User prompt
If pb2 reac the sedge sides of the arena, then player wins the round!!!
User prompt
If pb2 left the arena the player pb1 wins the round!!!
User prompt
The joystick is sticking in. REPAIR IT TO WORKI SMOOT!
User prompt
If player or computer won a round then start a new one
User prompt
If round is over then start an other
User prompt
You still wrote game over... but you shouldnt!
User prompt
WHY ARE YOU WROTE GAME OVER WHEN THE PLAYER DEFEAT PB2??? You did it wrong!
User prompt
If pb2 life is out then player pb1 is win the round. Give a point him in scorenumber
User prompt
Fix it
User prompt
Fix it
User prompt
Move the scorecounter tobthe top center of the map
User prompt
Decrease the scorecounter size by quarter
User prompt
Decrease the scorecounter size to the half
User prompt
Still not working
User prompt
Ensure if pb2 leave the arena the pb1 win the round. Write it in scorenumber to player
User prompt
Change the score counter and the timer place
User prompt
Add score counter to the right top corner of the map and count the won rounds to player and the computer.
User prompt
If the redline is out the round is ended with 1 point to the player
User prompt
If player touch the shield then his hits counts bigger on pb2 for 5 seconds
User prompt
If pb2 left the arena then write it a big Title text: The player won!
User prompt
If pb1 touch shield then pb1 is inviolance for 5 seconds
User prompt
Ensure blue line not hiding after pb1 hit pb2
User prompt
I SAID YOU SHOULD SHOW IT AND NOT HIDE! I SAID SHIELD NEVER LEAVE THE ARENA ASSET!
User prompt
Why are you hide blueline? You should show it like redline
User prompt
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
/**** * 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)) { // 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; // Check if PB2 has left the arena 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; if (this.x <= minX || this.x >= maxX || this.y <= minY || this.y >= maxY) { var winText = new Text2('The player won!', { size: 200, fill: 0xFFFFFF }); winText.anchor.set(0.5, 0.5); winText.x = 1024; // Center horizontally winText.y = 1366; // Center vertically LK.gui.center.addChild(winText); // Award 1 point to the player playerScore += 1; scoreText.setText("Player: ".concat(playerScore, " | Computer: ").concat(computerScore)); // Removed game over trigger when PB2 is defeated return; // Ensure no further updates occur after game over } } }; }); 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); // Center bottom of the map, above PB2 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.lifePercentage <= 0) { // Award 1 point to the player playerScore += 1; scoreText.setText("Player: ".concat(playerScore, " | Computer: ").concat(computerScore)); // Reset the round playerBeyblade.x = 1024; // Reset player position playerBeyblade.y = 1366; playerBeyblade.lifePercentage = 100; lifeLinePB1.setLifePercentage(playerBeyblade.lifePercentage); this.x = 1024; // Reset enemy position this.y = 732; this.lifePercentage = 100; lifeLinePB2.setLifePercentage(this.lifePercentage); return; // Ensure no further updates occur after resetting } 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 PB1's life by 5% this.lifePercentage = Math.max(0, this.lifePercentage - 5); lifeLinePB1.setLifePercentage(this.lifePercentage); lifeLinePB1.visible = true; // Ensure the lifeline for PB1 is visible // Increase hit impact on PB2 if PB1 is invincible if (this.isInvincible) { enemyBeyblade.lifePercentage = Math.max(0, enemyBeyblade.lifePercentage - 10); // Double the impact } else { 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.lastWasIntersectingShield = 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; // Ensure the lifeline for PB1 is visible like the red lifeline for PB2 lifeLinePB1.setPosition(1024, 2732 - 100); // Center bottom of the map, above PB2 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 playerScore = 0; var computerScore = 0; var scoreText = new Text2('Player: 0 | Computer: 0', { size: 75, fill: 0xFFFFFF }); scoreText.anchor.set(0.5, 0); // Align to the top-center LK.gui.top.addChild(scoreText); scoreText.setText("Player: ".concat(playerScore, " | Computer: ").concat(computerScore)); // Ensure initial text is set var timerDuration = 60; // 60 seconds var timerText = new Text2('01:00', { size: 100, fill: 0xFFFFFF }); timerText.anchor.set(1, 0); // Align to the top-right corner LK.gui.topRight.addChild(timerText); // Add the timer text to the top-right 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 } // Ensure shield never leaves the arena boundaries if (typeof shield !== 'undefined') { shield.x = Math.max(minX, Math.min(maxX, shield.x)); shield.y = Math.max(minY, Math.min(maxY, shield.y)); } // Check for collision with enemyBeyblade if (playerBeyblade.lastWasIntersecting === false && playerBeyblade.intersects(enemyBeyblade)) { // Handle collision console.log("Collision detected between playerBeyblade and enemyBeyblade"); if (!playerBeyblade.isInvincible) { // Decrease PB1's life by 5% if not invincible playerBeyblade.lifePercentage = Math.max(0, playerBeyblade.lifePercentage - 5); lifeLinePB1.setLifePercentage(playerBeyblade.lifePercentage); lifeLinePB1.visible = true; // Ensure the lifeline for PB1 is visible } } playerBeyblade.lastWasIntersecting = playerBeyblade.intersects(enemyBeyblade); // Check for collision with shield if (playerBeyblade.lastWasIntersectingShield === false && playerBeyblade.intersects(shield)) { console.log("PB1 touched the shield"); playerBeyblade.isInvincible = true; LK.setTimeout(function () { playerBeyblade.isInvincible = false; }, 5000); // PB1 is invincible for 5 seconds } playerBeyblade.lastWasIntersectingShield = playerBeyblade.intersects(shield); }; // 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
@@ -255,10 +255,18 @@
if (this.lifePercentage <= 0) {
// Award 1 point to the player
playerScore += 1;
scoreText.setText("Player: ".concat(playerScore, " | Computer: ").concat(computerScore));
- // Removed game over trigger when PB2 is defeated
- return; // Ensure no further updates occur after game over
+ // Reset the round
+ playerBeyblade.x = 1024; // Reset player position
+ playerBeyblade.y = 1366;
+ playerBeyblade.lifePercentage = 100;
+ lifeLinePB1.setLifePercentage(playerBeyblade.lifePercentage);
+ this.x = 1024; // Reset enemy position
+ this.y = 732;
+ this.lifePercentage = 100;
+ lifeLinePB2.setLifePercentage(this.lifePercentage);
+ return; // Ensure no further updates occur after resetting
}
if (this.intersects(playerBeyblade)) {
// Calculate the overlap distance
var overlapX = (this.x - playerBeyblade.x) / 2;
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