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coin sigue saliendo como un cuadro negro en vez de mostrar los assets destinados a coin
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sigue sin mostrar los asset
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arregla el error que hace que no se muestre ninguna skin
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haz que este dentro de una función para que sea constantemente llamado
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haz que en vez de coin sea la variable coinskin
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haz que el asset de coin sea por defoult coin
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elimina la linea que hace que coin tenga skin
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haz que el asset de coin sea equivalente a la variable coinskin
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el texto no funciona adecuadamente y no muestra la variable de coinskin
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crea un textodebajo de random i que muestra la variable coinskin
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haz que coin skin = a coinskin
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haz que coin tenga de asset la variable coinskin
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haz que el if que cambia el valor de i este dentro de una funcion que este contantemente llamandose
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el bucle que cambia el valor de i no funciona, por ende no cambia la skin de la moneda arruinando la posibilidad de rareza
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Please fix the bug: 'Cannot read properties of undefined (reading 'setText')' in or related to this line: 'iText.setText('Random i: ' + i);' Line Number: 136
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el comando variable i no cambia en valor en absoluto haciendo que la skin de coin siempre sea la misma y rompiendo la posibilidad de que agruege monedas con mayor rareza
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agrega un texto debajo de money que muestre la variable i
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haz que el asset de coin sea por defoult coin0 y elimina el sprite coin
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Please fix the bug: 'L is not defined' in or related to this line: 'L;' Line Number: 123
Code edit (1 edits merged)
Please save this source code
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haz que coin tenga la sprite seleccionada por coinskin
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haz que la sprite de coin sea igual a coinskin
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i i es <50 cambia la variable coinskin = "coin0", si no, <90 y >49 coinskin= "coin1", si no, <98 y >89 coinskin = "coin2", si no, <= 100 y >97 coinskin = "coin3"
User prompt
si i es <50 cambia la variable coinskin = "coin0", si no, <90 y >49 coinskin= "coin1", si no, <98 y >89 coinskin = "coin2", si no, <= 100 y >97 coinskin = "coin3"
User prompt
dentro del loop crea una variable if con un valor local i. que eliga un numero random entre 1 a 100
/**** * 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', 'Rock1', 'Rock2', 'Rock3', 'Rock4']; // 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! 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; // Ensure player lands correctly jump = 2; // Reset jump count when player lands } // Add rotation to the player self.rotation += 0.05; // Play or pause rockmovement sound based on rock's position if (self.y < ground.y - self.height / 2 + 50) { LK.getSound('rockmovement').stop(); // Stop sound when rock is in the air self.lastWasOnGround = false; // Track if the rock was on the ground } else { if (!self.lastWasOnGround) { LK.getSound('rockFall').play(); // Play rockfall sound when rock lands LK.setTimeout(function () { LK.getSound('rockmovement').play({ loop: true }); // Play sound when rock is on the ground after rockfall }, 100); // Delay rockmovement sound by 100ms after rockfall } else { LK.getSound('rockmovement').play({ loop: true }); // Ensure rockmovement sound loops continuously } self.lastWasOnGround = true; // Update the state to indicate rock is on the ground } }; }); // 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 ****/ // Create a loop that executes when coinchange is true if (coinchange) { // Generate a random number between 1 and 100 var i = Math.floor(Math.random() * 100) + 1; console.log("Random number generated:", i); // Update coinskin based on the value of i if (i < 50) { coinskin = "coin0"; } else if (i < 90 && i > 49) { coinskin = "coin1"; } else if (i < 98 && i > 89) { coinskin = "coin2"; } else if (i <= 100 && i > 97) { coinskin = "coin3"; } // Once the loop logic is complete, set coinchange to false coinchange = false; } var coinskin = ""; // Initialize coinskin as a string // Initialize a boolean variable to track coin change state var coinchange = true; // Initialize a boolean variable to track coin delay state var coindelay = true; // Function to set coindelay to false after a random delay between 2 to 5 seconds function resetCoinDelay() { var delay = Math.random() * (25000 - 10000) + 10000; // Random delay between 10000ms (10s) and 25000ms (25s) LK.setTimeout(function () { coindelay = false; }, delay); } // Call the function to start the delay countdown resetCoinDelay(); // Initialize a rock asset with a design var rock = LK.getAsset('Rock0', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 }); game.addChild(rock); // Make the rock jump when the screen is touched game.down = function (x, y, obj) { if (jump > 0) { LK.getSound('rockjump').play(); // Play rockjump sound when the rock jumps player.speed = -18; // Give an initial upward speed for the jump player.y -= 10; // Adjust position slightly to ensure jump effect player.update(); // Ensure the update method is called to apply the jump jump--; // Decrease jump count } }; var currentRockIndex = 0; // Track the current rock index // 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 available jumps var jump = 2; // 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 // Ensure rock array is initialized with all rock assets var rock = ['Rock0', 'Rock1', 'Rock2', 'Rock3', 'Rock4', 'Rock5', 'Rock6', 'Rock7', 'Rock8', 'Rock9']; // 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); // Add a coin object to the game scene var coin = LK.getAsset('coin', { anchorX: 0.5, anchorY: 0.5, x: 2048 + 50, y: Math.random() * (900 - 500) + 500 // Random Y position between 500 and 900 }); game.addChild(coin); 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 () { // Move the coin from right to left if (!coindelay) { coin.x -= 10; // Move coin only if coindelay is false } // Check for intersection between rock and coin if (!coin.lastWasIntersecting && player.intersects(coin)) { money += 1; // Increment money by 1 LK.getSound('clutchedCoin').play(); // Play clutchedCoin sound when the rock collides with the coin coin.x = 2048 + coin.width; // Reset coin position coin.y = Math.random() * (900 - 500) + 500; // Random Y position between 500 and 900 coin.lastWasIntersecting = true; // Update last intersection state coindelay = true; // Set coindelay to true when coin intersects with rock coinchange = true; // Set coinchange to true when coin intersects with rock resetCoinDelay(); // Start the delay countdown // Update coin sprite based on coinskin value coin.removeChild(coin.children[0]); coin.attachAsset(coinskin, { anchorX: 0.5, anchorY: 0.5 }); } else if (coin.lastWasIntersecting && !player.intersects(coin)) { coin.lastWasIntersecting = false; // Reset intersection state when no longer intersecting } // Reset coin position when it goes off-screen if (coin.x + coin.width < 0) { coin.x = 2048 + coin.width; coin.y = Math.random() * (900 - 500) + 500; // Random Y position between 500 and 900 coindelay = true; // Set coindelay to true when the coin reaches the left side coinchange = true; // Set coinchange to true when the coin reaches the left side resetCoinDelay(); // Start the delay countdown } // Make each item in SkinSelect interactable SkinSelect.forEach(function (item, index) { item.down = function (x, y, obj) { // Change the player's rock based on the item number player.removeChild(player.playerGraphics); player.playerGraphics = player.attachAsset(rock[index], { anchorX: 0.5, anchorY: 0.5 }); // Remove jump effect when items are touched }; }); 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 and award 10 coins every 100 meters if (meters % 100 == 0) { LK.getSound('HoundreMeters').play(); money += 10; // Award 10 coins } } // Increment 'giros' every 2.09 seconds if (LK.ticks % Math.round(2.09 * 60) == 0) { giros += 1; } };
===================================================================
--- original.js
+++ change.js
@@ -323,11 +323,11 @@
coin.lastWasIntersecting = true; // Update last intersection state
coindelay = true; // Set coindelay to true when coin intersects with rock
coinchange = true; // Set coinchange to true when coin intersects with rock
resetCoinDelay(); // Start the delay countdown
- coin.removeChild(coin.children[0]); // Remove the current coin graphic
+ // Update coin sprite based on coinskin value
+ coin.removeChild(coin.children[0]);
coin.attachAsset(coinskin, {
- // Attach the new coin graphic based on coinskin
anchorX: 0.5,
anchorY: 0.5
});
} else if (coin.lastWasIntersecting && !player.intersects(coin)) {
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