User prompt
el boton no cambia rock display, cambia rock por la ID de rockdisplay
User prompt
agrega entre medio de las flechas un boton que diga select. este cambiaria rock de la pantalla del inicio por rockdisplay
User prompt
que la flecha derecha tenga el asset arrowrigth
User prompt
Agrega dos flechas (izquierda y derecha) que cambien la rockdisplay
User prompt
Please fix the bug: 'changeButton is not defined' in or related to this line: 'changeButton.down = function () {' Line Number: 194
User prompt
crea al lado de change rock unas flechas izquierda y derecha que cambien la roca
User prompt
ajusta el tamaño del texto change rock para que cuadre con el asset
User prompt
haz que mantenga su posición
User prompt
100 pixeles más abajo
User prompt
150 pixeles más abajo
User prompt
manden la posicion de rockdisplay y aumenta su posicion y para que no colisione con el botom
User prompt
200 pixeles más arriba
User prompt
cuando se cambie la skin haz que mantenga su posición
User prompt
pon el cambiador de cosmeticos y el displey arriba del asset MenuCosmetic
User prompt
pon el cambiador de cosmeticos arriba en la pagina de cosmetic
User prompt
agrega un cambiador de cosmetics para rock en cosmetic page
User prompt
vuelve atras en los cambios
User prompt
renombra el bottom y page rock por shop
User prompt
haz que reinicie meters y money a 0 y cambia el fondo por el default
User prompt
si se preciona el boton yes de reiniciar el progreso, reinicia el progreso a 0 y el fondo espera 1 segundo y finaliza el juego
User prompt
cambia el color del texto reset progress a rojo
User prompt
disminuyelo más
User prompt
disminuye el tamaño de los botones de resetprogress
User prompt
arregla el espaciado de los botones de resetprogress
User prompt
Add resetButton.up = function () { if (resetButton.isPressed) { resetButton.scaleX /= 1.1; resetButton.scaleY /= 1.1; resetButton.isPressed = false; // Custom confirmation dialog // Custom confirmation dialog var confirmReset = new Text2('Are you sure you want to reset your progress?', { size:100, fill:0xFFFFFF, font: "Medieval" }); confirmReset.anchor.set(0.5,0.5); confirmReset.x = 2048 / 2; confirmReset.y =2732 /2; self.addChild(confirmReset); var yesButton = LK.getAsset('bottom', { anchorX:0.5, anchorY: 0.5, x: 2048 / 2 -150, y:2732 /2 + 100 }); self.addChild(yesButton); var noButton = LK.getAsset('bottom', { anchorX: 0.5, anchorY:0.5, x:2048 /2 + 150, y: 2732 / 2 +100 }); self.addChild(noButton); var yesText = new Text2('Yes', { size:100, fill:0x000000, font: "Medieval" }); yesText.anchor.set(0.5, 0.5); yesText.x = yesButton.x; yesText.y = yesButton.y; self.addChild(yesText); var noText = new Text2('No', { size: 100, fill: 0x000000, font: "Medieval" }); noText.anchor.set(0.5,0.5); noText.x = noButton.x; noText.y = noButton.y; self.addChild(noText); yesButton.down = function () { yesButton.isPressed = true; yesButton.scaleX *=1.1; yesButton.scaleY *= 1.1; LK.getSound('butomtouch').play(); }; yesButton.up = function () { if (yesButton.isPressed) { yesButton.scaleX /=1.1; yesButton.scaleY /= 1.1; yesButton.isPressed = false; // Logic to reset progress storage.meters =0; storage.money = 0; storage.currentRockIndex =0; console.log("Progress reset"); self.removeChild(confirmReset); self.removeChild(yesButton); self.removeChild(noButton); self.removeChild(yesText); self.removeChild(noText); } }; noButton.down = function () { noButton.isPressed = true; noButton.scaleX *= 1.1; noButton.scaleY *=1.1; LK.getSound('butomtouch').play(); }; noButton.up = function () { if (noButton.isPressed) { noButton.scaleX /= 1.1; noButton.scaleY /=1.1; noButton.isPressed = false; console.log("Reset canceled"); self.removeChild(confirmReset); self.removeChild(yesButton); self.removeChild(noButton); self.removeChild(yesText); self.removeChild(noText); } };
/****
* 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 CosmeticPage class
var CosmeticPage = Container.expand(function () {
var self = Container.call(this);
// Add a background for the cosmetic page
var cosmeticBackground = self.attachAsset('menuCosmetic', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2
});
// Add a title text for the cosmetic page
var titleText = new Text2('Cosmetic Page', {
size: 200,
fill: 0xFFFFFF,
font: "Medieval"
});
titleText.anchor.set(0.5, 0.5);
titleText.x = 2048 / 2;
titleText.y = 200;
self.addChild(titleText);
// Add a button to return to the main menu
var backButton = LK.getAsset('bottom', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 - 200
});
self.addChild(backButton);
var backText = new Text2('Back', {
size: 150,
fill: 0x000000,
font: "Medieval"
});
backText.anchor.set(0.5, 0.5);
backText.x = backButton.x;
backText.y = backButton.y;
self.addChild(backText);
// Add interaction to the back button
backButton.down = function () {
backButton.isPressed = true;
backButton.scaleX *= 1.1;
backButton.scaleY *= 1.1;
LK.getSound('butomtouch').play();
};
backButton.up = function () {
if (backButton.isPressed) {
backButton.scaleX /= 1.1;
backButton.scaleY /= 1.1;
backButton.isPressed = false;
// Logic to return to the main menu
game.showMainMenu();
}
};
// Add a cosmetic changer for rocks
var rockIndex = 0; // Start with the first rock
var rockDisplay = self.attachAsset('Rock' + rockIndex, {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 400
});
self.addChild(rockDisplay);
// Add a button to change the rock cosmetic
var changeButton = LK.getAsset('bottom', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2 + 500
});
self.addChild(changeButton);
var changeText = new Text2('Change Rock', {
size: 150,
fill: 0x000000,
font: "Medieval"
});
changeText.anchor.set(0.5, 0.5);
changeText.x = changeButton.x;
changeText.y = changeButton.y;
self.addChild(changeText);
// Add interaction to the change button
changeButton.down = function () {
changeButton.isPressed = true;
changeButton.scaleX *= 1.1;
changeButton.scaleY *= 1.1;
LK.getSound('butomtouch').play();
};
changeButton.up = function () {
if (changeButton.isPressed) {
changeButton.scaleX /= 1.1;
changeButton.scaleY /= 1.1;
changeButton.isPressed = false;
// Change the rock cosmetic
rockIndex = (rockIndex + 1) % rock.length;
self.removeChild(rockDisplay);
rockDisplay = self.attachAsset('Rock' + rockIndex, {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2 + 200
});
self.addChild(rockDisplay);
}
};
return self;
});
// Create a CreditsPage class
var CreditsPage = Container.expand(function () {
var self = Container.call(this);
// Add the Slimy asset to the credits page
var slimyAsset = self.attachAsset('Slimy', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2
});
// Add interaction to the Slimy asset
slimyAsset.down = function () {
// Logic to return to the extras page
game.showExtrasPage();
};
return self;
});
// Create an ExtrasPage class
var ExtrasPage = Container.expand(function () {
var self = Container.call(this);
// Add a background for the extras page
var extrasBackground = self.attachAsset('menuExtras', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2
});
// Add a title text for the extras page
var titleText = new Text2('Extras Page', {
size: 200,
fill: 0xFFFFFF,
font: "Medieval"
});
titleText.anchor.set(0.5, 0.5);
titleText.x = 2048 / 2;
titleText.y = 200;
self.addChild(titleText);
// Add a button to return to the main menu
var backButton = LK.getAsset('bottom', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 - 200
});
self.addChild(backButton);
var backText = new Text2('Back', {
size: 150,
fill: 0x000000,
font: "Medieval"
});
backText.anchor.set(0.5, 0.5);
backText.x = backButton.x;
backText.y = backButton.y;
self.addChild(backText);
// Add interaction to the back button
backButton.down = function () {
backButton.isPressed = true;
backButton.scaleX *= 1.1;
backButton.scaleY *= 1.1;
LK.getSound('butomtouch').play();
};
backButton.up = function () {
if (backButton.isPressed) {
backButton.scaleX /= 1.1;
backButton.scaleY /= 1.1;
backButton.isPressed = false;
// Logic to return to the main menu
game.showMainMenu();
}
};
// Add a reset progress button
var resetButton = LK.getAsset('bottom', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2 + 200
});
self.addChild(resetButton);
var resetText = new Text2('Reset Progress', {
size: 100,
fill: 0xFF0000,
font: "Medieval"
});
resetText.anchor.set(0.5, 0.5);
resetText.x = resetButton.x;
resetText.y = resetButton.y;
self.addChild(resetText);
// Add interaction to the reset button
resetButton.down = function () {
resetButton.isPressed = true;
resetButton.scaleX *= 1.1;
resetButton.scaleY *= 1.1;
LK.getSound('butomtouch').play();
};
resetButton.up = function () {
if (resetButton.isPressed) {
resetButton.scaleX /= 1.1;
resetButton.scaleY /= 1.1;
resetButton.isPressed = false;
// Custom confirmation dialog
var confirmReset = new Text2('Are you sure you want to reset your progress?', {
size: 100,
fill: 0xFFFFFF,
font: "Medieval"
});
confirmReset.anchor.set(0.5, 0.5);
confirmReset.x = 2048 / 2;
confirmReset.y = 2732 / 2;
self.addChild(confirmReset);
var yesButton = LK.getAsset('bottom', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2 - 200,
y: 2732 / 2 + 150,
scaleX: 0.6,
// Further decrease size
scaleY: 0.6 // Further decrease size
});
self.addChild(yesButton);
var noButton = LK.getAsset('bottom', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2 + 200,
y: 2732 / 2 + 150,
scaleX: 0.6,
// Further decrease size
scaleY: 0.6 // Further decrease size
});
self.addChild(noButton);
var yesText = new Text2('Yes', {
size: 100,
fill: 0x000000,
font: "Medieval"
});
yesText.anchor.set(0.5, 0.5);
yesText.x = yesButton.x;
yesText.y = yesButton.y;
self.addChild(yesText);
var noText = new Text2('No', {
size: 100,
fill: 0x000000,
font: "Medieval"
});
noText.anchor.set(0.5, 0.5);
noText.x = noButton.x;
noText.y = noButton.y;
self.addChild(noText);
yesButton.down = function () {
yesButton.isPressed = true;
yesButton.scaleX *= 1.1;
yesButton.scaleY *= 1.1;
LK.getSound('butomtouch').play();
};
yesButton.up = function () {
if (yesButton.isPressed) {
yesButton.scaleX /= 1.1;
yesButton.scaleY /= 1.1;
yesButton.isPressed = false;
// Logic to reset progress
storage.meters = 0;
storage.money = 0;
meters = 0;
money = 0;
currentRockIndex = 0;
console.log("Progress reset");
background.removeChild(background.playerGraphics);
background.playerGraphics = background.attachAsset('Background0', {
anchorX: 0.5,
anchorY: 0.5
});
backgroundClone.removeChild(backgroundClone.playerGraphics);
backgroundClone.playerGraphics = backgroundClone.attachAsset('Background0', {
anchorX: 0.5,
anchorY: 0.5
});
backgroundClone2.removeChild(backgroundClone2.playerGraphics);
backgroundClone2.playerGraphics = backgroundClone2.attachAsset('Background0', {
anchorX: 0.5,
anchorY: 0.5
});
self.removeChild(confirmReset);
self.removeChild(yesButton);
self.removeChild(noButton);
self.removeChild(yesText);
self.removeChild(noText);
// Wait 1 second and then end the game
LK.setTimeout(function () {
LK.showGameOver();
}, 1000);
}
};
noButton.down = function () {
noButton.isPressed = true;
noButton.scaleX *= 1.1;
noButton.scaleY *= 1.1;
LK.getSound('butomtouch').play();
};
noButton.up = function () {
if (noButton.isPressed) {
noButton.scaleX /= 1.1;
noButton.scaleY /= 1.1;
noButton.isPressed = false;
console.log("Reset canceled");
self.removeChild(confirmReset);
self.removeChild(yesButton);
self.removeChild(noButton);
self.removeChild(yesText);
self.removeChild(noText);
}
};
}
};
// Add a credits button
var creditsButton = LK.getAsset('bottom', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2 + 550
});
self.addChild(creditsButton);
var creditsText = new Text2('Credits', {
size: 150,
fill: 0x000000,
font: "Medieval"
});
creditsText.anchor.set(0.5, 0.5);
creditsText.x = creditsButton.x;
creditsText.y = creditsButton.y;
self.addChild(creditsText);
// Add interaction to the credits button
creditsButton.down = function () {
creditsButton.isPressed = true;
creditsButton.scaleX *= 1.1;
creditsButton.scaleY *= 1.1;
LK.getSound('butomtouch').play();
};
creditsButton.up = function () {
if (creditsButton.isPressed) {
creditsButton.scaleX /= 1.1;
creditsButton.scaleY /= 1.1;
creditsButton.isPressed = false;
// Logic to show credits
game.showCreditsPage();
}
};
return self;
});
// Create a ForegroundContainer class
var ForegroundContainer = Container.expand(function () {
var self = Container.call(this);
return self;
});
// Create an IntroductionPage class
var IntroductionPage = Container.expand(function () {
var self = Container.call(this);
// Add a background for the introduction page
var introductionBackground = self.attachAsset('Introduction', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2
});
// Add a title text for the introduction page
var titleText = new Text2('Introduction Page', {
size: 200,
fill: 0xFFFFFF,
font: "Medieval"
});
titleText.anchor.set(0.5, 0.5);
titleText.x = 2048 / 2;
titleText.y = 200;
self.addChild(titleText);
// Add a button to return to the main menu
var backButton = LK.getAsset('bottom', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 - 200
});
self.addChild(backButton);
var backText = new Text2('Back', {
size: 150,
fill: 0x000000,
font: "Medieval"
});
backText.anchor.set(0.5, 0.5);
backText.x = backButton.x;
backText.y = backButton.y;
self.addChild(backText);
// Add interaction to the back button
backButton.down = function () {
backButton.isPressed = true;
backButton.scaleX *= 1.1;
backButton.scaleY *= 1.1;
LK.getSound('butomtouch').play();
};
backButton.up = function () {
if (backButton.isPressed) {
backButton.scaleX /= 1.1;
backButton.scaleY /= 1.1;
backButton.isPressed = false;
// Logic to return to the main menu
game.showMainMenu();
}
};
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 RockPage class
var RockPage = Container.expand(function () {
var self = Container.call(this);
// Add a background for the rock page
var rockBackground = self.attachAsset('menuRock', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2
});
// Add a title text for the rock page
var titleText = new Text2('Rock Page', {
size: 200,
fill: 0xFFFFFF,
font: "Medieval"
});
titleText.anchor.set(0.5, 0.5);
titleText.x = 2048 / 2;
titleText.y = 200;
self.addChild(titleText);
// Add a button to return to the main menu
var backButton = LK.getAsset('bottom', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 - 200
});
self.addChild(backButton);
var backText = new Text2('Back', {
size: 150,
fill: 0x000000,
font: "Medieval"
});
backText.anchor.set(0.5, 0.5);
backText.x = backButton.x;
backText.y = backButton.y;
self.addChild(backText);
// Add interaction to the back button
backButton.down = function () {
backButton.isPressed = true;
backButton.scaleX *= 1.1;
backButton.scaleY *= 1.1;
LK.getSound('butomtouch').play();
};
backButton.up = function () {
if (backButton.isPressed) {
backButton.scaleX /= 1.1;
backButton.scaleY /= 1.1;
backButton.isPressed = false;
// Logic to return to the main menu
game.showMainMenu();
}
};
return self;
});
// Create an UpgradePage class
var UpgradePage = Container.expand(function () {
var self = Container.call(this);
// Add a background for the upgrade page
var upgradeBackground = self.attachAsset('menuUpgrade', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2
});
// Add a title text for the upgrade page
var titleText = new Text2('Upgrade Page', {
size: 200,
fill: 0xFFFFFF,
font: "Medieval"
});
titleText.anchor.set(0.5, 0.5);
titleText.x = 2048 / 2;
titleText.y = 200;
self.addChild(titleText);
// Add a button to return to the main menu
var backButton = LK.getAsset('bottom', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 - 200
});
self.addChild(backButton);
var backText = new Text2('Back', {
size: 150,
fill: 0x000000,
font: "Medieval"
});
backText.anchor.set(0.5, 0.5);
backText.x = backButton.x;
backText.y = backButton.y;
self.addChild(backText);
// Add interaction to the back button
backButton.down = function () {
backButton.isPressed = true;
backButton.scaleX *= 1.1;
backButton.scaleY *= 1.1;
LK.getSound('butomtouch').play();
};
backButton.up = function () {
if (backButton.isPressed) {
backButton.scaleX /= 1.1;
backButton.scaleY /= 1.1;
backButton.isPressed = false;
// Logic to return to the main menu
game.showMainMenu();
}
};
return self;
});
// 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
****/
// Method to show the introduction page
game.showIntroductionPage = function () {
// Logic to display the introduction page
foregroundContainer.visible = false;
introductionPage.visible = true;
// Hide all other game elements to ensure only the introduction page is visible
backgroundContainer.visible = false;
midgroundContainer.visible = false;
jump = 0; // Set jump to 0 when on the introduction page
};
// Initialize the introduction page
var introductionPage = new IntroductionPage();
game.addChild(introductionPage);
introductionPage.visible = false; // Start with the introduction page hidden
// Initialize the extras page
var extrasPage = new ExtrasPage();
game.addChild(extrasPage);
extrasPage.visible = false; // Start with the extras page hidden
// Initialize the credits page
var creditsPage = new CreditsPage();
game.addChild(creditsPage);
creditsPage.visible = false; // Start with the credits page hidden
// Method to show the credits page
game.showCreditsPage = function () {
// Logic to display the credits page
foregroundContainer.visible = false;
creditsPage.visible = true;
// Hide all other game elements to ensure only the credits page is visible
backgroundContainer.visible = false;
midgroundContainer.visible = false;
extrasPage.visible = false; // Ensure the extras page is hidden when credits page is visible
jump = 0; // Set jump to 0 when on the credits page
};
// Method to show the extras page
game.showExtrasPage = function () {
// Logic to display the extras page
foregroundContainer.visible = false;
extrasPage.visible = true;
// Hide all other game elements to ensure only the extras page is visible
backgroundContainer.visible = false;
midgroundContainer.visible = false;
creditsPage.visible = false; // Ensure the credits page is hidden when extras page is visible
jump = 0; // Set jump to 0 when on the extras page
};
// Method to show the rock page
game.showRockPage = function () {
// Logic to display the rock page
foregroundContainer.visible = false;
rockPage.visible = true;
// Hide all other game elements to ensure only the rock page is visible
backgroundContainer.visible = false;
midgroundContainer.visible = false;
jump = 0; // Set jump to 0 when on the rock page
};
// Method to show the main menu
game.showMainMenu = function () {
// Logic to display the main menu
foregroundContainer.visible = true;
upgradePage.visible = false;
rockPage.visible = false; // Ensure the rock page is hidden
cosmeticPage.visible = false; // Ensure the cosmetic page is hidden
extrasPage.visible = false; // Ensure the extras page is hidden
// Show all other game elements to ensure the main menu is fully visible
backgroundContainer.visible = true;
midgroundContainer.visible = true;
jump = 2; // Reset jump count when on the main menu
};
// Method to show the upgrade page
game.showUpgradePage = function () {
// Logic to display the upgrade page
foregroundContainer.visible = false;
upgradePage.visible = true;
// Hide all other game elements to ensure only the upgrade page is visible
backgroundContainer.visible = false;
midgroundContainer.visible = false;
jump = 0; // Set jump to 0 when on the upgrade page
};
// Method to show the cosmetic page
game.showCosmeticPage = function () {
// Logic to display the cosmetic page
foregroundContainer.visible = false;
cosmeticPage.visible = true;
// Hide all other game elements to ensure only the cosmetic page is visible
backgroundContainer.visible = false;
midgroundContainer.visible = false;
jump = 0; // Set jump to 0 when on the cosmetic page
};
// Initialize the upgrade page
var upgradePage = new UpgradePage();
game.addChild(upgradePage);
upgradePage.visible = false; // Start with the upgrade page hidden
// Initialize the rock page
var rockPage = new RockPage();
game.addChild(rockPage);
rockPage.visible = false; // Start with the rock page hidden
// Initialize the cosmetic page
var cosmeticPage = new CosmeticPage();
game.addChild(cosmeticPage);
cosmeticPage.visible = false; // Start with the cosmetic page hidden
// 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);
// 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 () {
bottomAsset.isPressed = true;
bottomAsset.scaleX *= 1.1;
bottomAsset.scaleY *= 1.1;
LK.getSound('butomtouch').play();
};
bottomAsset.up = function () {
if (bottomAsset.isPressed) {
bottomAsset.scaleX /= 1.1;
bottomAsset.scaleY /= 1.1;
bottomAsset.isPressed = false;
// Logic to switch to the Upgrade page
game.showUpgradePage();
}
};
// 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 () {
bottomRockAsset.isPressed = true;
bottomRockAsset.scaleX *= 1.1;
bottomRockAsset.scaleY *= 1.1;
LK.getSound('butomtouch').play();
};
bottomRockAsset.up = function () {
if (bottomRockAsset.isPressed) {
bottomRockAsset.scaleX /= 1.1;
bottomRockAsset.scaleY /= 1.1;
bottomRockAsset.isPressed = false;
// Logic to switch to the Rock page
game.showRockPage();
}
};
// 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 () {
bottomCosmeticAsset.isPressed = true;
bottomCosmeticAsset.scaleX *= 1.1;
bottomCosmeticAsset.scaleY *= 1.1;
LK.getSound('butomtouch').play();
};
bottomCosmeticAsset.up = function () {
if (bottomCosmeticAsset.isPressed) {
bottomCosmeticAsset.scaleX /= 1.1;
bottomCosmeticAsset.scaleY /= 1.1;
bottomCosmeticAsset.isPressed = false;
// Logic to switch to the Cosmetic page
game.showCosmeticPage();
}
};
// 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 () {
bottomExtrasAsset.isPressed = true;
bottomExtrasAsset.scaleX *= 1.1;
bottomExtrasAsset.scaleY *= 1.1;
LK.getSound('butomtouch').play();
};
bottomExtrasAsset.up = function () {
if (bottomExtrasAsset.isPressed) {
bottomExtrasAsset.scaleX /= 1.1;
bottomExtrasAsset.scaleY /= 1.1;
bottomExtrasAsset.isPressed = false;
// Logic to switch to the Extras page
game.showExtrasPage();
}
};
// 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 1000 meters are advanced
if (meters % 1000 === 0) {
console.log('Advanced 1000 meters');
// Play the 'HoundreMeters' sound every 1000 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
@@ -73,9 +73,9 @@
var rockDisplay = self.attachAsset('Rock' + rockIndex, {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
- y: 2732 / 2 + 200
+ y: 400
});
self.addChild(rockDisplay);
// Add a button to change the rock cosmetic
var changeButton = LK.getAsset('bottom', {
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