User prompt
Add the 'bottom' asset to the center of the background asset
User prompt
Agrega el asset bottom al medio de background
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agrega el asset buttom en medio de la pantalla con el nombre cosmeticEscene
User prompt
`var storage = LK.import("@upit/storage.v1");` ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
```const timeElapsed = new Date().getTime() - storage.time``` ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
``` var oldTime = storage.time; console.log('Old Time:', oldTime); storage.time = new Date().getTime(); console.log('New Time:', storage.time); ``` ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
- `new Date().getTime()` gets current time - you can use the storage plugin to save it, like `storage.time = new Date().getTime();` - every time you enter the game, you can get the new time and compare it to storage.time. The substraction will give you the time elapsed. ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
- `new Date().getTime()` gets current time - you can use the storage plugin to save it, like `storage.time = new Date().getTime();` - every time you enter the game, you can get the new time and compare it to storage.time. The substraction will give you the time elapsed. ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
haz que rock tarde 2 segundos en dar una vuelta completa ↪💡 Consider importing and using the following plugins: @upit/tween.v1
Code edit (1 edits merged)
Please save this source code
User prompt
cambia las condiciones para que sea solo por meters
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Please fix the bug: 'TypeError: Cannot set properties of undefined (setting 'fill')' in or related to this line: 'cosmeticTexts[condition.enable].style.fill = 0x00FF00;' Line Number: 187
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Please fix the bug: 'TypeError: Cannot set properties of undefined (setting 'fill')' in or related to this line: 'cosmeticTexts[condition.enable].style.fill = 0x00FF00;' Line Number: 187
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Please fix the bug: 'TypeError: Cannot set properties of undefined (setting 'fill')' in or related to this line: 'cosmeticTexts[condition.enable].style.fill = 0x00FF00;' Line Number: 187
User prompt
Please fix the bug: 'TypeError: Cannot set properties of undefined (setting 'fill')' in or related to this line: 'cosmeticTexts[condition.enable].style.fill = 0x00FF00;' Line Number: 187
User prompt
Please fix the bug: 'condition is not defined' in or related to this line: 'game.addChild(cosmeticTexts[condition.enable]); // Ensure the text is added to the game' Line Number: 391
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Please fix the bug: 'TypeError: Cannot set properties of undefined (setting 'fill')' in or related to this line: 'cosmeticTexts[condition.enable].style.fill = 0x00FF00;' Line Number: 187
User prompt
Please fix the bug: 'TypeError: Cannot set properties of undefined (setting 'fill')' in or related to this line: 'cosmeticTexts[condition.enable].style.fill = 0x00FF00;' Line Number: 187
User prompt
Please fix the bug: 'TypeError: Cannot set properties of undefined (setting 'fill')' in or related to this line: 'cosmeticTexts[condition.enable].style.fill = 0x00FF00;' Line Number: 187
User prompt
por algun motivo cuando se cumplen los requisitos para habilitar un cosmetico no se actualizan hasta entrar y salir del juego, busca el error y encuentra una solución que haga que el texto cambie de disabled a enabled y se pueda utilizar el boton durante la partida y no al reiniciar
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desabilita las funciones que guardan y cargan, en la nube, las variables CosmeticUseEnable
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no funciona
User prompt
arregla el error que hace que los cosmeticUseEnable no se habiliten al cumplirse los requisitos
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no funciona
User prompt
haz que al tocar los cosmeticos bloqueados muestre un texto por unos segundos que diga el requisito
/**** * Plugins ****/ var storage = LK.import("@upit/storage.v1", { meters: 0, money: 0, spin: 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 + 'm'); }; }); // 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() { var conditions = [{ value: meters, threshold: 500, enable: 2 }, { value: meters, threshold: 1000, enable: 3 }, { value: meters, threshold: 1500, enable: 4 }, { value: meters, threshold: 2000, enable: 5 }, { value: meters, threshold: 2500, enable: 6 }, { value: meters, threshold: 3000, enable: 7 }, { value: meters, threshold: 3500, enable: 8 }, { value: meters, threshold: 4000, enable: 9 }]; conditions.forEach(function (condition) { if (condition.value >= condition.threshold && !window["CosmeticUseEnable".concat(condition.enable)]) { window["CosmeticUseEnable".concat(condition.enable)] = true; updateCosmeticText(); // Ensure the text is updated after enabling } }); } 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 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 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); // Add the 'datareset' asset to cover the top 2/10 of the screen var datareset = LK.getAsset('Datareset', { anchorX: 0.5, anchorY: 0.0, x: 2048 / 2, y: 0, width: 2048, height: 273.2 }); game.addChild(datareset); // Add a large black text 'DATA RESET' to the datareset asset var dataResetText = new Text2('DATA RESET', { size: 200, fill: 0x000000 }); dataResetText.anchor.set(0.5, 0.5); dataResetText.x = datareset.x; dataResetText.y = datareset.height / 2; game.addChild(dataResetText); // Make the rock jump when the screen is touched game.down = function (x, y, obj) { if (y < 273.2) { // Top 2/10 of the screen var confirmationText = new Container(); // Define a container to hold confirmation dialog elements var confirmationBackground = LK.getAsset('background', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2, width: 1200, // Further adjusted width to fit text height: 600, // Further adjusted height to fit text color: 0xFFFFFF }); game.addChild(confirmationBackground); var confirmationTextLine1 = new Text2("Are you sure you want to", { size: 100, fill: 0x000000 }); confirmationTextLine1.anchor.set(0.5, 0.5); confirmationTextLine1.x = 2048 / 2; confirmationTextLine1.y = 2732 / 2 - 150; game.addChild(confirmationTextLine1); var confirmationTextLine2 = new Text2("reset your progress?", { size: 100, fill: 0x000000 }); confirmationTextLine2.anchor.set(0.5, 0.5); confirmationTextLine2.x = 2048 / 2; confirmationTextLine2.y = 2732 / 2 - 50; game.addChild(confirmationTextLine2); var yesButton = new Text2("Yes", { size: 100, fill: 0x00FF00 }); yesButton.anchor.set(0.5, 0.5); yesButton.x = 2048 / 2 - 100; yesButton.y = 2732 / 2 + 100; game.addChild(yesButton); var noButton = new Text2("No", { size: 100, fill: 0xFF0000 }); noButton.anchor.set(0.5, 0.5); noButton.x = 2048 / 2 + 100; noButton.y = 2732 / 2 + 100; game.addChild(noButton); yesButton.down = function () { meters = 0; spin = 0; money = 0; CosmeticUseEnable0 = true; CosmeticUseEnable1 = true; CosmeticUseEnable2 = false; CosmeticUseEnable3 = false; CosmeticUseEnable4 = false; CosmeticUseEnable5 = false; CosmeticUseEnable6 = false; CosmeticUseEnable7 = false; CosmeticUseEnable8 = false; CosmeticUseEnable9 = false; updateCosmeticText(); game.removeChild(confirmationBackground); // Remove the background of the confirmation dialog game.removeChild(confirmationTextLine1); // Remove the first line of the confirmation text game.removeChild(confirmationTextLine2); // Remove the second line of the confirmation text game.removeChild(yesButton); game.removeChild(noButton); // End the game after 1 second delay LK.setTimeout(function () { LK.showGameOver(); }, 1000); }; noButton.down = function () { game.removeChild(confirmationBackground); // Remove the background of the confirmation dialog game.removeChild(confirmationTextLine1); // Remove the first line of the confirmation text game.removeChild(confirmationTextLine2); // Remove the second line of the confirmation text game.removeChild(yesButton); game.removeChild(noButton); }; } else 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 cosmeticAssets = []; var cosmeticTexts = []; var cosmeticEnables = [CosmeticUseEnable0, CosmeticUseEnable1, CosmeticUseEnable2, CosmeticUseEnable3, CosmeticUseEnable4, CosmeticUseEnable5, CosmeticUseEnable6, CosmeticUseEnable7, CosmeticUseEnable8, CosmeticUseEnable9]; for (var i = 0; i < 10; i++) { var xOffset = i < 5 ? i * 400 : (i - 5) * 400; var yOffset = i < 5 ? 0 : 300; var cosmeticAsset = LK.getAsset("Rock".concat(i), { anchorX: 0.5, anchorY: 0.5, x: 200 + xOffset, y: 3700 / 2 + yOffset }); game.addChild(cosmeticAsset); cosmeticAssets.push(cosmeticAsset); var cosmeticText = new Text2(cosmeticEnables[i] ? 'Enabled' : 'Disabled', { size: 50, fill: cosmeticEnables[i] ? 0x00FF00 : 0xFF0000 }); cosmeticText.x = cosmeticAsset.x; cosmeticText.y = cosmeticAsset.y + 100; game.addChild(cosmeticText); cosmeticTexts.push(cosmeticText); if (cosmeticEnables[i]) { SkinSelect.push(cosmeticAsset); } } 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() { var cosmeticText0, cosmeticText1, cosmeticText2, cosmeticText3, cosmeticText4, cosmeticText5, cosmeticText6, cosmeticText7, cosmeticText8, cosmeticText9; var cosmeticTexts = [cosmeticText0, cosmeticText1, cosmeticText2, cosmeticText3, cosmeticText4, cosmeticText5, cosmeticText6, cosmeticText7, cosmeticText8, cosmeticText9]; var cosmeticEnables = [CosmeticUseEnable0, CosmeticUseEnable1, CosmeticUseEnable2, CosmeticUseEnable3, CosmeticUseEnable4, CosmeticUseEnable5, CosmeticUseEnable6, CosmeticUseEnable7, CosmeticUseEnable8, CosmeticUseEnable9]; cosmeticTexts.forEach(function (text, index) { if (text) { var isEnabled = cosmeticEnables[index]; text.setText(isEnabled ? 'Enabled' : 'Disabled'); if (text.style) { text.style.fill = isEnabled ? 0x00FF00 : 0xFF0000; } } }); } game.update = function () { updateCosmeticText(); // 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(); var bgWidth = background.width; background.x -= 5; backgroundClone.x -= 5; backgroundClone2.x -= 5; [background, backgroundClone, backgroundClone2].forEach(function (bg, index, arr) { if (bg.x + bgWidth < 0) { bg.x = arr[(index + 2) % 3].x + bgWidth; } }); // 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; } // Increment 'giros' every 2.09 seconds if (LK.ticks % Math.round(2.09 * 60) == 0) { spin += 1; } };
===================================================================
--- original.js
+++ change.js
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