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Please fix the bug: 'Cannot set properties of undefined (setting 'down')' in or related to this line: 'item8.down = function (x, y, obj) {' Line Number: 231
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Please fix the bug: 'Cannot set properties of undefined (setting 'down')' in or related to this line: 'item7.down = function (x, y, obj) {' Line Number: 220
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Please fix the bug: 'Cannot set properties of undefined (setting 'down')' in or related to this line: 'item6.down = function (x, y, obj) {' Line Number: 209
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Please fix the bug: 'Cannot set properties of undefined (setting 'down')' in or related to this line: 'item5.down = function (x, y, obj) {' Line Number: 198
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Please fix the bug: 'Cannot read properties of undefined (reading 'x')' in or related to this line: 'var item4 = LK.getAsset('Item', {' Line Number: 198
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Please fix the bug: 'Cannot set properties of undefined (setting 'down')' in or related to this line: 'item4.down = function (x, y, obj) {' Line Number: 198
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Please fix the bug: 'Cannot set properties of undefined (setting 'down')' in or related to this line: 'item3.down = function (x, y, obj) {' Line Number: 198
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Please fix the bug: 'Cannot set properties of undefined (setting 'down')' in or related to this line: 'item2.down = function (x, y, obj) {' Line Number: 198
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touch item change skin value. var skin = itemNumber
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variable skin = 0
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crea un texto debajo del texto money para mostrar el valor de skin
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Ahora skintext se encuentra por debajo de background, arreglalo para que siempre se encuentre por encima y asi ser visible
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Please fix the bug: 'Cannot read properties of undefined (reading 'y')' in or related to this line: 'skinText.y = meterText.y; // Ensure SkinText Y position matches MeterText Y position' Line Number: 112
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el cambio no se aplico correctamente, la altura y de skintext no es igual a la de meterstext
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Please fix the bug: 'Cannot read properties of undefined (reading 'y')' in or related to this line: 'skinText.y = meterText.y;' Line Number: 112
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skintext Y = metersText Y
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ajustalo mejor, sigue la mita fuera
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el texto se ve fuera de la pantalla, ajustalo para que cuadre dentro
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crea un texto en la esquina superior derecha que muestre la variable skin
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cuando se toque item1 cambia la variable skin por el numero del item
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Haz que cuando skin sea igual a 0 sea el equivalente de asset skin0 y así con cada numero hasta el 5
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cea una variable llamada skin
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400 pixeles
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Continua esta acción 5 veces más empezando a 200 pixeles debajo del item0
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repite la acción 3 veces más, cada clon con el nombre "item
/**** * Classes ****/ // Create a Player class var Player = Container.expand(function () { var self = Container.call(this); // Create a list named 'skin' and add the 'Skin0' asset to it var skin = ['Skin0']; // Attach a shape asset to represent the player self.playerGraphics = self.attachAsset(skin[0], { anchorX: 0.5, anchorY: 0.5 }); // Set player speed self.speed = 5; // This is automatically called every game tick, if the player is attached! self.update = function () { self.y += self.speed; // Add gravity to the player if (self.y < ground.y - self.height / 2 + 50) { self.speed += 0.5; } else { self.speed = 0; self.y = ground.y - self.height / 2 + 50; } // Add rotation to the player self.rotation += 0.05; // Play rockmovement sound in loop LK.getSound('rockmovement').play({ loop: true }); // Update player skin based on the value of the skin variable if (skin >= 0 && skin <= 5) { self.playerGraphics.setTexture(LK.getAsset('Skin' + skin, {}).texture); } }; }); // Create a GirosText class to display the number of 'giros' var GirosText = Text2.expand(function () { var self = Text2.call(this, '0', { size: 100, fill: 0xFFFFFF }); self.update = function () { self.setText('Spins: ' + giros); }; }); // Create a GirosText instance and add it to the game // Create a Text class to display the meters covered var MeterText = Text2.expand(function () { var self = Text2.call(this, '0', { size: 100, fill: 0xFFFFFF }); self.update = function () { self.setText('Meters: ' + meters); }; }); // Create a MoneyText class to display the amount of 'money' var MoneyText = Text2.expand(function () { var self = Text2.call(this, '0', { size: 100, fill: 0xFFFFFF }); self.update = function () { self.setText('Money: ' + money); }; }); // Create a SkinText class to display the current skin value var SkinText = Text2.expand(function () { var self = Text2.call(this, '0', { size: 100, fill: 0xFFFFFF }); self.update = function () { self.setText('Skin: ' + skin); }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ // Initialize a player asset var currentSkinIndex = 0; // Track the current skin index // Removed the functionality to change the player's skin on click // Create a background asset var background = LK.getAsset('background', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 }); // Add the background to the game game.addChild(background); // Create a clone of the background asset var backgroundClone = LK.getAsset('background', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2 + background.width, y: 2732 / 2 }); // Add the clone to the game game.addChild(backgroundClone); // Create a second clone of the background asset var backgroundClone2 = LK.getAsset('background', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2 + 2 * background.width, y: 2732 / 2 }); // Add the second clone to the game game.addChild(backgroundClone2); // Initialize a ground asset var ground = LK.getAsset('ground', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2, width: background.width, alpha: 0 }); // Add the ground to the game game.addChild(ground); // Create a player instance and add it to the game var player = game.addChild(new Player()); // Position player more towards the center of the screen player.x = 2048 / 4; player.y = 2732 / 2 + 10; // Initialize a variable to track 'meters' var meters = 0; // Initialize a variable to track 'giros' var giros = 0; // Create a MeterText instance and add it to the game var meterText = game.addChild(new MeterText()); // Position MeterText at the top left of the screen, a bit lower meterText.x = 50; meterText.y = 200; // Create a GirosText instance and add it to the game var moneyText = game.addChild(new MoneyText()); // Position MoneyText below the GirosText moneyText.x = 50; moneyText.y = 400; // Initialize a variable to track 'money' var money = 0; // Create a SkinText instance and add it to the game var skinText = game.addChild(new SkinText()); // Position SkinText below the MoneyText skinText.x = 50; skinText.y = 500; // Create a variable named 'skin' var skin = 0; // Create a list named 'SkinSelect' var SkinSelect = []; var itemAsset = LK.getAsset('Item', { anchorX: 0.5, anchorY: 0.5, x: 200, y: 3700 / 2 }); game.addChild(itemAsset); SkinSelect.push(itemAsset); var item1 = LK.getAsset('Item', { anchorX: 0.5, anchorY: 0.5, x: itemAsset.x + 400, y: itemAsset.y }); game.addChild(item1); SkinSelect.push(item1); // Add event listeners to change skin variable when items are touched item1.down = function (x, y, obj) { skin = 1; // Change skin variable to the number of the item }; item4.down = function (x, y, obj) { skin = 4; // Change skin variable to the number of the item }; item5.down = function (x, y, obj) { skin = 5; // Change skin variable to the number of the item }; item6.down = function (x, y, obj) { skin = 6; // Change skin variable to the number of the item }; item7.down = function (x, y, obj) { skin = 7; // Change skin variable to the number of the item }; item8.down = function (x, y, obj) { skin = 8; // Change skin variable to the number of the item }; item9.down = function (x, y, obj) { skin = 9; // Change skin variable to the number of the item }; var item2 = LK.getAsset('Item', { anchorX: 0.5, anchorY: 0.5, x: item1.x + 400, y: item1.y }); game.addChild(item2); SkinSelect.push(item2); item2.down = function (x, y, obj) { skin = 2; // Change skin variable to the number of the item }; var item3 = LK.getAsset('Item', { anchorX: 0.5, anchorY: 0.5, x: item2.x + 400, y: item2.y }); game.addChild(item3); SkinSelect.push(item3); item3.down = function (x, y, obj) { skin = 3; // Change skin variable to the number of the item }; var item4 = LK.getAsset('Item', { anchorX: 0.5, anchorY: 0.5, x: item3.x + 400, y: item3.y }); game.addChild(item4); SkinSelect.push(item4); var item5 = LK.getAsset('Item', { anchorX: 0.5, anchorY: 0.5, x: itemAsset.x, y: itemAsset.y + 400 }); game.addChild(item5); SkinSelect.push(item5); var item6 = LK.getAsset('Item', { anchorX: 0.5, anchorY: 0.5, x: item5.x + 400, y: item5.y }); game.addChild(item6); SkinSelect.push(item6); var item7 = LK.getAsset('Item', { anchorX: 0.5, anchorY: 0.5, x: item6.x + 400, y: item6.y }); game.addChild(item7); SkinSelect.push(item7); var item8 = LK.getAsset('Item', { anchorX: 0.5, anchorY: 0.5, x: item7.x + 400, y: item7.y }); game.addChild(item8); SkinSelect.push(item8); var item9 = LK.getAsset('Item', { anchorX: 0.5, anchorY: 0.5, x: item8.x + 400, y: item8.y }); game.addChild(item9); SkinSelect.push(item9); var assets = LK.assets; if (assets) { for (var i = 0; i < assets.length; i++) { if (assets[i].id.startsWith('Skin')) { skin.push(assets[i].id); } } skin.sort(function (a, b) { return parseInt(a.replace('Skin', '')) - parseInt(b.replace('Skin', '')); }); } var girosText = game.addChild(new GirosText()); // Position GirosText below the MeterText, also a bit lower girosText.x = 50; girosText.y = 300; game.update = function () { background.x -= 5; backgroundClone.x -= 5; backgroundClone2.x -= 5; if (background.x + background.width < 0) { background.x = backgroundClone2.x + background.width; } if (backgroundClone.x + backgroundClone.width < 0) { backgroundClone.x = background.x + background.width; } if (backgroundClone2.x + backgroundClone2.width < 0) { backgroundClone2.x = backgroundClone.x + backgroundClone.width; } // Increment 'meters' every second if (LK.ticks % 60 == 0) { meters += 1; // Play the 'HoundreMeters' sound every 100 meters if (meters % 100 == 0) { LK.getSound('HoundreMeters').play(); } } // Increment 'giros' every 2.09 seconds if (LK.ticks % Math.round(2.09 * 60) == 0) { giros += 1; } };
===================================================================
--- original.js
+++ change.js
@@ -177,11 +177,8 @@
// Add event listeners to change skin variable when items are touched
item1.down = function (x, y, obj) {
skin = 1; // Change skin variable to the number of the item
};
-item3.down = function (x, y, obj) {
- skin = 3; // Change skin variable to the number of the item
-};
item4.down = function (x, y, obj) {
skin = 4; // Change skin variable to the number of the item
};
item5.down = function (x, y, obj) {
@@ -217,8 +214,11 @@
y: item2.y
});
game.addChild(item3);
SkinSelect.push(item3);
+item3.down = function (x, y, obj) {
+ skin = 3; // Change skin variable to the number of the item
+};
var item4 = LK.getAsset('Item', {
anchorX: 0.5,
anchorY: 0.5,
x: item3.x + 400,
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