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haz que el salto parezca una parabola
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haz que el salto solo sea 0.5 segundos antes de bajar
Code edit (1 edits merged)
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sigue sin saltar
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Ahora player no salta al hacer click
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El player no salta, deberia poder saltar minimo su altura
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cambia fuerza de salto a 200000
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la gravedad a 1
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activa la gravedad y cambia la fuerza de salto a 20000
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desactiva la gravedad momentaneamente
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arregla el salto de player, se siente muy tosco y apenas salta
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player atraviesa a la mitad el nuevo ground, haz que este por encima adecuadamente
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haz que el hitbox de "base" sea igual a su textura
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haz que el nuevo objeto "base" sea el nuevo suelo
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La plataforma en medio de la pantalla agregalo como un nuevo objeto llamado base
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Please fix the bug: 'Timeout.tick error: Obstacle is not defined' in or related to this line: 'var obstacle = new Obstacle();' Line Number: 80
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agrega una plataforma que sea del largo de izquierda a derecha de la pantalla y que este en medio de la pantalla
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Please fix the bug: 'Timeout.tick error: Obstacle is not defined' in or related to this line: 'var obstacle = new Obstacle();' Line Number: 84
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agrega una plataforma que vaya de la izquierda a derecha de la pantalla y que este en medio de la pantalla
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haz que la gravedad de player afecte una vez termine de saltar
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cambia jumpheight por jump force
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crea una variable de jump force y que sea la distancia de salto del player
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agrega dos textos en la parte superior de la pantalla que sea el valor de gravedad y el valor de salto
/**** * Classes ****/ // Define the Obstacle class var Obstacle = Container.expand(function () { var self = Container.call(this); var obstacleGraphics = self.attachAsset('obstacle', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 5; self.update = function () { self.x -= self.speed; if (self.x < -obstacleGraphics.width / 2) { self.destroy(); } }; }); //<Assets used in the game will automatically appear here> //<Write imports for supported plugins here> // Define the Player class var Player = Container.expand(function () { var self = Container.call(this); var playerGraphics = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 10; self.jumpHeight = 100; self.isJumping = false; self.update = function () { if (self.isJumping) { self.y -= self.speed; if (self.y <= self.jumpHeight) { self.isJumping = false; } } else if (self.y < 2732 - playerGraphics.height / 2) { self.y += self.speed; } }; self.jump = function () { if (!self.isJumping && self.y >= 2732 - playerGraphics.height / 2) { self.isJumping = true; } }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x87CEEB // Sky blue background }); /**** * Game Code ****/ // Initialize player var player = game.addChild(new Player()); player.x = 200; player.y = 2732 - 100; // Initialize obstacles array var obstacles = []; // Function to spawn obstacles function spawnObstacle() { var obstacle = new Obstacle(); obstacle.x = 2048 + obstacle.width / 2; obstacle.y = 2732 - 100; obstacles.push(obstacle); game.addChild(obstacle); } // Set interval to spawn obstacles var obstacleInterval = LK.setInterval(spawnObstacle, 2000); // Handle game updates game.update = function () { player.update(); for (var i = obstacles.length - 1; i >= 0; i--) { obstacles[i].update(); if (player.intersects(obstacles[i])) { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } } }; // Handle touch events for jumping game.down = function (x, y, obj) { player.jump(); };
===================================================================
--- original.js
+++ change.js
@@ -1,29 +1,20 @@
/****
* Classes
****/
-// Define the Base class
-var Base = Container.expand(function () {
- var self = Container.call(this);
- var baseGraphics = self.attachAsset('obstacle', {
- anchorX: 0.5,
- anchorY: 0.5,
- width: 2048 // Set base width to span the screen
- });
- self.update = function () {
- // Base does not move
- };
-});
// Define the Obstacle class
var Obstacle = Container.expand(function () {
var self = Container.call(this);
var obstacleGraphics = self.attachAsset('obstacle', {
anchorX: 0.5,
anchorY: 0.5
});
- self.speed = -5;
+ self.speed = 5;
self.update = function () {
- self.x += self.speed;
+ self.x -= self.speed;
+ if (self.x < -obstacleGraphics.width / 2) {
+ self.destroy();
+ }
};
});
//<Assets used in the game will automatically appear here>
//<Write imports for supported plugins here>
@@ -34,29 +25,23 @@
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 10;
- self.jumpForce = 200000;
- self.gravity = 1; // Enable gravity
- self.jumpHeight = self.jumpForce;
+ self.jumpHeight = 100;
self.isJumping = false;
self.update = function () {
if (self.isJumping) {
self.y -= self.speed;
if (self.y <= self.jumpHeight) {
self.isJumping = false;
}
- } else {
- self.y += self.gravity;
- if (self.y > base.y - playerGraphics.height) {
- self.y = base.y - playerGraphics.height;
- }
+ } else if (self.y < 2732 - playerGraphics.height / 2) {
+ self.y += self.speed;
}
};
self.jump = function () {
- if (!self.isJumping && self.y >= base.y - playerGraphics.height / 2) {
+ if (!self.isJumping && self.y >= 2732 - playerGraphics.height / 2) {
self.isJumping = true;
- self.jumpHeight = self.y - playerGraphics.height;
}
};
});
@@ -73,12 +58,8 @@
// Initialize player
var player = game.addChild(new Player());
player.x = 200;
player.y = 2732 - 100;
-// Initialize base
-var base = game.addChild(new Base());
-base.x = 2048 / 2; // Position base in the middle of the screen
-base.y = 2732 / 2;
// Initialize obstacles array
var obstacles = [];
// Function to spawn obstacles
function spawnObstacle() {
@@ -101,24 +82,7 @@
}
}
};
// Handle touch events for jumping
-// Create gravity and jump value texts
-var gravityText = new Text2('Gravity: ' + player.gravity, {
- size: 50,
- fill: 0xFFFFFF
-});
-var jumpText = new Text2('Jump: ' + player.jumpForce, {
- size: 50,
- fill: 0xFFFFFF
-});
-// Position the texts at the top of the screen
-gravityText.x = 50;
-gravityText.y = 50;
-jumpText.x = 50;
-jumpText.y = 100;
-// Add the texts to the GUI overlay
-LK.gui.top.addChild(gravityText);
-LK.gui.top.addChild(jumpText);
game.down = function (x, y, obj) {
player.jump();
};
\ No newline at end of file
que no contenga sombras ni luces
una cabeza de moai redonda. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Una esfera de hierro. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Una esfera de oro. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
una piedra redonda musgosa. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
la bandera de argentina redonda. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
moneda de cobre. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
moneda de silver. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
moneda de gold. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
diamante Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Una rueda de carretilla medieval. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
pelota de basquetbal modelo Molten. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
pelota de futbol hecha de hielo. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Bola disco. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Una bola de voley de planta. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Una bola de pinchos. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Una bola de lana. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Agrega una esfera que dentro contenga un cielo. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Una esfera con la via láctea. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
proporción 1000-2000, marios más robustos y sin tanto relieve
Un papel medieval con una enorme flecha hacia la izquierda de pintura en medio. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Esfera del dragon. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Esfera demoniaca. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Esfera de hada. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
una manzana redonda. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Un capiraba redondo como una pelota. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Un armadillo hecho bolita. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Una estrella redondita. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Mejorar el diseños de lás casas para que sean más medievales y aumentar su calidad, más arboles y mejorar la calidad del cesped