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arregla el bug, roca no salta por ningun motivo
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la roca sigue sin poder saltar
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Haz que la roca sea interactuable
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la roca no salta
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haz que al clickar la roca, esta de un salto
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haz que cada 100 metros te de 10 monedas
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Please fix the bug: 'Uncaught TypeError: player.playerGraphics.setTexture is not a function' in or related to this line: 'player.playerGraphics.setTexture(LK.getAsset(rock[index], {}).texture);' Line Number: 271
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arregla el error que crea un nuevo objeto y no cambia la skin de rock
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'length')' in or related to this line: 'player.playerGraphics = player.attachAsset(rock[index], {' Line Number: 270
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haz que item sea interactuable
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haz que al tocar los items cambie la roca en relación de itemNumber -> rockNumber
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Please fix the bug: 'Cannot read properties of undefined (reading 'length')' in or related to this line: 'for (var i = 0; i < SkinSelect.length; i++) {' Line Number: 99
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haz que al tocar los items cambie la roca en relación de itemNumber -> rockNumber
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actualiza la función con las nuevas rock
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haz los item interactuables
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haz que al tocar los items cambie la roca en relación de itemNumber -> rockNumber
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elimina toda esa funcionalidad
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habilita la linea de codigo que permite cambiar la roca al clickear
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haz que roca pueda cambiar su skin
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Please fix the bug: 'Cannot set properties of undefined (setting 'lastIntersectingItem1')' in or related to this line: 'player.lastIntersectingItem1 = false;' Line Number: 96
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Please fix the bug: 'Cannot set properties of undefined (setting 'lastIntersectingItem1')' in or related to this line: 'player.lastIntersectingItem1 = false;' Line Number: 94
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Please fix the bug: 'Cannot read properties of undefined (reading 'lastIntersectingItem1')' in or related to this line: 'if (!player.lastIntersectingItem1 && player.intersects(item1)) {' Line Number: 103
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Please fix the bug: 'Cannot read properties of undefined (reading 'lastIntersectingItem1')' in or related to this line: 'if (!player.lastIntersectingItem1 && player.intersects(item1)) {' Line Number: 103
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al tocar item1 cambia el sprime de roca a rock1
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cambia todo lo referente a skin por rock
/**** * Classes ****/ // Create a Player class var Player = Container.expand(function () { var self = Container.call(this); // Create a list named 'rock' and add the 'Rock0' asset to it var rock = ['Rock0']; // Attach a shape asset to represent the player self.playerGraphics = self.attachAsset(rock[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! // Initialize lastIntersectingItem1 to track intersection state with item1 self.lastIntersectingItem1 = false; 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 }); }; }); // 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); }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ // Initialize lastIntersectingItem1 to track intersection state with item1 player.lastIntersectingItem1 = false; var rock = LK.getAsset('Rock0', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 }); game.addChild(rock); var currentRockIndex = 0; // Track the current rock index // Check for intersection between player and item1 if (!player.lastIntersectingItem1 && player.intersects(item1)) { // Change the player's rock sprite to 'Rock1' player.playerGraphics.setTexture(LK.getAsset('Rock1', {}).texture); } // Update last intersecting state for item1 player.lastIntersectingItem1 = player.intersects(item1); // 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()); // Initialize lastIntersectingItem1 to track intersection state with item1 player.lastIntersectingItem1 = false; // 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 list named 'rock' and add all the 'rock<number>' assets to it var rock = ['Rock0', 'Rock1', 'Rock2', 'Rock3', 'Rock4']; // 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); var item2 = LK.getAsset('Item', { anchorX: 0.5, anchorY: 0.5, x: item1.x + 400, y: item1.y }); game.addChild(item2); SkinSelect.push(item2); var item3 = LK.getAsset('Item', { anchorX: 0.5, anchorY: 0.5, x: item2.x + 400, y: item2.y }); game.addChild(item3); SkinSelect.push(item3); 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('Rock')) { rock.push(assets[i].id); } } rock.sort(function (a, b) { return parseInt(a.replace('Rock', '')) - parseInt(b.replace('Rock', '')); }); } 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
@@ -13,8 +13,10 @@
});
// Set player speed
self.speed = 5;
// This is automatically called every game tick, if the player is attached!
+ // Initialize lastIntersectingItem1 to track intersection state with item1
+ self.lastIntersectingItem1 = false;
self.update = function () {
self.y += self.speed;
// Add gravity to the player
if (self.y < ground.y - self.height / 2 + 50) {
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