User prompt
Adjust PB1 movement to cover the entire arena
User prompt
slow down the pb1 sensitive
User prompt
and this movement is not real and does not cover the entire arena
User prompt
why is the movement of pb1 so hypersensitive? repair it
User prompt
why is the movement of pb1 so hypersensitive? Refine it
User prompt
why doesn't j2 move when the player grabs it by clicking? Fix this bug!
User prompt
j2 can only be operated when the player clicks on it
User prompt
j2 can only be operated when the player clicks on it
User prompt
Hold j2 position at the center of j1 while player clicks on it
User prompt
hold the j1 position at the center of the j1 while player clicks on it
User prompt
ensure the j2 is moving back to the j1 center if player clicks
User prompt
Play arena sound in loop
User prompt
play arena sound in loop
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Remove the lower redline from the game
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Move the redline under the computer text
User prompt
Shield cant leave the arena
User prompt
Add sparking effect during collision between PB1 and PB2
User prompt
Please fix the bug: 'ReferenceError: lightningEffect is not defined' in or related to this line: 'if (playerBeyblade.lastWasIntersecting === false && playerBeyblade.intersects(enemyBeyblade)) {' Line Number: 474
User prompt
Do it
User prompt
Ensure If the player releases j2, it should move back to the center of j1.
User prompt
Could you add to the game animated Whirlwind effect? Display it when the player pb1 Bypasses computer pb2
User prompt
Increase the impact of PB1 on PB2 during collision
User prompt
Ensure pb1 hitting bigger then pb2
User prompt
Ensure pb2 boundaries is the sides of the arena
User prompt
You are cheater!!! You still not give the point to plsyer if the computer pb2 reach the edge of the arena!!!
/**** * 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); // 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; return; // Ensure no further updates occur after resetting } // Constrain PB2 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)); 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 - 15); // Increase impact } else { enemyBeyblade.lifePercentage = Math.max(0, enemyBeyblade.lifePercentage - 10); } // 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) { // Reset the round computerScore += 1; scoreText.setText("Player: ".concat(playerScore, " | Computer: ").concat(computerScore)); this.x = 1024; // Reset player position this.y = 1366; this.lifePercentage = 100; lifeLinePB1.setLifePercentage(this.lifePercentage); enemyBeyblade.x = 1024; // Reset enemy position enemyBeyblade.y = 732; enemyBeyblade.lifePercentage = 100; return; // Ensure no further updates occur after resetting } } }, { 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 - 150); // Position under the computer text 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)); playerBeyblade.x += (j2.x - lastJ2X) * 10; // Move PB1 based on joystick movement var lastJ2Y = j2.y; // Track last Y position of j2 j2.y = Math.max(minY, Math.min(maxY, y)); playerBeyblade.y += (j2.y - lastJ2Y) * 10; // Move PB1 based on joystick movement }; game.up = function (x, y, obj) { // Move j2 back to the center of j1 j2.x = j1.x; j2.y = j1.y; };
===================================================================
--- original.js
+++ change.js
@@ -112,12 +112,8 @@
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
@@ -263,9 +259,8 @@
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
}
// Constrain PB2 within the arena boundaries
var minX = arena.x - arena.arenaGraphics.width / 2 + this.beybladeGraphics.width / 2;
@@ -315,9 +310,8 @@
enemyBeyblade.lifePercentage = Math.max(0, enemyBeyblade.lifePercentage - 15); // Increase impact
} else {
enemyBeyblade.lifePercentage = Math.max(0, enemyBeyblade.lifePercentage - 10);
}
- 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
@@ -344,9 +338,8 @@
lifeLinePB1.setLifePercentage(this.lifePercentage);
enemyBeyblade.x = 1024; // Reset enemy position
enemyBeyblade.y = 732;
enemyBeyblade.lifePercentage = 100;
- lifeLinePB2.setLifePercentage(enemyBeyblade.lifePercentage);
return; // Ensure no further updates occur after resetting
}
}
}, {
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