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Cuando se toque cambie pagina uno a dos y viceversa
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cuando pagina 2 esta abierta aun se muestra pagina 1
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haz que al tocar cambie a pagina 2
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agrega pagina 2 con una rocka
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haz que todo el codigo del juego pase a ser de pagina 1
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Please fix the bug: 'Uncaught ReferenceError: page2 is not defined' in or related to this line: 'page2();' Line Number: 505
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mueve todo el codigo a pagina 1
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Please fix the bug: 'page1 is not a function' in or related to this line: 'page1();' Line Number: 152
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haz que la escena por defecto sea pagina 1
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agrega pagina dos y que solo tenga un asset rock
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Please fix the bug: 'Uncaught ReferenceError: page2 is not defined' in or related to this line: 'page2();' Line Number: 505
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quita todo lo de la pagina 2
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al tocar cambia de pagina
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You can just add another pages separated from the first page. Name the page page1 then tell ava to do another page2 separated from the first one.
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al tocar la pantalla que cambie de escena
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crea una segunda escena
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EL codigo seleccionado es inutil
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si menuUpgrade || rock || cosmetic || extras is open, bottoms touch is disable
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la fución recien implementada no funciona, los botones siguen activos cuando los menu estan abiertos. Utiliza un mejor codigo que no sea ese dada que no da el resultado esperado
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si menuUpgrade || rock || cosmetic || estrac is open, bottom touch is disable
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bottom siguen siendo funcionales cuando se abre un enu
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SI hay un menú abierto, los bottom no funcionan
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Please fix the bug: 'Uncaught ReferenceError: closeAllMenus is not defined' in or related to this line: 'closeAllMenus();' Line Number: 175
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Sigue podiendo haber mpas de un menu a la vez
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haz que solo pueda haber un menu a la vez
/**** * 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 < 2732 / 2 - self.height / 2 + 50) { self.speed += 0.5; } else { self.speed = 0; self.y = 2732 / 2 - 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 < 2732 / 2 - 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 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 / 1000).toFixed(2) + ' km'); }; }); // 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 ****/ // Define the closeAllMenus function to close all open menus function closeAllMenus() { // Logic to close all menus, if any are open // This can be implemented by removing all menu assets from the foregroundContainer // Example: foregroundContainer.removeChild(menuUpgrade); foregroundContainer.removeChild(menuRock); etc. } 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); // Add the 'bottom' asset to the foreground container var bottomAsset = LK.getAsset('bottom', { anchorX: 0.5, anchorY: 0.5, x: 550, y: 1870 }); foregroundContainer.addChild(bottomAsset); // Add interaction to increase size by 10% on press and revert on release bottomAsset.down = function () { if (foregroundContainer.children.some(function (child) { return ['menuUpgrade', 'menuRock', 'menuCosmetic', 'menuExtras'].includes(child.id); })) { return; // Disable touch if any menu is open } bottomAsset.isPressed = true; bottomAsset.scaleX *= 1.1; bottomAsset.scaleY *= 1.1; LK.getSound('butomtouch').play(); // Open the upgrade menu // Close any existing menu before opening a new one closeAllMenus(); var menuUpgrade = LK.getAsset('menuUpgrade', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 }); foregroundContainer.addChild(menuUpgrade); // Add a 'Close' button to the 'menuUpgrade' asset var closeButton = LK.getAsset('closingPaper', { anchorX: 1.0, // Top-right corner anchorY: 0.0, x: menuUpgrade.x + menuUpgrade.width / 2, // Position at the top-right corner of the menu y: menuUpgrade.y - menuUpgrade.height / 2 }); foregroundContainer.addChild(closeButton); // Add interaction to close the menuUpgrade when closingPaper is touched closeButton.down = function () { LK.getSound('papeltouch').play(); // Play papeltouch sound when closingPaper is touched foregroundContainer.removeChild(menuUpgrade); foregroundContainer.removeChild(closeButton); }; }; bottomAsset.up = function () { if (bottomAsset.isPressed) { bottomAsset.scaleX /= 1.1; bottomAsset.scaleY /= 1.1; bottomAsset.isPressed = false; } }; // Add text to the bottom asset var bottomText = new Text2('Upgrade', { size: 150, // Very large size fill: 0x000000, // Black color font: "Medieval" // Medieval style }); bottomText.anchor.set(0.5, 0.5); // Centered on both axes bottomText.x = bottomAsset.x; bottomText.y = bottomAsset.y; foregroundContainer.addChild(bottomText); // Add the 'bottomRock' asset parallel to 'bottomUpgrade' on the right side var bottomRockAsset = LK.getAsset('bottom', { anchorX: 0.5, anchorY: 0.5, x: 1500, // Positioned parallel to bottomUpgrade on the right side y: 1870 }); foregroundContainer.addChild(bottomRockAsset); // Add interaction to increase size by 10% on press and revert on release bottomRockAsset.down = function () { if (foregroundContainer.children.some(function (child) { return ['menuUpgrade', 'menuRock', 'menuCosmetic', 'menuExtras'].includes(child.id); })) { return; // Disable touch if any menu is open } bottomRockAsset.isPressed = true; bottomRockAsset.scaleX *= 1.1; bottomRockAsset.scaleY *= 1.1; LK.getSound('butomtouch').play(); // Create and display the menuRock asset // Close any existing menu before opening a new one closeAllMenus(); var menuRock = LK.getAsset('menuRock', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 }); foregroundContainer.addChild(menuRock); // Add a 'Close1' button to the 'menuRock' asset var close1Button = LK.getAsset('closingPaper', { anchorX: 1.0, // Top-right corner anchorY: 0.0, x: menuRock.x + menuRock.width / 2, // Position at the top-right corner of the menu y: menuRock.y - menuRock.height / 2 }); foregroundContainer.addChild(close1Button); // Add interaction to close the menuRock when closingPaper is touched close1Button.down = function () { LK.getSound('papeltouch').play(); // Play papeltouch sound when closingPaper is touched foregroundContainer.removeChild(menuRock); foregroundContainer.removeChild(close1Button); }; }; bottomRockAsset.up = function () { if (bottomRockAsset.isPressed) { bottomRockAsset.scaleX /= 1.1; bottomRockAsset.scaleY /= 1.1; bottomRockAsset.isPressed = false; } }; // Add text to the bottomRock asset var bottomRockText = new Text2('Rock', { size: 150, // Very large size fill: 0x000000, // Black color font: "Medieval" // Medieval style }); bottomRockText.anchor.set(0.5, 0.5); // Centered on both axes bottomRockText.x = bottomRockAsset.x; bottomRockText.y = bottomRockAsset.y; foregroundContainer.addChild(bottomRockText); // Add the 'bottomCosmetic' asset 450 pixels below 'bottomUpgrade' var bottomCosmeticAsset = LK.getAsset('bottom', { anchorX: 0.5, anchorY: 0.5, x: 550, y: 1870 + 430 }); foregroundContainer.addChild(bottomCosmeticAsset); // Add interaction to increase size by 10% on press and revert on release bottomCosmeticAsset.down = function () { if (foregroundContainer.children.some(function (child) { return ['menuUpgrade', 'menuRock', 'menuCosmetic', 'menuExtras'].includes(child.id); })) { return; // Disable touch if any menu is open } bottomCosmeticAsset.isPressed = true; bottomCosmeticAsset.scaleX *= 1.1; bottomCosmeticAsset.scaleY *= 1.1; LK.getSound('butomtouch').play(); // Create and display the menuCosmetic asset // Close any existing menu before opening a new one closeAllMenus(); var menuCosmetic = LK.getAsset('menuCosmetic', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 }); foregroundContainer.addChild(menuCosmetic); // Add a 'Close' button to the 'menuCosmetic' asset var closeCosmeticButton = LK.getAsset('closingPaper', { anchorX: 1.0, // Top-right corner anchorY: 0.0, x: menuCosmetic.x + menuCosmetic.width / 2, y: menuCosmetic.y - menuCosmetic.height / 2 }); foregroundContainer.addChild(closeCosmeticButton); // Add interaction to close the menuCosmetic when closingPaper is touched closeCosmeticButton.down = function () { LK.getSound('papeltouch').play(); // Play papeltouch sound when closingPaper is touched foregroundContainer.removeChild(menuCosmetic); foregroundContainer.removeChild(closeCosmeticButton); }; }; bottomCosmeticAsset.up = function () { if (bottomCosmeticAsset.isPressed) { bottomCosmeticAsset.scaleX /= 1.1; bottomCosmeticAsset.scaleY /= 1.1; bottomCosmeticAsset.isPressed = false; } }; // Add text to the bottomCosmetic asset var bottomCosmeticText = new Text2('Cosmetic', { size: 150, // Very large size fill: 0x000000, // Black color font: "Medieval" // Medieval style }); bottomCosmeticText.anchor.set(0.5, 0.5); // Centered on both axes bottomCosmeticText.x = bottomCosmeticAsset.x; bottomCosmeticText.y = bottomCosmeticAsset.y; foregroundContainer.addChild(bottomCosmeticText); // Add the 'bottomExtras' asset 430 pixels below 'bottomRock' var bottomExtrasAsset = LK.getAsset('bottom', { anchorX: 0.5, anchorY: 0.5, x: 1500, y: 1870 + 430 }); foregroundContainer.addChild(bottomExtrasAsset); // Add interaction to increase size by 10% on press and revert on release bottomExtrasAsset.down = function () { if (foregroundContainer.children.some(function (child) { return ['menuUpgrade', 'menuRock', 'menuCosmetic', 'menuExtras'].includes(child.id); })) { return; // Disable touch if any menu is open } bottomExtrasAsset.isPressed = true; bottomExtrasAsset.scaleX *= 1.1; bottomExtrasAsset.scaleY *= 1.1; LK.getSound('butomtouch').play(); // Create and display the menuExtras asset // Close any existing menu before opening a new one closeAllMenus(); var menuExtras = LK.getAsset('menuExtras', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 }); foregroundContainer.addChild(menuExtras); // Add a 'Close' button to the 'menuExtras' asset var closeExtrasButton = LK.getAsset('closingPaper', { anchorX: 1.0, anchorY: 0.0, x: menuExtras.x + menuExtras.width / 2, y: menuExtras.y - menuExtras.height / 2 }); foregroundContainer.addChild(closeExtrasButton); // Add interaction to close the menuExtras when closingPaper is touched closeExtrasButton.down = function () { LK.getSound('papeltouch').play(); // Play papeltouch sound when closingPaper is touched foregroundContainer.removeChild(menuExtras); foregroundContainer.removeChild(closeExtrasButton); }; }; bottomExtrasAsset.up = function () { if (bottomExtrasAsset.isPressed) { bottomExtrasAsset.scaleX /= 1.1; bottomExtrasAsset.scaleY /= 1.1; bottomExtrasAsset.isPressed = false; } }; // Add text to the bottomExtras asset var bottomExtrasText = new Text2('Extras', { size: 150, // Very large size fill: 0x000000, // Black color font: "Medieval" // Medieval style }); bottomExtrasText.anchor.set(0.5, 0.5); // Centered on both axes bottomExtrasText.x = bottomExtrasAsset.x; bottomExtrasText.y = bottomExtrasAsset.y; foregroundContainer.addChild(bottomExtrasText); 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 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); // 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 further down on the screen meterText.x = 0; meterText.y = 200; // Adjusted Y position for MeterText // Create a GirosText instance and add it to the game var moneyText = foregroundContainer.addChild(new MoneyText()); // Position MoneyText below the MeterText further down on the screen moneyText.x = 0; moneyText.y = meterText.y + meterText.height + 50; // Adjusted Y position for MoneyText // 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 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', '')); }); } game.update = function () { 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; // Removed money increment when meters increase by 250 // 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.currentRockIndex = currentRockIndex; // Save current background skin index } };
===================================================================
--- 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