User prompt
haz que el delay de aparición no dependa de si se agarra o desaparece la moneda, si no que sea constante
User prompt
haz que por cada moneda agarrada aumente money en 1 y suene el sonido clutchedcoin
User prompt
haz que la moneda del incio tambien sea afectado por el delay y respaw
User prompt
Arregla el bug que crea dos monedas en vez de 1 al comprar el objeto de moneda de bronce
User prompt
Adjust BronzeCoin respawn Y position to be between 590 and 1400
User prompt
az que la zona de respawn de moneda sea entre 570 y 1800
User prompt
ajusta la cordenadas Y de respawn de moneda para que sea el rango alcanzable de salto
User prompt
haz que la el radio de aparición de moneda varie
User prompt
haz que el respawn funcione siempre que moneda desaparece del lado izquierdo
User prompt
haz que la moneda aparezca cada 5-8 segundos una vez se compra
User prompt
haz que la moneda sea permatente y la compra solo funciona una vez
User prompt
haz que cuando se compre bronze coin agruege al gameplay una moneda que aparece desplazando de derecha a izquierda
User prompt
haz itemshopmarco interactuable y agregalo un sonido y que aumente su tamaño un 10% al tocar y regrese a la normalidad al soltar ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Ajusta los textos a center de itemshopmarco
User prompt
ELimina el visualización de asset de shoppage
User prompt
haz que visualización de asset de shoppage forme parte de itemShopmarco
User prompt
haz que todo ese conjunto sea un itemBuyable y asignale como 0-0
User prompt
en ingles
User prompt
haz que en vez de no menetaty value sea poco vaior
User prompt
cambia el texto para que sea "bronze coin" dale una descripción relacionada y ajusta su presio a gratis
User prompt
desplazalo más
User prompt
desplazalo a un poco a la izquierda
User prompt
Ajusta visualización de asset de shoppage para que se ubique dentro del marco, center de la mitad derecha y aumenta sutamaño a 250
User prompt
Disminuye el tamaño de los textos de marco y desplazalo al lado left
User prompt
Ajusta visualización de asset de shoppage para que se ubique dentro del marco
/**** * 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 Rock = ['Rock0', 'Rock1', 'Rock2', 'Rock3', 'Rock4', 'Rock5', 'Rock6', 'Rock7', 'Rock8', 'Rock9', 'Rock10', 'Rock11', 'Rock12', 'Rock13', 'Rock14', 'Rock15', 'Rock16', 'Rock17', 'Rock18', 'Rock19']; var cosmeticDisplay = self.attachAsset('Rock' + rockIndex, { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 - 600 //{X} // Moved 100 pixels lower to avoid collision with bottom }); self.addChild(cosmeticDisplay); // Add left arrow button to change the rock cosmetic var leftArrowButton = LK.getAsset('arrowleft', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2 - 450, y: 2732 / 2 - 300 }); self.addChild(leftArrowButton); leftArrowButton.down = function () { leftArrowButton.isPressed = true; leftArrowButton.scaleX *= 1.1; leftArrowButton.scaleY *= 1.1; LK.getSound('butomtouch').play(); }; leftArrowButton.up = function () { if (leftArrowButton.isPressed) { leftArrowButton.scaleX /= 1.1; leftArrowButton.scaleY /= 1.1; leftArrowButton.isPressed = false; // Change the rock cosmetic to the previous one rockIndex = (rockIndex - 1 + Rock.length) % Rock.length; // Dynamically accommodate rock assets self.removeChild(cosmeticDisplay); cosmeticDisplay = self.attachAsset('Rock' + rockIndex, { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 - 600 }); self.addChild(cosmeticDisplay); } }; // Add a 'Select' button between the left and right arrow buttons var selectButton = LK.getAsset('bottom', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 - 300 }); self.addChild(selectButton); var selectText = new Text2('Select', { size: 150, fill: 0x000000, font: "Medieval" }); selectText.anchor.set(0.5, 0.5); selectText.x = selectButton.x; selectText.y = selectButton.y; self.addChild(selectText); // Add interaction to the select button selectButton.down = function () { selectButton.isPressed = true; selectButton.scaleX *= 1.1; selectButton.scaleY *= 1.1; LK.getSound('butomtouch').play(); }; selectButton.up = function () { if (selectButton.isPressed) { selectButton.scaleX /= 1.1; selectButton.scaleY /= 1.1; selectButton.isPressed = false; // Change the rock to the selected cosmetic // Ensure cosmeticDisplay is not removed when 'Select' is pressed player.removeChild(player.playerGraphics); player.playerGraphics = player.attachAsset('Rock' + rockIndex, { anchorX: 0.5, anchorY: 0.5 }); player.addChild(player.playerGraphics); } }; // Add right arrow button to change the rock cosmetic var rightArrowButton = LK.getAsset('arrowright', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2 + 450, y: 2732 / 2 - 300 }); self.addChild(rightArrowButton); rightArrowButton.down = function () { rightArrowButton.isPressed = true; rightArrowButton.scaleX *= 1.1; rightArrowButton.scaleY *= 1.1; LK.getSound('butomtouch').play(); }; rightArrowButton.up = function () { if (rightArrowButton.isPressed) { rightArrowButton.scaleX /= 1.1; rightArrowButton.scaleY /= 1.1; rightArrowButton.isPressed = false; // Change the rock cosmetic to the next one rockIndex = (rockIndex + 1) % Rock.length; // Dynamically accommodate rock assets self.removeChild(cosmeticDisplay); cosmeticDisplay = self.attachAsset('Rock' + rockIndex, { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 - 600 }); self.addChild(cosmeticDisplay); } }; 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 player = ['Rock0', 'Rock1', 'Rock2', 'Rock3', 'Rock4', 'Rock5', 'Rock6', 'Rock7', 'Rock8', 'Rock9', 'Rock10', 'Rock11', 'Rock12', 'Rock13', 'Rock14']; self.playerGraphics = self.attachAsset(player[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 += 0.03; // 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 }); return self; }); // Create a ShopPage class var ShopPage = Container.expand(function () { var self = Container.call(this); // Add a background for the shop page var shopBackground = self.attachAsset('menuShop', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 }); // Add a title text for the shop page var titleText = new Text2('Shop 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 purchasable item to the shop page var itemBackground = self.attachAsset('ItemShopMarco', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 }); self.addChild(itemBackground); // Add item title var itemTitle = new Text2('Magic Sword', { size: 80, //{6d} // Decreased size fill: 0xFFFFFF, font: "Medieval" }); itemTitle.anchor.set(0.5, 0.5); itemTitle.x = itemBackground.x - 200; // Moved to the left itemTitle.y = itemBackground.y - 150; self.addChild(itemTitle); // Add item description var itemDescription = new Text2('A powerful sword\nwith magical properties.', { size: 60, // Decreased size fill: 0xFFFFFF, font: "Medieval" }); itemDescription.anchor.set(0.5, 0.5); itemDescription.x = itemBackground.x - 200; // Moved to the left itemDescription.y = itemBackground.y; self.addChild(itemDescription); // Add item price var itemPrice = new Text2('Price: 100 Gold', { size: 70, // Decreased size fill: 0xFFD700, font: "Medieval" }); itemPrice.anchor.set(0.5, 0.5); itemPrice.x = itemBackground.x - 200; // Moved to the left itemPrice.y = itemBackground.y + 150; self.addChild(itemPrice); // Add item asset display var itemAsset = self.attachAsset('coin0', { anchorX: 0.5, anchorY: 0.5, x: itemBackground.x, y: itemBackground.y + 200 //{6n} // Adjusted to fit within the frame }); self.addChild(itemAsset); 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 }; // Initialize the rock page var rockPage = new RockPage(); game.addChild(rockPage); rockPage.visible = false; // Start with the rock page hidden // Initialize the shop page var shopPage = new ShopPage(); game.addChild(shopPage); shopPage.visible = false; // Start with the shop page hidden // 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 shopPage.visible = false; // Ensure the shop 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 shop page game.showShopPage = function () { // Logic to display the shop page foregroundContainer.visible = false; shopPage.visible = true; // Hide all other game elements to ensure only the shop page is visible backgroundContainer.visible = false; midgroundContainer.visible = false; jump = 0; // Set jump to 0 when on the shop page }; // 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 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 bottomShopAsset = LK.getAsset('bottom', { anchorX: 0.5, anchorY: 0.5, x: 1500, // Positioned parallel to bottomUpgrade on the right side y: 1870 }); foregroundContainer.addChild(bottomShopAsset); // Add interaction to increase size by 10% on press and revert on release bottomShopAsset.down = function () { bottomShopAsset.isPressed = true; bottomShopAsset.scaleX *= 1.1; bottomShopAsset.scaleY *= 1.1; LK.getSound('butomtouch').play(); }; bottomShopAsset.up = function () { if (bottomShopAsset.isPressed) { bottomShopAsset.scaleX /= 1.1; bottomShopAsset.scaleY /= 1.1; bottomShopAsset.isPressed = false; // Logic to switch to the Shop page game.showShopPage(); } }; // Add text to the bottomRock asset var bottomShopText = new Text2('Shop', { size: 150, // Very large size fill: 0x000000, // Black color font: "Medieval" // Medieval style }); bottomShopText.anchor.set(0.5, 0.5); // Centered on both axes bottomShopText.x = bottomShopAsset.x; bottomShopText.y = bottomShopAsset.y; foregroundContainer.addChild(bottomShopText); // 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('Playera0', { 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('Playera')) { playera.push(assets[i].id); } } playera.sort(function (a, b) { return parseInt(a.replace('Playera', '')) - parseInt(b.replace('Playera', '')); }); } 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
@@ -612,34 +612,37 @@
});
self.addChild(itemBackground);
// Add item title
var itemTitle = new Text2('Magic Sword', {
- size: 100,
+ size: 80,
+ //{6d} // Decreased size
fill: 0xFFFFFF,
font: "Medieval"
});
itemTitle.anchor.set(0.5, 0.5);
- itemTitle.x = itemBackground.x;
+ itemTitle.x = itemBackground.x - 200; // Moved to the left
itemTitle.y = itemBackground.y - 150;
self.addChild(itemTitle);
// Add item description
var itemDescription = new Text2('A powerful sword\nwith magical properties.', {
- size: 80,
+ size: 60,
+ // Decreased size
fill: 0xFFFFFF,
font: "Medieval"
});
itemDescription.anchor.set(0.5, 0.5);
- itemDescription.x = itemBackground.x;
+ itemDescription.x = itemBackground.x - 200; // Moved to the left
itemDescription.y = itemBackground.y;
self.addChild(itemDescription);
// Add item price
var itemPrice = new Text2('Price: 100 Gold', {
- size: 90,
+ size: 70,
+ // Decreased size
fill: 0xFFD700,
font: "Medieval"
});
itemPrice.anchor.set(0.5, 0.5);
- itemPrice.x = itemBackground.x;
+ itemPrice.x = itemBackground.x - 200; // Moved to the left
itemPrice.y = itemBackground.y + 150;
self.addChild(itemPrice);
// Add item asset display
var itemAsset = self.attachAsset('coin0', {
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