life from 100% to 0%. Each hit from pb2 count 5%
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Move the red line asset up by 123 units
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Move the red line asset up by 333 units
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Fix it to count every hit
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Count Every hit from pb1!!!!
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If pb1 hit pb2 then the redline should be shorter by 5%
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Ensure the redline counter count every hit from pb1
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Not working the red line counter. Fix it
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Ensure wallpapper do not cover the lifelinepb2 in display order
User prompt
Add to the game a thin red line to life counter. Rename it lifelinepb2. 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
User prompt
Please fix the bug: 'EnemyBeyblade is not a constructor' in or related to this line: 'var enemyBeyblade = new EnemyBeyblade();' Line Number: 103
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Please fix the bug: 'PB1 is not a constructor' in or related to this line: 'var playerBeyblade = new PB1();' Line Number: 61
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Ensure that lifelinepb2 is top in display order
User prompt
Ensure that lifeline is top in display order
/**** * Classes ****/ var LifeLinePB2 = Container.expand(function () { var self = Container.call(this); var lifeLineGraphics = self.attachAsset('lifeLinePB2', { anchorX: 0.5, anchorY: 0.5 }); self.setLife = function (percentage) { lifeLineGraphics.scaleX = percentage / 100; // Decrease PB2's life by 5% on collision with PB1 if (!this.lastWasIntersecting && this.intersects(playerBeyblade)) { var currentLife = lifeLinePB2.scaleX * 100; currentLife = Math.max(0, currentLife - 5); lifeLinePB2.setLife(currentLife); pb1HitCounter++; // Increment hit counter for PB1 if (currentLife <= 0) { LK.showGameOver(); // Trigger game over if life reaches 0 } } this.lastWasIntersecting = this.intersects(playerBeyblade); if (!this.lastWasIntersecting && this.intersects(playerBeyblade)) { if (!this.lastWasIntersecting && this.intersects(playerBeyblade)) {} this.lastWasIntersecting = this.intersects(playerBeyblade); } this.lastWasIntersecting = this.intersects(playerBeyblade); }; self.setPosition = function (x, y) { self.x = x; self.y = y; }; }); var Shield = Container.expand(function () { var self = Container.call(this); var shieldGraphics = self.attachAsset('shieldIcon', { 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 ****/ var lifeLinePB2 = new LifeLinePB2(); var pb1HitCounter = 0; // Initialize hit counter for PB1 lifeLinePB2.setPosition(1024, 2732 - 50); // Position at the center bottom game.addChild(lifeLinePB2); lifeLinePB2.setLife(100); // Start with 100% life // 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)) { pb1HitCounter++; // Increment hit counter for PB1 // 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; // Decrease PB2's life by 5% on collision with PB1 var currentLife = lifeLinePB2.scaleX * 100; currentLife = Math.max(0, currentLife - 5); lifeLinePB2.setLife(currentLife); if (currentLife <= 0) { LK.showGameOver(); // Trigger game over if life reaches 0 } } } }]); }(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 = LK.getAsset('wallpaper', { anchorX: 0.5, anchorY: 0.5 }); wallpaper.x = 1024; // Center horizontally wallpaper.y = 1366; // Center vertically game.addChild(wallpaper); // Add wallpaper to the game 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 enemyBeyblade.lastWasIntersecting = false; // Initialize lastWasIntersecting for collision tracking 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.addChild(lifeLinePB2); // Ensure lifelinepb2 is added after wallpaper // 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 minX = arena.x - arena.arenaGraphics.width / 2 + shield.width / 2; var maxX = arena.x + arena.arenaGraphics.width / 2 - shield.width / 2; var minY = arena.y - arena.arenaGraphics.height / 2 + shield.height / 2; var maxY = arena.y + arena.arenaGraphics.height / 2 - shield.height / 2; var randomX = Math.random() * (maxX - minX) + minX; var randomY = Math.random() * (maxY - minY) + minY; 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
@@ -199,8 +199,9 @@
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)) {
+ pb1HitCounter++; // Increment hit counter for PB1
// Calculate the overlap distance
var overlapX = (this.x - playerBeyblade.x) / 2;
var overlapY = (this.y - playerBeyblade.y) / 2;
// Adjust positions to resolve overlap
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