User prompt
Ajusta el espaciado entre meterse, spin, jumps, money para que sea similar entre si
User prompt
Crea un texto entre skin y money que diga jumps = jumpcount
User prompt
Crea una variable llamada jumpcount = 0 y haz que se guarde y cargue en el sistema de guardado global ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Haz que se guarde y cargue en el sistema d e guardado global
User prompt
Crea una variable jumpcount de tipo number con el valor 0 y que este se muestre con el texto jump
User prompt
Ajusta los textos de variables meters, spins, jump y money para que tengan un espaciado similar entre si
User prompt
Agrega un texto que muestre la cantidad de salto, debajo del texto spins y arriba del texto money
User prompt
Haz que la variable jump se guarde y cargue el valor guardado cada que se inicie el juego
User prompt
Agrega la variable jump al sistema de guardado global
User prompt
Crea una variable llamada jump y establece la en 0
User prompt
Corrígelo a 300 pixeles
User prompt
Corrijelo a 250 pixeles
User prompt
La nueva linea de cosmetics no se muestra. haz que esten 100 pixeles abajo de la línea 2
User prompt
Crea una nueva linea de cosmeticos (cosmetic10-> 14)
Code edit (1 edits merged)
Please save this source code
User prompt
Sube cosmetics un poco mas arriba
User prompt
Haz que la separación top entre cosméticos sea más pequeña
User prompt
Arregla un bug que parece que los cosméticos estén en vertical y haz que todos esten en línea
User prompt
Sube un poco los cosméticos
User prompt
Disminuye el margen superior de los cosmeticos a 100 pixeles
Code edit (1 edits merged)
Please save this source code
User prompt
Please fix the bug: 'ReferenceError: updateCosmeticUseEnable is not defined' in or related to this line: 'updateCosmeticUseEnable();' Line Number: 502
Code edit (1 edits merged)
Please save this source code
Code edit (1 edits merged)
Please save this source code
User prompt
haz que la función updateCosmeticUseEnable se actualice cada tick
/****
* Plugins
****/
var storage = LK.import("@upit/storage.v1", {
meters: 0,
money: 0,
spin: 0,
jumpcount: 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: ' + spin);
};
});
// 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
****/
function updateCosmeticUseEnable() {
// Check and update each cosmetic use enable condition
if (meters >= 500 && !CosmeticUseEnable2) {
CosmeticUseEnable2 = true;
updateCosmeticText();
}
if (meters >= 1000 && !CosmeticUseEnable3) {
CosmeticUseEnable3 = true;
updateCosmeticText();
}
if (spin === 700 && !CosmeticUseEnable4) {
CosmeticUseEnable4 = true;
updateCosmeticText();
}
if (spin === 800 && !CosmeticUseEnable5) {
CosmeticUseEnable5 = true;
updateCosmeticText();
}
if (spin === 1000 && !CosmeticUseEnable6) {
CosmeticUseEnable6 = true;
updateCosmeticText();
}
if (money === 300 && !CosmeticUseEnable7) {
CosmeticUseEnable7 = true;
updateCosmeticText();
}
if (money === 500 && !CosmeticUseEnable8) {
CosmeticUseEnable8 = true;
updateCosmeticText();
}
if (money === 750 && !CosmeticUseEnable9) {
CosmeticUseEnable9 = true;
updateCosmeticText();
}
if (money === 1000 && !CosmeticUseEnable10) {
CosmeticUseEnable10 = true;
updateCosmeticText();
}
if (money === 1250 && !CosmeticUseEnable11) {
CosmeticUseEnable11 = true;
updateCosmeticText();
}
if (money === 1500 && !CosmeticUseEnable12) {
CosmeticUseEnable12 = true;
updateCosmeticText();
}
if (money === 1750 && !CosmeticUseEnable13) {
CosmeticUseEnable13 = true;
updateCosmeticText();
}
if (money === 2000 && !CosmeticUseEnable14) {
CosmeticUseEnable14 = true;
updateCosmeticText();
}
}
var CosmeticUseEnable0 = storage.CosmeticUseEnable0 !== undefined ? storage.CosmeticUseEnable0 : true;
var CosmeticUseEnable1 = storage.CosmeticUseEnable1 !== undefined ? storage.CosmeticUseEnable1 : true;
var CosmeticUseEnable2 = storage.CosmeticUseEnable2 !== undefined ? storage.CosmeticUseEnable2 : false;
var CosmeticUseEnable3 = storage.CosmeticUseEnable3 !== undefined ? storage.CosmeticUseEnable3 : false;
var CosmeticUseEnable4 = storage.CosmeticUseEnable4 !== undefined ? storage.CosmeticUseEnable4 : false;
var CosmeticUseEnable5 = storage.CosmeticUseEnable5 !== undefined ? storage.CosmeticUseEnable5 : false;
var CosmeticUseEnable6 = storage.CosmeticUseEnable6 !== undefined ? storage.CosmeticUseEnable6 : false;
var CosmeticUseEnable7 = storage.CosmeticUseEnable7 !== undefined ? storage.CosmeticUseEnable7 : false;
var CosmeticUseEnable8 = storage.CosmeticUseEnable8 !== undefined ? storage.CosmeticUseEnable8 : false;
var CosmeticUseEnable9 = storage.CosmeticUseEnable9 !== undefined ? storage.CosmeticUseEnable9 : false;
var CosmeticUseEnable10 = storage.CosmeticUseEnable10 !== undefined ? storage.CosmeticUseEnable10 : false;
var CosmeticUseEnable11 = storage.CosmeticUseEnable11 !== undefined ? storage.CosmeticUseEnable11 : false;
var CosmeticUseEnable12 = storage.CosmeticUseEnable12 !== undefined ? storage.CosmeticUseEnable12 : false;
var CosmeticUseEnable13 = storage.CosmeticUseEnable13 !== undefined ? storage.CosmeticUseEnable13 : false;
var CosmeticUseEnable14 = storage.CosmeticUseEnable14 !== undefined ? storage.CosmeticUseEnable14 : false;
var currentRockIndex = storage.currentRockIndex || 0; // Load saved background skin index or default to 0
var meters = storage.meters || 0; // Load saved meters or default to 0
var jumpcount = storage.jumpcount || 0; // Load saved jumpcount or default to 0
var spin = storage.spin || 0; // Load saved spin or default to 0
var money = storage.money || 0; // Load saved money or default to 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 jumpText = new Text2('Jumps: ' + jumpcount, {
size: 100,
fill: 0xFFFFFF
});
jumpText.x = 50;
jumpText.y = 300;
game.addChild(jumpText);
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: 3580 / 2
});
game.addChild(cosmeticAsset);
var cosmeticText0; // Declare variable
// Initialize cosmeticText0 after ensuring it's defined
cosmeticText0 = new Text2(CosmeticUseEnable0 ? 'Enabled' : 'Disabled', {
size: 50,
fill: CosmeticUseEnable0 ? 0x00FF00 : 0xFF0000
});
cosmeticText0.x = cosmeticAsset.x;
cosmeticText0.y = cosmeticAsset.y + 100;
game.addChild(cosmeticText0);
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);
var cosmeticText1 = new Text2(CosmeticUseEnable1 ? 'Enabled' : 'Disabled', {
size: 50,
fill: CosmeticUseEnable1 ? 0x00FF00 : 0xFF0000
});
cosmeticText1.x = cosmetic1.x;
cosmeticText1.y = cosmetic1.y + 100;
game.addChild(cosmeticText1);
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);
var cosmeticText2 = new Text2(CosmeticUseEnable2 ? 'Enabled' : 'Disabled', {
size: 50,
fill: CosmeticUseEnable2 ? 0x00FF00 : 0xFF0000
});
cosmeticText2.x = cosmetic2.x;
cosmeticText2.y = cosmetic2.y + 100;
game.addChild(cosmeticText2);
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);
var cosmeticText3; // Declare variable
// Initialize cosmeticText3 after ensuring it's defined
cosmeticText3 = new Text2(CosmeticUseEnable3 ? 'Enabled' : 'Disabled', {
size: 50,
fill: CosmeticUseEnable3 ? 0x00FF00 : 0xFF0000
});
cosmeticText3.x = cosmetic3.x;
cosmeticText3.y = cosmetic3.y + 100;
game.addChild(cosmeticText3);
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);
var cosmeticText4 = new Text2(CosmeticUseEnable4 ? 'Enabled' : 'Disabled', {
size: 50,
fill: CosmeticUseEnable4 ? 0x00FF00 : 0xFF0000
});
cosmeticText4.x = cosmetic4.x;
cosmeticText4.y = cosmetic4.y + 100;
game.addChild(cosmeticText4);
if (CosmeticUseEnable4) {
SkinSelect.push(cosmetic4);
}
var cosmetic5 = LK.getAsset('Rock5', {
anchorX: 0.5,
anchorY: 0.5,
x: cosmeticAsset.x,
y: cosmeticAsset.y + 300
});
game.addChild(cosmetic5);
var cosmeticText5 = new Text2(CosmeticUseEnable5 ? 'Enabled' : 'Disabled', {
size: 50,
fill: CosmeticUseEnable5 ? 0x00FF00 : 0xFF0000
});
cosmeticText5.x = cosmetic5.x;
cosmeticText5.y = cosmetic5.y + 100;
game.addChild(cosmeticText5);
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);
var cosmeticText6 = new Text2(CosmeticUseEnable6 ? 'Enabled' : 'Disabled', {
size: 50,
fill: CosmeticUseEnable6 ? 0x00FF00 : 0xFF0000
});
cosmeticText6.x = cosmetic6.x;
cosmeticText6.y = cosmetic6.y + 100;
game.addChild(cosmeticText6);
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);
var cosmeticText7 = new Text2(CosmeticUseEnable7 ? 'Enabled' : 'Disabled', {
size: 50,
fill: CosmeticUseEnable7 ? 0x00FF00 : 0xFF0000
});
cosmeticText7.x = cosmetic7.x;
cosmeticText7.y = cosmetic7.y + 100;
game.addChild(cosmeticText7);
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);
var cosmeticText8 = new Text2(CosmeticUseEnable8 ? 'Enabled' : 'Disabled', {
size: 50,
fill: CosmeticUseEnable8 ? 0x00FF00 : 0xFF0000
});
cosmeticText8.x = cosmetic8.x;
cosmeticText8.y = cosmetic8.y + 100;
game.addChild(cosmeticText8);
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);
var cosmeticText9; // Declare variable
// Initialize cosmeticText9 after ensuring it's defined
cosmeticText9 = new Text2(CosmeticUseEnable9 ? 'Enabled' : 'Disabled', {
size: 50,
fill: CosmeticUseEnable9 ? 0x00FF00 : 0xFF0000
});
cosmeticText9.x = cosmetic9.x;
cosmeticText9.y = cosmetic9.y + 100;
game.addChild(cosmeticText9);
if (CosmeticUseEnable9) {
SkinSelect.push(cosmetic9);
}
var cosmetic10 = LK.getAsset('Rock10', {
anchorX: 0.5,
anchorY: 0.5,
x: cosmetic5.x,
y: cosmetic5.y + 300
});
game.addChild(cosmetic10);
var cosmeticText10 = new Text2(CosmeticUseEnable10 ? 'Enabled' : 'Disabled', {
size: 50,
fill: CosmeticUseEnable10 ? 0x00FF00 : 0xFF0000
});
cosmeticText10.x = cosmetic10.x;
cosmeticText10.y = cosmetic10.y + 100;
game.addChild(cosmeticText10);
if (CosmeticUseEnable10) {
SkinSelect.push(cosmetic10);
}
var cosmetic11 = LK.getAsset('Rock11', {
anchorX: 0.5,
anchorY: 0.5,
x: cosmetic10.x + 400,
y: cosmetic10.y
});
game.addChild(cosmetic11);
var cosmeticText11 = new Text2(CosmeticUseEnable11 ? 'Enabled' : 'Disabled', {
size: 50,
fill: CosmeticUseEnable11 ? 0x00FF00 : 0xFF0000
});
cosmeticText11.x = cosmetic11.x;
cosmeticText11.y = cosmetic11.y + 100;
game.addChild(cosmeticText11);
if (CosmeticUseEnable11) {
SkinSelect.push(cosmetic11);
}
var cosmetic12 = LK.getAsset('Rock12', {
anchorX: 0.5,
anchorY: 0.5,
x: cosmetic11.x + 400,
y: cosmetic11.y
});
game.addChild(cosmetic12);
var cosmeticText12 = new Text2(CosmeticUseEnable12 ? 'Enabled' : 'Disabled', {
size: 50,
fill: CosmeticUseEnable12 ? 0x00FF00 : 0xFF0000
});
cosmeticText12.x = cosmetic12.x;
cosmeticText12.y = cosmetic12.y + 100;
game.addChild(cosmeticText12);
if (CosmeticUseEnable12) {
SkinSelect.push(cosmetic12);
}
var cosmetic13 = LK.getAsset('Rock13', {
anchorX: 0.5,
anchorY: 0.5,
x: cosmetic12.x + 400,
y: cosmetic12.y
});
game.addChild(cosmetic13);
var cosmeticText13 = new Text2(CosmeticUseEnable13 ? 'Enabled' : 'Disabled', {
size: 50,
fill: CosmeticUseEnable13 ? 0x00FF00 : 0xFF0000
});
cosmeticText13.x = cosmetic13.x;
cosmeticText13.y = cosmetic13.y + 100;
game.addChild(cosmeticText13);
if (CosmeticUseEnable13) {
SkinSelect.push(cosmetic13);
}
var cosmetic14 = LK.getAsset('Rock14', {
anchorX: 0.5,
anchorY: 0.5,
x: cosmetic13.x + 400,
y: cosmetic13.y
});
game.addChild(cosmetic14);
var cosmeticText14 = new Text2(CosmeticUseEnable14 ? 'Enabled' : 'Disabled', {
size: 50,
fill: CosmeticUseEnable14 ? 0x00FF00 : 0xFF0000
});
cosmeticText14.x = cosmetic14.x;
cosmeticText14.y = cosmetic14.y + 100;
game.addChild(cosmeticText14);
if (CosmeticUseEnable14) {
SkinSelect.push(cosmetic14);
}
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;
function updateCosmeticText() {
if (cosmeticText0) {
cosmeticText0.setText(CosmeticUseEnable0 ? 'Enabled' : 'Disabled');
if (cosmeticText0.style) {
cosmeticText0.style.fill = CosmeticUseEnable0 ? 0x00FF00 : 0xFF0000;
}
}
if (cosmeticText1) {
cosmeticText1.setText(CosmeticUseEnable1 ? 'Enabled' : 'Disabled');
if (cosmeticText1.style) {
cosmeticText1.style.fill = CosmeticUseEnable1 ? 0x00FF00 : 0xFF0000;
}
}
if (cosmeticText2) {
cosmeticText2.setText(CosmeticUseEnable2 ? 'Enabled' : 'Disabled');
if (cosmeticText2.style) {
cosmeticText2.style.fill = CosmeticUseEnable2 ? 0x00FF00 : 0xFF0000;
}
}
if (cosmeticText3) {
cosmeticText3.setText(CosmeticUseEnable3 ? 'Enabled' : 'Disabled');
if (cosmeticText3.style) {
cosmeticText3.style.fill = CosmeticUseEnable3 ? 0x00FF00 : 0xFF0000;
}
}
if (cosmeticText4) {
cosmeticText4.setText(CosmeticUseEnable4 ? 'Enabled' : 'Disabled');
if (cosmeticText4.style) {
cosmeticText4.style.fill = CosmeticUseEnable4 ? 0x00FF00 : 0xFF0000;
}
}
if (cosmeticText5) {
cosmeticText5.setText(CosmeticUseEnable5 ? 'Enabled' : 'Disabled');
if (cosmeticText5.style) {
cosmeticText5.style.fill = CosmeticUseEnable5 ? 0x00FF00 : 0xFF0000;
}
}
if (cosmeticText6) {
cosmeticText6.setText(CosmeticUseEnable6 ? 'Enabled' : 'Disabled');
if (cosmeticText6.style) {
cosmeticText6.style.fill = CosmeticUseEnable6 ? 0x00FF00 : 0xFF0000;
}
}
if (cosmeticText7) {
cosmeticText7.setText(CosmeticUseEnable7 ? 'Enabled' : 'Disabled');
if (cosmeticText7.style) {
cosmeticText7.style.fill = CosmeticUseEnable7 ? 0x00FF00 : 0xFF0000;
}
}
if (cosmeticText8) {
cosmeticText8.setText(CosmeticUseEnable8 ? 'Enabled' : 'Disabled');
if (cosmeticText8.style) {
cosmeticText8.style.fill = CosmeticUseEnable8 ? 0x00FF00 : 0xFF0000;
}
}
if (cosmeticText9) {
cosmeticText9.setText(CosmeticUseEnable9 ? 'Enabled' : 'Disabled');
if (cosmeticText9.style) {
cosmeticText9.style.fill = CosmeticUseEnable9 ? 0x00FF00 : 0xFF0000;
}
}
if (cosmeticText10) {
cosmeticText10.setText(CosmeticUseEnable10 ? 'Enabled' : 'Disabled');
if (cosmeticText10.style) {
cosmeticText10.style.fill = CosmeticUseEnable10 ? 0x00FF00 : 0xFF0000;
}
}
if (cosmeticText11) {
cosmeticText11.setText(CosmeticUseEnable11 ? 'Enabled' : 'Disabled');
if (cosmeticText11.style) {
cosmeticText11.style.fill = CosmeticUseEnable11 ? 0x00FF00 : 0xFF0000;
}
}
if (cosmeticText12) {
cosmeticText12.setText(CosmeticUseEnable12 ? 'Enabled' : 'Disabled');
if (cosmeticText12.style) {
cosmeticText12.style.fill = CosmeticUseEnable12 ? 0x00FF00 : 0xFF0000;
}
}
if (cosmeticText13) {
cosmeticText13.setText(CosmeticUseEnable13 ? 'Enabled' : 'Disabled');
if (cosmeticText13.style) {
cosmeticText13.style.fill = CosmeticUseEnable13 ? 0x00FF00 : 0xFF0000;
}
}
if (cosmeticText14) {
cosmeticText14.setText(CosmeticUseEnable14 ? 'Enabled' : 'Disabled');
if (cosmeticText14.style) {
cosmeticText14.style.fill = CosmeticUseEnable14 ? 0x00FF00 : 0xFF0000;
}
}
}
game.update = function () {
updateCosmeticText();
jumpText.setText('Jumps: ' + jumpcount);
// 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
};
});
// Continuously check and update CosmeticUseEnable
updateCosmeticUseEnable();
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();
}
}
// Save progress every 1 second
if (LK.ticks % 60 == 0) {
storage.meters = meters;
storage.money = money;
storage.spin = spin;
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;
storage.jumpcount = jumpcount; // Save jumpcount to storage
}
// Increment 'giros' every 2.09 seconds
if (LK.ticks % Math.round(2.09 * 60) == 0) {
spin += 1;
}
}; ===================================================================
--- original.js
+++ change.js
@@ -249,9 +249,9 @@
size: 100,
fill: 0xFFFFFF
});
jumpText.x = 50;
-jumpText.y = 350;
+jumpText.y = 300;
game.addChild(jumpText);
var moneyText = game.addChild(new MoneyText());
// Position MoneyText below the GirosText
moneyText.x = 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