User prompt
Please fix the bug: 'TypeError: Cannot set properties of undefined (setting 'fill')' in or related to this line: 'cosmeticText3.style.fill = CosmeticUseEnable3 ? 0x00FF00 : 0xFF0000;' Line Number: 443
User prompt
Please fix the bug: 'TypeError: Cannot set properties of undefined (setting 'fill')' in or related to this line: 'cosmeticText3.style.fill = CosmeticUseEnable3 ? 0x00FF00 : 0xFF0000;' Line Number: 441
User prompt
Please fix the bug: 'TypeError: Cannot set properties of undefined (setting 'fill')' in or related to this line: 'cosmeticText2.style.fill = CosmeticUseEnable2 ? 0x00FF00 : 0xFF0000;' Line Number: 435
User prompt
Please fix the bug: 'TypeError: Cannot set properties of undefined (setting 'fill')' in or related to this line: 'cosmeticText1.style.fill = CosmeticUseEnable1 ? 0x00FF00 : 0xFF0000;' Line Number: 429
User prompt
Please fix the bug: 'TypeError: Cannot set properties of undefined (setting 'fill')' in or related to this line: 'cosmeticText0.style.fill = CosmeticUseEnable0 ? 0x00FF00 : 0xFF0000;' Line Number: 424
User prompt
Please fix the bug: 'TypeError: Cannot set properties of undefined (setting 'fill')' in or related to this line: 'cosmeticText0.style.fill = CosmeticUseEnable0 ? 0x00FF00 : 0xFF0000;' Line Number: 423
User prompt
Please fix the bug: 'TypeError: Cannot set properties of undefined (setting 'fill')' in or related to this line: 'cosmeticText0.style.fill = CosmeticUseEnable0 ? 0x00FF00 : 0xFF0000;' Line Number: 421
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'setText')' in or related to this line: 'cosmeticText0.setText(CosmeticUseEnable0 ? 'Enabled' : 'Disabled');' Line Number: 423
User prompt
Please fix the bug: 'TypeError: Cannot set properties of undefined (setting 'fill')' in or related to this line: 'cosmeticText0.style.fill = CosmeticUseEnable0 ? 0x00FF00 : 0xFF0000;' Line Number: 421
User prompt
Please fix the bug: 'TypeError: Cannot set properties of undefined (setting 'fill')' in or related to this line: 'cosmeticText0.style.fill = CosmeticUseEnable0 ? 0x00FF00 : 0xFF0000;' Line Number: 424
User prompt
Please fix the bug: 'TypeError: Cannot set properties of undefined (setting 'fill')' in or related to this line: 'cosmeticText0.style.fill = CosmeticUseEnable0 ? 0x00FF00 : 0xFF0000;' Line Number: 421
User prompt
Agrega un texto debajo de cada cosmetic. si su CosmeticUseEnable correspondido es true el texto sera verde y dira Enabled, si es false sera rojo y dira disabled. haz que este dentro de una funcion que constantemente analice la funcion y haz que este siempre este activo
User prompt
haz que la funcion updatecosmeticUseEnable este siempre llamandose
User prompt
reinicia mi progreso
User prompt
Reinicia todas las variables a 0 excluido cosmetic bolean
User prompt
Reinicia todos los valores a 0
User prompt
agrega eso ultimo a una funcion para que este siempre preguntandose si cumplen los requisitos
User prompt
haz que CosmeticuseEnable2 sea verdadero si la variable meters >=500. Lo mismo con el 3 pero si es mayor o igual a 1000
Code edit (1 edits merged)
Please save this source code
User prompt
CosmeticUseEnable 1 and 2 is true
User prompt
guarda y carga las variables CosmeticUseEnable en el guardado global
Code edit (1 edits merged)
Please save this source code
User prompt
"SkinSelect.push(cosmeticAsset)" ponlo en una variable if que solo funcione si su CosmeticUseEnable correspondido es true y asi con cada cosmetic opush
User prompt
haz que solo se pueda presionar cada cosmetic solo si su variable CosmeticUseEnable correspondido es true
User prompt
crea 10 variables boleanas con el nombre CosmeticUseEnable<0->9> en false
/**** * Plugins ****/ var storage = LK.import("@upit/storage.v1", { meters: 0, money: 0, giros: 0 }); /**** * 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 ****/ var CosmeticUseEnable0 = false; var CosmeticUseEnable1 = false; var CosmeticUseEnable2 = false; var CosmeticUseEnable3 = false; var CosmeticUseEnable4 = false; var CosmeticUseEnable5 = false; var CosmeticUseEnable6 = false; var CosmeticUseEnable7 = false; var CosmeticUseEnable8 = false; var CosmeticUseEnable9 = false; var currentRockIndex = 0; var meters = 0; var giros = 0; var money = 0; // 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 && y < 2732 / 2 + 200) { 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 } }; // Create a background asset using the saved skin index var background = LK.getAsset('Background' + currentRockIndex, { 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' + currentRockIndex, { 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' + currentRockIndex, { 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' // Initialize a variable to track available jumps var jump = 2; // Initialize a variable to track 'giros' // 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' // 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 cosmeticAsset = LK.getAsset('Rock0', { anchorX: 0.5, anchorY: 0.5, x: 200, y: 3700 / 2 }); game.addChild(cosmeticAsset); if (CosmeticUseEnable0) { SkinSelect.push(cosmeticAsset); } var cosmetic1 = LK.getAsset('Rock1', { anchorX: 0.5, anchorY: 0.5, x: cosmeticAsset.x + 400, y: cosmeticAsset.y }); game.addChild(cosmetic1); if (CosmeticUseEnable1) { SkinSelect.push(cosmetic1); } var cosmetic2 = LK.getAsset('Rock2', { anchorX: 0.5, anchorY: 0.5, x: cosmetic1.x + 400, y: cosmetic1.y }); game.addChild(cosmetic2); if (CosmeticUseEnable2) { SkinSelect.push(cosmetic2); } var cosmetic3 = LK.getAsset('Rock3', { anchorX: 0.5, anchorY: 0.5, x: cosmetic2.x + 400, y: cosmetic2.y }); game.addChild(cosmetic3); if (CosmeticUseEnable3) { SkinSelect.push(cosmetic3); } var cosmetic4 = LK.getAsset('Rock4', { anchorX: 0.5, anchorY: 0.5, x: cosmetic3.x + 400, y: cosmetic3.y }); game.addChild(cosmetic4); if (CosmeticUseEnable4) { SkinSelect.push(cosmetic4); } var cosmetic5 = LK.getAsset('Rock5', { anchorX: 0.5, anchorY: 0.5, x: cosmeticAsset.x, y: cosmeticAsset.y + 400 }); game.addChild(cosmetic5); if (CosmeticUseEnable5) { SkinSelect.push(cosmetic5); } var cosmetic6 = LK.getAsset('Rock6', { anchorX: 0.5, anchorY: 0.5, x: cosmetic5.x + 400, y: cosmetic5.y }); game.addChild(cosmetic6); if (CosmeticUseEnable6) { SkinSelect.push(cosmetic6); } var cosmetic7 = LK.getAsset('Rock7', { anchorX: 0.5, anchorY: 0.5, x: cosmetic6.x + 400, y: cosmetic6.y }); game.addChild(cosmetic7); if (CosmeticUseEnable7) { SkinSelect.push(cosmetic7); } var cosmetic8 = LK.getAsset('Rock8', { anchorX: 0.5, anchorY: 0.5, x: cosmetic7.x + 400, y: cosmetic7.y }); game.addChild(cosmetic8); if (CosmeticUseEnable8) { SkinSelect.push(cosmetic8); } var cosmetic9 = LK.getAsset('Rock9', { anchorX: 0.5, anchorY: 0.5, x: cosmetic8.x + 400, y: cosmetic8.y }); game.addChild(cosmetic9); if (CosmeticUseEnable9) { SkinSelect.push(cosmetic9); } 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 () { // 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; // Log every time 250 meters are advanced if (meters % 250 === 0) { console.log('Advanced 250 meters'); // Play the 'HoundreMeters' sound every 250 meters LK.getSound('HoundreMeters').play(); money += 25; // Increase 'money' by 25 // Change background sprite currentRockIndex = (currentRockIndex + 1) % 8; // Cycle through 0 to 7 background.removeChild(background.playerGraphics); background.playerGraphics = background.attachAsset('Background' + currentRockIndex, { anchorX: 0.5, anchorY: 0.5 }); backgroundClone.removeChild(backgroundClone.playerGraphics); backgroundClone.playerGraphics = backgroundClone.attachAsset('Background' + currentRockIndex, { anchorX: 0.5, anchorY: 0.5 }); backgroundClone2.removeChild(backgroundClone2.playerGraphics); backgroundClone2.playerGraphics = backgroundClone2.attachAsset('Background' + currentRockIndex, { anchorX: 0.5, anchorY: 0.5 }); } // Play the 'HoundreMeters' sound at 250 meters if (meters === 250) { LK.getSound('HoundreMeters').play(); } } function updateCosmeticUseEnable() { // Set CosmeticUseEnable2 to true if meters >= 500 if (meters >= 500) { CosmeticUseEnable2 = true; } // Set CosmeticUseEnable3 to true if meters >= 1000 if (meters >= 1000) { CosmeticUseEnable3 = true; } } // Call the function to continuously check and update CosmeticUseEnable updateCosmeticUseEnable(); // Save progress every 1 second if (LK.ticks % 60 == 0) { storage.meters = meters; storage.money = money; storage.giros = giros; storage.currentRockIndex = currentRockIndex; // Save current background skin index storage.CosmeticUseEnable0 = CosmeticUseEnable0; storage.CosmeticUseEnable1 = CosmeticUseEnable1; storage.CosmeticUseEnable2 = CosmeticUseEnable2; storage.CosmeticUseEnable3 = CosmeticUseEnable3; storage.CosmeticUseEnable4 = CosmeticUseEnable4; storage.CosmeticUseEnable5 = CosmeticUseEnable5; storage.CosmeticUseEnable6 = CosmeticUseEnable6; storage.CosmeticUseEnable7 = CosmeticUseEnable7; storage.CosmeticUseEnable8 = CosmeticUseEnable8; storage.CosmeticUseEnable9 = CosmeticUseEnable9; } // Increment 'giros' every 2.09 seconds if (LK.ticks % Math.round(2.09 * 60) == 0) { giros += 1; } };
===================================================================
--- original.js
+++ change.js
@@ -97,18 +97,22 @@
/****
* Game Code
****/
-var CosmeticUseEnable0 = storage.CosmeticUseEnable0 || true;
-var CosmeticUseEnable1 = storage.CosmeticUseEnable1 || true;
-var CosmeticUseEnable2 = storage.CosmeticUseEnable2 || false;
-var CosmeticUseEnable3 = storage.CosmeticUseEnable3 || false;
-var CosmeticUseEnable4 = storage.CosmeticUseEnable4 || false;
-var CosmeticUseEnable5 = storage.CosmeticUseEnable5 || false;
-var CosmeticUseEnable6 = storage.CosmeticUseEnable6 || false;
-var CosmeticUseEnable7 = storage.CosmeticUseEnable7 || false;
-var CosmeticUseEnable8 = storage.CosmeticUseEnable8 || false;
-var CosmeticUseEnable9 = storage.CosmeticUseEnable9 || false;
+var CosmeticUseEnable0 = false;
+var CosmeticUseEnable1 = false;
+var CosmeticUseEnable2 = false;
+var CosmeticUseEnable3 = false;
+var CosmeticUseEnable4 = false;
+var CosmeticUseEnable5 = false;
+var CosmeticUseEnable6 = false;
+var CosmeticUseEnable7 = false;
+var CosmeticUseEnable8 = false;
+var CosmeticUseEnable9 = false;
+var currentRockIndex = 0;
+var meters = 0;
+var giros = 0;
+var money = 0;
// Initialize a rock asset with a design
var rock = LK.getAsset('Rock0', {
anchorX: 0.5,
anchorY: 0.5,
@@ -125,9 +129,8 @@
player.update(); // Ensure the update method is called to apply the jump
jump--; // Decrease jump count
}
};
-var currentRockIndex = storage.currentRockIndex || 0; // Load saved background skin index or default to 0
// Create a background asset using the saved skin index
var background = LK.getAsset('Background' + currentRockIndex, {
anchorX: 0.5,
anchorY: 0.5,
@@ -170,13 +173,11 @@
// 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 = storage.meters || 0;
// Initialize a variable to track available jumps
var jump = 2;
// Initialize a variable to track 'giros'
-var giros = storage.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;
@@ -186,9 +187,8 @@
// Position MoneyText below the GirosText
moneyText.x = 50;
moneyText.y = 400;
// Initialize a variable to track 'money'
-var money = storage.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'
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