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If pb1 collected a shield then It will be inviolable for 7 seconds
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Fix
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You should show the blueline and nit hide
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'x')' in or related to this line: 'if (shield.x < minX) {' Line Number: 397
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Ensure shield never left the arena asset
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Write the display order
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How could you Add to the game a thin blue line to life counter. Rename it lifelinepbq. Place it to the center bottom of the map. It counts the pb1 life from 100% to 0%. Each one hit from pb2 decrease 5% from its life.
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Do not hide the blueline
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Add neon blue lifeline for PB1 and ensure it works as the same as PB2's red lifeline
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Show the working blue line top in display order and hide the not working blueline
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Fix it
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You shouldnt make a second blueline. You have to making work the firt blueline
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Initialize and position the lifeline for PB1 Decrease PB1's life by 5% on each hit from PB1 Initialize life percentage for PB1 and show the life decrease in the blueline
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Decrease PB1's life by 5% on each hit from PB2
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Blue line not working. Fix it
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Please fix the bug: 'Cannot read properties of undefined (reading 'setPosition')' in or related to this line: 'lifeLinePB2.setPosition(1024, 2732 - 100); // Position above PB1's lifeline' Line Number: 108
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Change the redline and the bluline place
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Set the display order for game elements
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Add neon blue lifeline for PB1 similar to PB2's red lifeline
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Write the display order
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You still hiding the redline but you have to show it
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Please fix the bug: 'EnemyBeyblade is not a constructor' in or related to this line: 'var enemyBeyblade = new EnemyBeyblade();' Line Number: 60
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Please fix the bug: 'Cannot set properties of undefined (setting 'lifePercentage')' in or related to this line: 'enemyBeyblade.lifePercentage = 100; // Start with full life' Line Number: 60
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Please fix the bug: 'Cannot set properties of undefined (setting 'lifePercentage')' in or related to this line: 'enemyBeyblade.lifePercentage = 100; // Start with full life' Line Number: 60
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How could you 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.
/**** * Classes ****/ var EnemyBeyblade = Container.expand(function () { var self = Container.call(this); self.beybladeGraphics = self.attachAsset('PB2', { anchorX: 0.5, anchorY: 0.5 }); self.rotationSpeed = 0.1; self.lifePercentage = 100; // Initialize lifePercentage self.update = function () { self.beybladeGraphics.rotation += self.rotationSpeed; // Move towards playerBeyblade var directionX = playerBeyblade.x - self.x; var directionY = playerBeyblade.y - self.y; var magnitude = Math.sqrt(directionX * directionX + directionY * directionY); self.x += directionX / magnitude * 2; // Move 2 units per update towards playerBeyblade self.y += directionY / magnitude * 2; // Move 2 units per update towards playerBeyblade // Check for collision with PB1 and adjust position to prevent overlap if (self.intersects(playerBeyblade)) { // Decrease PB1's life by 5% playerBeyblade.lifePercentage = Math.max(0, playerBeyblade.lifePercentage - 5); lifeLinePB1.setLifePercentage(playerBeyblade.lifePercentage); // Calculate the overlap distance var overlapX = (self.x - playerBeyblade.x) / 2; var overlapY = (self.y - playerBeyblade.y) / 2; // Adjust positions to resolve overlap self.x += overlapX; self.y += overlapY; playerBeyblade.x -= overlapX; playerBeyblade.y -= overlapY; } }; }); var LifeLinePB1 = Container.expand(function () { var self = Container.call(this); var lifeLineGraphics = self.attachAsset('lifeLinePB1', { anchorX: 0.5, anchorY: 0.5 }); self.setLifePercentage = function (percentage) { lifeLineGraphics.scaleX = percentage / 100; }; self.setPosition = function (x, y) { self.x = x; self.y = y; }; }); var LifeLinePB2 = Container.expand(function () { var self = Container.call(this); var lifeLineGraphics = self.attachAsset('lifeLinePB2', { anchorX: 0.5, anchorY: 0.5 }); self.setLifePercentage = function (percentage) { lifeLineGraphics.scaleX = percentage / 100; }; 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 enemyBeyblade = new EnemyBeyblade(); enemyBeyblade.lifePercentage = 100; // Start with full life var lifeLinePB1 = new LifeLinePB1(); lifeLinePB1.visible = true; // Show the lifeline for PB1 lifeLinePB1.setPosition(1024, 2732 - 100); // Position above PB2's lifeline game.addChild(lifeLinePB1); var lifeLinePB2 = new LifeLinePB2(); lifeLinePB2.visible = true; // Show the lifeline for PB2 lifeLinePB2.setPosition(1024, 2732 - 50); // Center bottom of the map game.addChild(lifeLinePB2); // 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; _this2.lifePercentage = 100; // Initialize lifePercentage 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)) { // Decrease PB2's life by 5% enemyBeyblade.lifePercentage = Math.max(0, enemyBeyblade.lifePercentage - 5); lifeLinePB2.setLifePercentage(enemyBeyblade.lifePercentage); // 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 lifeLinePB1 = new LifeLinePB1(); lifeLinePB1.visible = true; // Show the lifeline for PB1 lifeLinePB1.setPosition(1024, 2732 - 100); // Position above PB2's lifeline game.addChild(lifeLinePB1); var lifeLinePB2 = new LifeLinePB2(); lifeLinePB2.visible = true; // Show the lifeline for PB2 lifeLinePB2.setPosition(1024, 2732 - 50); // Center bottom of the map game.addChild(lifeLinePB2); 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 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
@@ -18,8 +18,11 @@
self.x += directionX / magnitude * 2; // Move 2 units per update towards playerBeyblade
self.y += directionY / magnitude * 2; // Move 2 units per update towards playerBeyblade
// Check for collision with PB1 and adjust position to prevent overlap
if (self.intersects(playerBeyblade)) {
+ // Decrease PB1's life by 5%
+ playerBeyblade.lifePercentage = Math.max(0, playerBeyblade.lifePercentage - 5);
+ lifeLinePB1.setLifePercentage(playerBeyblade.lifePercentage);
// Calculate the overlap distance
var overlapX = (self.x - playerBeyblade.x) / 2;
var overlapY = (self.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