User prompt
Replace this player paddle with
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change the player from paddle to this
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Place the bottom of the bluelight on top of the saber
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Do it with bluelight and saber asset
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Add bluelight asset and saber asset to the map
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Please fix the bug: 'TypeError: playerPaddle is null' in or related to this line: 'playerPaddle.x = x;' Line Number: 380
User prompt
A lézer a lightsaber körvonaláig menjen el ne csak a paddle image széléig
User prompt
Add blaster effect asset to the game when the laser touch the paddle
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Please fix the bug: 'TypeError: playerPaddle is undefined' in or related to this line: 'playerPaddle.x = x;' Line Number: 368
User prompt
Remove the laser beam if it is still going downhill after touching the paddle.
User prompt
If the laser has already touched the paddle but is still going down, remove that piece
User prompt
If the paddle asset is rotated horizontally to the left or right, it should not reach the ball asset
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Refine it, because it still doesn't work that way!
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do it
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do it
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not working. fix it
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Do it
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Please fix the bug: 'TypeError: playerPaddle is undefined' in or related to this line: 'game.on('move', function (x, y, obj) {' Line Number: 361
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Do it
User prompt
Please fix the bug: 'TypeError: playerPaddle is undefined' in or related to this line: 'playerPaddle.x = x;' Line Number: 361
User prompt
Please fix the bug: 'ReferenceError: playerPaddle is not defined' in or related to this line: 'playerPaddle.x = x;' Line Number: 364
User prompt
do not load the paddle until the players dont click startbutton
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move up the 4. text with 100 units
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move up the 4. text with 100 units
User prompt
move up the 4. text to the center
/**** * Classes ****/ var BluelightSaber = Container.expand(function () { var self = Container.call(this); // Attach bluelight asset var bluelight = self.attachAsset('bluelight', { anchorX: 0.5, anchorY: 1.0, // Adjust anchorY to 1.0 to align the bottom of bluelight x: 0, y: 0 }); // Attach saber asset var saber = self.attachAsset('saber', { anchorX: 0.5, anchorY: 0.5, x: 0, y: 300 }); // Event handler for moving and rotating the container self.down = function (x, y, obj) { self.x = x; self.y = y; }; self.move = function (x, y, obj) { self.x = x; self.y = y; }; self.up = function (x, y, obj) { // Optional: Add logic for when the mouse or touch is released }; }); 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; } // Check for intersection with the paddle for (var i = 0; i < paddles.length; i++) { var paddle = paddles[i]; if (self.intersects(paddle) && Math.abs(paddle.rotation) < Math.PI / 4) { // Make the ball explode and disappear var explodeAsset = LK.getAsset('explode', { anchorX: 0.5, anchorY: 0.5, x: self.x, y: self.y }); game.addChild(explodeAsset); LK.setTimeout(function () { explodeAsset.destroy(); }, 200); // Destroy the explode asset after 200ms LK.effects.flashObject(self, 0xff0000, 500); // Flash red for 0.5 seconds self.destroy(); // Remove the ball from the game var master = game.addChild(new Master()); // Load the master asset var speechBubble = game.addChild(new SpeechBubble()); // Add speech bubble above the master // Add a frame asset to the bottom of the map var frameAsset = LK.getAsset('frame', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 - 250 // Move the frame up by 250 units }); game.addChild(frameAsset); // Add text to the middle of the frame asset var frameText = new Text2("Yes, Master! I'll try again!", { size: 60, fill: "#000000", // White color align: "center" }); frameText.anchor.set(0.5, 0.5); frameText.x = frameAsset.x; frameText.y = frameAsset.y; game.addChild(frameText); // Add event handler to make the frame bubble darker on touch frameAsset.down = function (x, y, obj) { frameAsset.tint = 0x555555; // Darken the frame bubble }; frameAsset.up = function (x, y, obj) { frameAsset.tint = 0xFFFFFF; // Reset to original color LK.showGameOver(); // Restart the game }; master.x -= 777; // Move the master asset left by 777 units master.y = 2732 - master.height / 2 - 30; // Move the master asset to the bottom of the map and then up by 30 units (down by 10 units) elapsedTime = 0; // Stop the timer // Remove all laser beams if the paddle touches the ball for (var j = laserBeams.length - 1; j >= 0; j--) { laserBeams[j].destroy(); laserBeams.splice(j, 1); } break; } } }; }); 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 * 0.66 && self.y < paddle.y + paddle.height * 0.66) { if (self.speed > 0) { // Remove the laser beam if it is still going downhill // Add blaster effect when laser touches the paddle var blasterEffect = LK.getAsset('blasterEffect', { anchorX: 0.5, anchorY: 0.5, x: self.x, y: self.y }); game.addChild(blasterEffect); LK.setTimeout(function () { blasterEffect.destroy(); }, 200); // Destroy the blaster effect after 200ms self.destroy(); laserBeams.splice(laserBeams.indexOf(self), 1); } else { // 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 || 4 - score >= 4) { LK.showGameOver(); // End game if life counter reaches zero or 4 lasers touch the ground } self.destroy(); } else if (self.y < 0) { self.destroy(); } }; }); var Master = Container.expand(function () { var self = Container.call(this); var masterGraphics = self.attachAsset('master', { anchorX: 0.5, anchorY: 0.5 }); self.x = 2048 / 2; self.y = 2732 / 2; }); 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 }; }); var SpeechBubble = Container.expand(function () { var self = Container.call(this); var bubbleGraphics = self.attachAsset('speechBubble', { anchorX: 0.5, anchorY: 0.5 }); self.x = 2048 / 2 - 200; // Move left by 200 units self.y = 2732 / 2 + 500 - 200; // Move down by 500 units and adjust for initial offset // Add text to the speech bubble var bubbleText = new Text2("Don't let the dark side control you!\n\nTry again!", { size: 50, fill: "#000000", // Black color align: "center", lineHeight: 75 // 1.5 times the current size for the bottom line }); bubbleText.anchor.set(0.5, 0.5); bubbleText.x = 0; bubbleText.y = -50; self.addChild(bubbleText); }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ function showCongratulatoryPopup() { var popupContainer = new Container(); var congratsImage = LK.getAsset('popupWindow', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 - 5 }); var congratsText = new Text2('Well done Padawan!\n\nYou passed your test.\n\nYou can go back to meditating\n\nuntil you are called on a mission!', { size: 75, fill: "#8B4513", // Brown color align: "center" // Center align text }); congratsText.anchor.set(0.5, 0.5); congratsText.x = 2048 / 2; congratsText.y = 2732 / 2; popupContainer.addChild(congratsImage); popupContainer.addChild(congratsText); game.addChild(popupContainer); } // 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 papyrus = LK.getAsset('papyrus', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 - 5 }); game.addChild(papyrus); // Attach templates asset to papyrus var templates = LK.getAsset('templates', { anchorX: 0.5, anchorY: 0.5, x: papyrus.x, y: papyrus.y }); game.addChild(templates); // Add brown text to the papyrus asset var papyrusText = new Text2("Attention!\nAny similarities in the game are purely coincidental and the work of Ai!\nFRVR and the creator of the game assume no responsibility for this!", { size: 50, fill: "#8B4513", // Brown color align: "center" }); papyrusText.anchor.set(0.5, 0.5); papyrusText.x = papyrus.x; papyrusText.y = papyrus.y - 1100; game.addChild(papyrusText); // Add another text to the papyrus asset var additionalPapyrusText = new Text2("May the Force be with you!", { size: 50, fill: "#8B4513", // Brown color align: "center" }); additionalPapyrusText.anchor.set(0.5, 0.5); additionalPapyrusText.x = papyrus.x; additionalPapyrusText.y = papyrus.y + 734; game.addChild(additionalPapyrusText); // Add welcoming text to the center of the papyrus asset var welcomeText = new Text2("Welcome to your training Padawan!\nIn this test, you must use your saber to block the laser beams of the training ball!", { size: 50, fill: "#8B4513", // Brown color align: "center" }); welcomeText.anchor.set(0.5, 0.5); welcomeText.x = papyrus.x; welcomeText.y = papyrus.y - 700; game.addChild(welcomeText); // Add controls text to the papyrus asset var controlsText = new Text2("Controls:", { size: 75, fill: "#8B4513", // Brown color align: "center" }); controlsText.anchor.set(0.5, 0.5); controlsText.x = papyrus.x; controlsText.y = papyrus.y - 400; game.addChild(controlsText); // Add instructions text to the papyrus asset var instructionsText = new Text2("The saber can be controlled with your finger or by moving the mouse.\nBy clicking on either side of the screen, the saber is defensive, while\nclicking on the center can be used to stab.", { size: 50, fill: "#8B4513", // Brown color align: "center" }); instructionsText.anchor.set(0.5, 0.5); instructionsText.x = papyrus.x; instructionsText.y = papyrus.y + 500; game.addChild(instructionsText); var startButton = LK.getAsset('startButton', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: papyrus.y + papyrus.height / 2 - 326 // Moved up by 176 units }); game.addChild(startButton); // Add 'OK' text to the center of the startButton var okText = new Text2("OK", { size: 50, fill: "#000000", // Black color align: "center" }); okText.anchor.set(0.5, 0.5); okText.x = startButton.x; okText.y = startButton.y; game.addChild(okText); startButton.down = function (x, y, obj) { startButton.tint = 0x555555; // Darken the button on touch }; startButton.up = function (x, y, obj) { startButton.tint = 0xFFFFFF; // Reset to original color game.removeChild(startButton); // Remove start button after click game.removeChild(okText); // Remove OK text after click game.removeChild(papyrus); // Remove papyrus after click game.removeChild(papyrusText); // Remove papyrus text after click game.removeChild(templates); // Remove templates after click game.removeChild(additionalPapyrusText); // Remove additional papyrus text after click game.removeChild(welcomeText); // Remove welcome text after click game.removeChild(controlsText); // Remove controls text after click game.removeChild(instructionsText); // Remove instructions text after click LK.gui.topRight.addChild(timerTxt); LK.gui.topLeft.addChild(lifeCounterTxt); // Show life counter text when the game starts elapsedTime = 60; // Reset countdown timer to 60 seconds (1 minute) playerPaddle = new Paddle(); playerPaddle.x = 2048 / 2; playerPaddle.y = 2732 - 400; // Move paddle down by 200 units game.addChild(playerPaddle); // Add BluelightSaber instance to the game var bluelightSaber = new BluelightSaber(); bluelightSaber.x = 2048 / 2; bluelightSaber.y = 2732 / 2; game.addChild(bluelightSaber); paddles.push(playerPaddle); jediTrainingBall = new JediTrainingBall(); jediTrainingBall.x = 2048 / 2; jediTrainingBall.y = 0; game.addChild(jediTrainingBall); }; // var jediTrainingBall = new JediTrainingBall(); // Initialize jediTrainingBall in the global scope var jediTrainingBall = new JediTrainingBall(); // Initialize jediTrainingBall in the global scope var score = 3; // Initialize life counter to 3 var elapsedTime = 60; // Initialize countdown timer to start from 60 seconds (1 minute) var timerTxt = new Text2('Time: 0', { size: 75, fill: "#ffffff" }); timerTxt.anchor.set(1, 0); var laserBeams = []; var paddles = []; var playerPaddle; // Declare playerPaddle in the global scope var lifeCounterTxt = new Text2('Life: ' + score.toString(), { size: 75, // Reduced size by half fill: "#ffffff" }); lifeCounterTxt.anchor.set(0, 0); // LK.gui.topLeft.addChild(lifeCounterTxt); // Hide life counter text initially var targetY = 0; // Placeholder value, adjust logic as needed game.on('move', function (x, y, obj) { // Play Lightsaber sound when the paddle is moving LK.getSound('Lightsaber').play(); 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; } }); game.on('down', function (x, y, obj) { 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 } }); LK.on('tick', function () { // Create laser beams from the ball if (LK.ticks % 60 === 0 && elapsedTime > 0 && jediTrainingBall.parent) { // Fire a laser every second if (Math.random() < 0.8) { // Play laser sound when a laser asset is loaded to the map LK.getSound('laser').play(); // 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) { jediTrainingBall.speed.x = 0; jediTrainingBall.speed.y = 0; if (jediTrainingBall.parent) { showCongratulatoryPopup(); // Show congratulatory popup } } if (elapsedTime > 0) { timerTxt.setText('Time: ' + elapsedTime.toString()); } else { LK.gui.topRight.removeChild(timerTxt); // Remove the timer from the screen } } 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()); });
===================================================================
--- original.js
+++ change.js
@@ -5,9 +5,10 @@
var self = Container.call(this);
// Attach bluelight asset
var bluelight = self.attachAsset('bluelight', {
anchorX: 0.5,
- anchorY: 0.5,
+ anchorY: 1.0,
+ // Adjust anchorY to 1.0 to align the bottom of bluelight
x: 0,
y: 0
});
// Attach saber asset
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..