User prompt
The lines of the text should be left-aligned and aligned to the center!
User prompt
The rows of the hat should be out of line and aligned in the middle!
User prompt
Please fix the bug: 'TypeError: congratsText.style is undefined' in or related to this line: 'congratsText.style.align = 'center';' Line Number: 116
User prompt
they must be aligned to the center
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There should be twice the current line spacing between the lines
User prompt
move up the text to the center of the map
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The font size should be three quarters of the current size
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The font size should be half of the current one
User prompt
Write this text in brown font: Well done Padawan! You passed your test. You can go back to meditating until you are called on a mission!
User prompt
Move the text to the middle off the map
User prompt
Write this text in brown font: Well done Padawan! You passed your test. You can go back to meditating until you are called on a mission!
User prompt
Write this text in brown font: Well done Padawan! You passed your test. You can go back to meditating until you are called on a mission!
User prompt
Place the text to the center of pop up
User prompt
Write this text in brown font: Well done Padawan! You passed your test. You can go back to meditating until you are called on a mission!
User prompt
Change jedi training ball to training ball
User prompt
Please fix the bug: 'ReferenceError: jediTrainingBall is not defined' in or related to this line: 'jediTrainingBall._move_migrated();' Line Number: 206
User prompt
Write this text in brown font: Well done Padawan! You passed your test. You can go back to meditating until you are called on a mission!
User prompt
Please fix the bug: 'ReferenceError: jediTrainingBall is not defined' in or related to this line: 'laserBeam.x = jediTrainingBall.x;' Line Number: 183
User prompt
Please fix the bug: 'Uncaught ReferenceError: jediTrainingBall is not defined' in or related to this line: 'jediTrainingBall.x = 2048 / 2;' Line Number: 142
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Do it
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Rename the explosion asset to pop up window
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set the timre to 10 seconds
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do it
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Please fix the bug: 'TypeError: setTimeout is not a function' in or related to this line: 'clickTimer = setTimeout(function () {' Line Number: 155
User prompt
How can I make it so that if I click 3 times quickly in a row, the game throws a paddle, which hits the Jedi training ball while spinning and explodes? and then the paddle spins back to its original angle
/**** * Classes ****/ var JediTrainingBall = Container.expand(function () { var self = Container.call(this); var ballGraphics = self.attachAsset('jediTrainingBall', { anchorX: 0.5, anchorY: 0.5 }); self.speed = { x: 7.5, // 1.5 times the original speed y: 7.5 // 1.5 times the original speed }; self._move_migrated = function () { self.x += self.speed.x; self.y += self.speed.y; if (self.y >= 2732 / 2 - 500) { self.speed.y *= -1; } if (self.x <= 100 || self.x >= 2048 - 100) { self.speed.x *= -1; } if (self.y <= 0 || self.y >= 2732) { self.speed.y *= -1; } }; }); var LaserBeam = Container.expand(function () { var self = Container.call(this); var laserGraphics = self.attachAsset('laser', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 10; self.update = function () { self.y += self.speed; // Check for intersection with the paddle's center line for (var i = 0; i < paddles.length; i++) { var paddle = paddles[i]; if (self.x > paddle.x - paddle.width / 2 && self.x < paddle.x + paddle.width / 2 && self.y > paddle.y - paddle.height / 2 && self.y < paddle.y + paddle.height / 2) { // Reflect the laser beam self.speed *= -1; } } if (self.y > 2732 || self.speed === 0) { self.destroy(); // Remove laser from the map when it stops moving // Turn the bottom quarter of the screen red for 1 second LK.effects.flashScreen(0xff0000, 1000, { area: { x: 0, y: 2732 * 3 / 4, width: 2048, height: 2732 / 4 } }); score -= 1; // Decrease life counter lifeCounterTxt.setText('Life: ' + score.toString()); // Update life counter text if (score <= 0) { LK.showGameOver(); // End game if life counter reaches zero } self.destroy(); } else if (self.y < 0) { self.destroy(); } }; }); var Paddle = Container.expand(function () { var self = Container.call(this); var paddleGraphics = self.attachAsset('paddle', { anchorX: 0.5, anchorY: 0.66, rotation: 40 * Math.PI / 180 // Rotate 40 degrees to the right }); self.update = function () { // Paddle update logic can be added here if needed }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ // Set a wallpaper image as the game background var wallpaper = LK.getAsset('wallpaper', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 + 1650 }); game.addChild(wallpaper); var jediTrainingBall = game.addChild(new JediTrainingBall()); var score = 3; // Initialize life counter to 3 var elapsedTime = 60; // Initialize countdown timer to start from 60 seconds var timerTxt = new Text2('Time: 0', { size: 75, fill: "#ffffff" }); timerTxt.anchor.set(1, 0); LK.gui.topRight.addChild(timerTxt); var laserBeams = []; var paddles = []; var playerPaddle = game.addChild(new Paddle()); playerPaddle.x = 2048 / 2; playerPaddle.y = 2732 - 400; // Move paddle down by 200 units paddles.push(playerPaddle); jediTrainingBall.x = 2048 / 2; jediTrainingBall.y = 0; var lifeCounterTxt = new Text2('Life: 0', { size: 75, // Reduced size by half fill: "#ffffff" }); lifeCounterTxt.anchor.set(0, 0); LK.gui.topLeft.addChild(lifeCounterTxt); var targetY = 0; // Placeholder value, adjust logic as needed game.on('move', function (x, y, obj) { playerPaddle.x = x; playerPaddle.y = y; // Ensure the paddle doesn't leave the field if (playerPaddle.x < playerPaddle.width / 2) { playerPaddle.x = playerPaddle.width / 2; } else if (playerPaddle.x > 2048 - playerPaddle.width / 2) { playerPaddle.x = 2048 - playerPaddle.width / 2; } if (playerPaddle.y > 2732 - playerPaddle.height / 2) { playerPaddle.y = 2732 - playerPaddle.height / 2; } else if (playerPaddle.y < 2732 / 2) { playerPaddle.y = 2732 / 2; } }); var clickCount = 0; var clickTimer = null; game.on('down', function (x, y, obj) { clickCount++; if (clickTimer) { clearTimeout(clickTimer); } clickTimer = setTimeout(function () { clickCount = 0; }, 500); if (clickCount === 3) { throwPaddle(); clickCount = 0; } else { if (x < 2048 / 2 - 50) { playerPaddle.rotation = -80 * Math.PI / 180; // Rotate 80 degrees to the left } else if (x > 2048 / 2 + 50) { playerPaddle.rotation = 80 * Math.PI / 180; // Rotate 80 degrees to the right } else { playerPaddle.rotation = 0; // Reset to initial loading angle } } }); function throwPaddle() { var thrownPaddle = new Paddle(); thrownPaddle.x = playerPaddle.x; thrownPaddle.y = playerPaddle.y; thrownPaddle.rotation = playerPaddle.rotation; game.addChild(thrownPaddle); var throwInterval = LK.setInterval(function () { thrownPaddle.y -= 20; thrownPaddle.rotation += 0.1; if (thrownPaddle.intersects(jediTrainingBall)) { createExplosion(thrownPaddle.x, thrownPaddle.y); thrownPaddle.destroy(); LK.clearInterval(throwInterval); } if (thrownPaddle.y < 0) { thrownPaddle.destroy(); LK.clearInterval(throwInterval); } }, 16); } function createExplosion(x, y) { var explosion = LK.getAsset('explosion', { anchorX: 0.5, anchorY: 0.5, x: x, y: y }); game.addChild(explosion); LK.setTimeout(function () { explosion.destroy(); }, 1000); } LK.on('tick', function () { // Create laser beams from the ball if (LK.ticks % 60 === 0 && elapsedTime > 0) { // Fire a laser every second if (Math.random() < 0.8) { // 80% chance to fire towards the bottom center var laserBeam = new LaserBeam(); laserBeam.x = jediTrainingBall.x; laserBeam.y = jediTrainingBall.y + jediTrainingBall.height; laserBeams.push(laserBeam); game.addChild(laserBeam); } } // Update laser beams for (var i = laserBeams.length - 1; i >= 0; i--) { laserBeams[i].update(); if (laserBeams[i].y > 2732 || laserBeams[i].y < 0) { laserBeams.splice(i, 1); } } if (LK.ticks % 60 === 0) { elapsedTime -= 1; // Decrement elapsed time every second if (elapsedTime <= 0) { LK.showGameOver(); // End game if timer reaches zero } timerTxt.setText('Time: ' + elapsedTime.toString()); } if (elapsedTime > 0) { jediTrainingBall._move_migrated(); } // Removed aiPaddle logic as it is not defined and not needed for (var i = 0; i < paddles.length; i++) {} LK.setScore(score); lifeCounterTxt.setText('Life: ' + score.toString()); });
/****
* Classes
****/
var JediTrainingBall = Container.expand(function () {
var self = Container.call(this);
var ballGraphics = self.attachAsset('jediTrainingBall', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = {
x: 7.5,
// 1.5 times the original speed
y: 7.5 // 1.5 times the original speed
};
self._move_migrated = function () {
self.x += self.speed.x;
self.y += self.speed.y;
if (self.y >= 2732 / 2 - 500) {
self.speed.y *= -1;
}
if (self.x <= 100 || self.x >= 2048 - 100) {
self.speed.x *= -1;
}
if (self.y <= 0 || self.y >= 2732) {
self.speed.y *= -1;
}
};
});
var LaserBeam = Container.expand(function () {
var self = Container.call(this);
var laserGraphics = self.attachAsset('laser', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 10;
self.update = function () {
self.y += self.speed;
// Check for intersection with the paddle's center line
for (var i = 0; i < paddles.length; i++) {
var paddle = paddles[i];
if (self.x > paddle.x - paddle.width / 2 && self.x < paddle.x + paddle.width / 2 && self.y > paddle.y - paddle.height / 2 && self.y < paddle.y + paddle.height / 2) {
// Reflect the laser beam
self.speed *= -1;
}
}
if (self.y > 2732 || self.speed === 0) {
self.destroy(); // Remove laser from the map when it stops moving
// Turn the bottom quarter of the screen red for 1 second
LK.effects.flashScreen(0xff0000, 1000, {
area: {
x: 0,
y: 2732 * 3 / 4,
width: 2048,
height: 2732 / 4
}
});
score -= 1; // Decrease life counter
lifeCounterTxt.setText('Life: ' + score.toString()); // Update life counter text
if (score <= 0) {
LK.showGameOver(); // End game if life counter reaches zero
}
self.destroy();
} else if (self.y < 0) {
self.destroy();
}
};
});
var Paddle = Container.expand(function () {
var self = Container.call(this);
var paddleGraphics = self.attachAsset('paddle', {
anchorX: 0.5,
anchorY: 0.66,
rotation: 40 * Math.PI / 180 // Rotate 40 degrees to the right
});
self.update = function () {
// Paddle update logic can be added here if needed
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000
});
/****
* Game Code
****/
// Set a wallpaper image as the game background
var wallpaper = LK.getAsset('wallpaper', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2 + 1650
});
game.addChild(wallpaper);
var jediTrainingBall = game.addChild(new JediTrainingBall());
var score = 3; // Initialize life counter to 3
var elapsedTime = 60; // Initialize countdown timer to start from 60 seconds
var timerTxt = new Text2('Time: 0', {
size: 75,
fill: "#ffffff"
});
timerTxt.anchor.set(1, 0);
LK.gui.topRight.addChild(timerTxt);
var laserBeams = [];
var paddles = [];
var playerPaddle = game.addChild(new Paddle());
playerPaddle.x = 2048 / 2;
playerPaddle.y = 2732 - 400; // Move paddle down by 200 units
paddles.push(playerPaddle);
jediTrainingBall.x = 2048 / 2;
jediTrainingBall.y = 0;
var lifeCounterTxt = new Text2('Life: 0', {
size: 75,
// Reduced size by half
fill: "#ffffff"
});
lifeCounterTxt.anchor.set(0, 0);
LK.gui.topLeft.addChild(lifeCounterTxt);
var targetY = 0; // Placeholder value, adjust logic as needed
game.on('move', function (x, y, obj) {
playerPaddle.x = x;
playerPaddle.y = y;
// Ensure the paddle doesn't leave the field
if (playerPaddle.x < playerPaddle.width / 2) {
playerPaddle.x = playerPaddle.width / 2;
} else if (playerPaddle.x > 2048 - playerPaddle.width / 2) {
playerPaddle.x = 2048 - playerPaddle.width / 2;
}
if (playerPaddle.y > 2732 - playerPaddle.height / 2) {
playerPaddle.y = 2732 - playerPaddle.height / 2;
} else if (playerPaddle.y < 2732 / 2) {
playerPaddle.y = 2732 / 2;
}
});
var clickCount = 0;
var clickTimer = null;
game.on('down', function (x, y, obj) {
clickCount++;
if (clickTimer) {
clearTimeout(clickTimer);
}
clickTimer = setTimeout(function () {
clickCount = 0;
}, 500);
if (clickCount === 3) {
throwPaddle();
clickCount = 0;
} else {
if (x < 2048 / 2 - 50) {
playerPaddle.rotation = -80 * Math.PI / 180; // Rotate 80 degrees to the left
} else if (x > 2048 / 2 + 50) {
playerPaddle.rotation = 80 * Math.PI / 180; // Rotate 80 degrees to the right
} else {
playerPaddle.rotation = 0; // Reset to initial loading angle
}
}
});
function throwPaddle() {
var thrownPaddle = new Paddle();
thrownPaddle.x = playerPaddle.x;
thrownPaddle.y = playerPaddle.y;
thrownPaddle.rotation = playerPaddle.rotation;
game.addChild(thrownPaddle);
var throwInterval = LK.setInterval(function () {
thrownPaddle.y -= 20;
thrownPaddle.rotation += 0.1;
if (thrownPaddle.intersects(jediTrainingBall)) {
createExplosion(thrownPaddle.x, thrownPaddle.y);
thrownPaddle.destroy();
LK.clearInterval(throwInterval);
}
if (thrownPaddle.y < 0) {
thrownPaddle.destroy();
LK.clearInterval(throwInterval);
}
}, 16);
}
function createExplosion(x, y) {
var explosion = LK.getAsset('explosion', {
anchorX: 0.5,
anchorY: 0.5,
x: x,
y: y
});
game.addChild(explosion);
LK.setTimeout(function () {
explosion.destroy();
}, 1000);
}
LK.on('tick', function () {
// Create laser beams from the ball
if (LK.ticks % 60 === 0 && elapsedTime > 0) {
// Fire a laser every second
if (Math.random() < 0.8) {
// 80% chance to fire towards the bottom center
var laserBeam = new LaserBeam();
laserBeam.x = jediTrainingBall.x;
laserBeam.y = jediTrainingBall.y + jediTrainingBall.height;
laserBeams.push(laserBeam);
game.addChild(laserBeam);
}
}
// Update laser beams
for (var i = laserBeams.length - 1; i >= 0; i--) {
laserBeams[i].update();
if (laserBeams[i].y > 2732 || laserBeams[i].y < 0) {
laserBeams.splice(i, 1);
}
}
if (LK.ticks % 60 === 0) {
elapsedTime -= 1; // Decrement elapsed time every second
if (elapsedTime <= 0) {
LK.showGameOver(); // End game if timer reaches zero
}
timerTxt.setText('Time: ' + elapsedTime.toString());
}
if (elapsedTime > 0) {
jediTrainingBall._move_migrated();
}
// Removed aiPaddle logic as it is not defined and not needed
for (var i = 0; i < paddles.length; i++) {}
LK.setScore(score);
lifeCounterTxt.setText('Life: ' + score.toString());
});
Inside of jedi temple council room. Coruscant wallpaper.
Long laser saber. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Pale white pop-up window with chrome rounded corners in front view.
explode.
Master Yoda.
text bubble with golden lines, in front view.
white square with golden rounded corners, in front view.
Brown Lasersaber in vertical position, next to it the same horizontally. In between, there is a back-and-forth arrow and a computer mouse..