User prompt
elimina todo codigo relacionado con cosmetic
User prompt
Please fix the bug: 'CosmeticUseEnable3 is not defined' in or related to this line: 'cosmeticText3 = new Text2(CosmeticUseEnable3 ? 'Enabled' : 'Disabled', {' Line Number: 322
User prompt
Please fix the bug: 'CosmeticUseEnable2 is not defined' in or related to this line: 'var cosmeticText2 = new Text2(CosmeticUseEnable2 ? 'Enabled' : 'Disabled', {' Line Number: 302
User prompt
Please fix the bug: 'CosmeticUseEnable1 is not defined' in or related to this line: 'var cosmeticText1 = new Text2(CosmeticUseEnable1 ? 'Enabled' : 'Disabled', {' Line Number: 284
User prompt
Please fix the bug: 'CosmeticUseEnable0 is not defined' in or related to this line: 'cosmeticText0 = new Text2(CosmeticUseEnable0 ? 'Enabled' : 'Disabled', {' Line Number: 266
User prompt
Elimina todo lo relacionado con cosmeticos
User prompt
agrega el asset bottom a la escena como foreground
User prompt
elimina data reset y todas sus lineas de codigo
User prompt
create a BackgroundContainer, MidgroundContainer and ForegroundContainer in that order and attaching new instances to one of them, instead of attaching directly to the game Container and sorting them.
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'x')' in or related to this line: 'if (player.x <= 0) {' Line Number: 204
User prompt
add bottom as obstacle for the ball respawning from the right to the left
Code edit (1 edits merged)
Please save this source code
User prompt
agrega un obstaculo para rock que tenga el asset obstaculo0 que aparezca de derecha a izquierda
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cambia los requisitos de cosmetic por metros
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cambia los requisitos por metros
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optimiza el codigo
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Please fix the bug: 'Cannot read properties of undefined (reading 'width')' in or related to this line: 'var backgroundClone2 = LK.getAsset('Background' + currentRockIndex, {' Line Number: 212
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Please fix the bug: 'Cannot read properties of undefined (reading 'x')' in or related to this line: 'var bottom = LK.getAsset('bottom', {' Line Number: 211
User prompt
Reorder background position with Bottom to be after it and for its 'clone'
User prompt
Reorder background position with Bottom to be after it and for its 'clone'
User prompt
Reorder background position with Bottom to be before it and for its 'clone'
User prompt
reordena el fondo para que este antes del objeto "bottom"
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add it beside the ball from the right side
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Add the bottom asset to the scene
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Add the 'bottom' asset as interface to the center of the background
/****
* Plugins
****/
var storage = LK.import("@upit/storage.v1", {
meters: 0,
money: 0,
spin: 0
});
/****
* Classes
****/
// Create a BackgroundContainer class
var BackgroundContainer = Container.expand(function () {
var self = Container.call(this);
return self;
});
// Create a ForegroundContainer class
var ForegroundContainer = Container.expand(function () {
var self = Container.call(this);
return self;
});
// Create a MidgroundContainer class
var MidgroundContainer = Container.expand(function () {
var self = Container.call(this);
return self;
});
// 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
****/
// Initialize BackgroundContainer, MidgroundContainer, and ForegroundContainer
var game = new LK.Game({
backgroundColor: 0x000000
});
/****
* Game Code
****/
// Initialize BackgroundContainer, MidgroundContainer, and ForegroundContainer
var backgroundContainer = new BackgroundContainer();
var midgroundContainer = new MidgroundContainer();
var foregroundContainer = new ForegroundContainer();
// Add containers to the game in the correct order
game.addChild(backgroundContainer);
game.addChild(midgroundContainer);
game.addChild(foregroundContainer);
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();
}
}
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
});
backgroundContainer.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
backgroundContainer.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
backgroundContainer.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
backgroundContainer.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
midgroundContainer.addChild(ground);
// Create a player instance and add it to the game
var player = midgroundContainer.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 = foregroundContainer.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 = foregroundContainer.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
});
midgroundContainer.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;
midgroundContainer.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
});
midgroundContainer.addChild(cosmetic1);
var cosmeticText1 = new Text2(CosmeticUseEnable1 ? 'Enabled' : 'Disabled', {
size: 50,
fill: CosmeticUseEnable1 ? 0x00FF00 : 0xFF0000
});
cosmeticText1.x = cosmetic1.x;
cosmeticText1.y = cosmetic1.y + 100;
midgroundContainer.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
});
midgroundContainer.addChild(cosmetic2);
var cosmeticText2 = new Text2(CosmeticUseEnable2 ? 'Enabled' : 'Disabled', {
size: 50,
fill: CosmeticUseEnable2 ? 0x00FF00 : 0xFF0000
});
cosmeticText2.x = cosmetic2.x;
cosmeticText2.y = cosmetic2.y + 100;
midgroundContainer.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
});
midgroundContainer.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;
midgroundContainer.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
});
midgroundContainer.addChild(cosmetic4);
var cosmeticText4 = new Text2(CosmeticUseEnable4 ? 'Enabled' : 'Disabled', {
size: 50,
fill: CosmeticUseEnable4 ? 0x00FF00 : 0xFF0000
});
cosmeticText4.x = cosmetic4.x;
cosmeticText4.y = cosmetic4.y + 100;
midgroundContainer.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
});
midgroundContainer.addChild(cosmetic5);
var cosmeticText5 = new Text2(CosmeticUseEnable5 ? 'Enabled' : 'Disabled', {
size: 50,
fill: CosmeticUseEnable5 ? 0x00FF00 : 0xFF0000
});
cosmeticText5.x = cosmetic5.x;
cosmeticText5.y = cosmetic5.y + 100;
midgroundContainer.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
});
midgroundContainer.addChild(cosmetic6);
var cosmeticText6 = new Text2(CosmeticUseEnable6 ? 'Enabled' : 'Disabled', {
size: 50,
fill: CosmeticUseEnable6 ? 0x00FF00 : 0xFF0000
});
cosmeticText6.x = cosmetic6.x;
cosmeticText6.y = cosmetic6.y + 100;
midgroundContainer.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
});
midgroundContainer.addChild(cosmetic7);
var cosmeticText7 = new Text2(CosmeticUseEnable7 ? 'Enabled' : 'Disabled', {
size: 50,
fill: CosmeticUseEnable7 ? 0x00FF00 : 0xFF0000
});
cosmeticText7.x = cosmetic7.x;
cosmeticText7.y = cosmetic7.y + 100;
midgroundContainer.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
});
midgroundContainer.addChild(cosmetic8);
var cosmeticText8 = new Text2(CosmeticUseEnable8 ? 'Enabled' : 'Disabled', {
size: 50,
fill: CosmeticUseEnable8 ? 0x00FF00 : 0xFF0000
});
cosmeticText8.x = cosmetic8.x;
cosmeticText8.y = cosmetic8.y + 100;
midgroundContainer.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
});
midgroundContainer.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;
midgroundContainer.addChild(cosmeticText9);
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 = foregroundContainer.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;
}
}
}
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();
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;
}
// Increment 'giros' every 2.09 seconds
if (LK.ticks % Math.round(2.09 * 60) == 0) {
spin += 1;
}
}; ===================================================================
--- original.js
+++ change.js
@@ -178,109 +178,11 @@
x: 2048 / 2,
y: 2732 / 2
});
backgroundContainer.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
-});
-midgroundContainer.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;
-midgroundContainer.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
- });
- foregroundContainer.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;
- foregroundContainer.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;
- foregroundContainer.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;
- foregroundContainer.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;
- foregroundContainer.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) {
+ 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
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