User prompt
haz que cada que coindelay sea true eliga aleatoriamente un objeto de la lista coinskinlist
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'length')' in or related to this line: 'var CoinSkin = coinskinlist[Math.floor(Math.random() * coinskinlist.length)];' Line Number: 123
User prompt
haz que coinskin agarre aleatoriamente un objeto de la lista coinskinlist
User prompt
en la lista almacena desde coin0 a coin3
User prompt
crea una lista llamada coinskinlist
User prompt
crea una variable de tipo texto llamada CoinSkin
User prompt
remplaza coin por coin0
User prompt
Haz que cambie cuando coindelay = true
User prompt
Please fix the bug: 'ReferenceError: coinGraphics is not defined' in or related to this line: 'coin.removeChild(coinGraphics);' Line Number: 328
User prompt
Please fix the bug: 'ReferenceError: currentCoinIndex is not defined' in or related to this line: 'currentCoinIndex = (currentCoinIndex + 1) % 4; // Cycle through 0 to 3' Line Number: 325
User prompt
haz que coin cambie su textura entre coin0 -> coin3 cada coindelay sea false
User prompt
cuando roca colisiona con moneda se ejecuta el sonido clutched coin
User prompt
cambia el tiempo que tarda coindelay true a coindelay false a 10-25 segundos
User prompt
cuando roca salta que se ejecute el sonido rockjump
User prompt
haz que el sonido rock movement se mantenga en bucle y finalice cuando saltes
User prompt
haz que el delay entre el sonido rockfall y rock movement sea muy bajo
User prompt
haz que el sonido rockmovement inicie despues de ejecutarse el sonido rock fall, despeus de haber saltado
User prompt
cuando roca salta y toca suelo se ejecuta el sonido rockfall
User prompt
Please fix the bug: 'Uncaught TypeError: LK.getSound(...).pause is not a function' in or related to this line: 'LK.getSound('rockmovement').pause(); // Pause sound when rock is in the air' Line Number: 55
User prompt
si piedra esta en el aire, el sonido rock movement se pausa
User prompt
cuando coin llega a al lado izquierdo coindelay is true
User prompt
si coin colisiona con roca, coindelay is true
User prompt
Si coindelay is true, despues de 2 a 5 segundos coindelay is false
User prompt
cuando coin inicie, coindelay is true
User prompt
si coindelay is true moneda no se movera; si coindelay is false, moneda se movera
/**** * Classes ****/ // Create a Player class var Player = Container.expand(function () { var self = Container.call(this); // Create a list named 'rock' and add the 'Rock0' asset to it var rock = ['Rock0', 'Rock1', 'Rock2', 'Rock3', 'Rock4']; // Attach a shape asset to represent the player self.playerGraphics = self.attachAsset(rock[0], { anchorX: 0.5, anchorY: 0.5 }); // Set player speed self.speed = 5; // This is automatically called every game tick, if the player is attached! self.update = function () { self.y += self.speed; // Add gravity to the player if (self.y < ground.y - self.height / 2 + 50) { self.speed += 0.5; } else { self.speed = 0; self.y = ground.y - self.height / 2 + 50; // Ensure player lands correctly jump = 2; // Reset jump count when player lands } // Add rotation to the player self.rotation += 0.05; // Play or pause rockmovement sound based on rock's position if (self.y < ground.y - self.height / 2 + 50) { LK.getSound('rockmovement').stop(); // Stop sound when rock is in the air self.lastWasOnGround = false; // Track if the rock was on the ground } else { if (!self.lastWasOnGround) { LK.getSound('rockFall').play(); // Play rockfall sound when rock lands LK.setTimeout(function () { LK.getSound('rockmovement').play({ loop: true }); // Play sound when rock is on the ground after rockfall }, 100); // Delay rockmovement sound by 100ms after rockfall } else { LK.getSound('rockmovement').play({ loop: true }); // Ensure rockmovement sound loops continuously } self.lastWasOnGround = true; // Update the state to indicate rock is on the ground } }; }); // Create a GirosText class to display the number of 'giros' var GirosText = Text2.expand(function () { var self = Text2.call(this, '0', { size: 100, fill: 0xFFFFFF }); self.update = function () { self.setText('Spins: ' + giros); }; }); // Create a GirosText instance and add it to the game // Create a Text class to display the meters covered var MeterText = Text2.expand(function () { var self = Text2.call(this, '0', { size: 100, fill: 0xFFFFFF }); self.update = function () { self.setText('Meters: ' + meters); }; }); // Create a MoneyText class to display the amount of 'money' var MoneyText = Text2.expand(function () { var self = Text2.call(this, '0', { size: 100, fill: 0xFFFFFF }); self.update = function () { self.setText('Money: ' + money); }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ // Create a list named coinskinlist var coinskinlist = ['coin0', 'coin1', 'coin2', 'coin3']; // Initialize a text variable to track the coin skin var CoinSkin = coinskinlist[Math.floor(Math.random() * coinskinlist.length)]; // Initialize a boolean variable to track coin delay state var coindelay = true; // Function to set coindelay to false after a random delay between 2 to 5 seconds function resetCoinDelay() { var delay = Math.random() * (25000 - 10000) + 10000; // Random delay between 10000ms (10s) and 25000ms (25s) LK.setTimeout(function () { coindelay = false; }, delay); } // Call the function to start the delay countdown resetCoinDelay(); // Initialize a rock asset with a design var rock = LK.getAsset('Rock0', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 }); game.addChild(rock); // Make the rock jump when the screen is touched game.down = function (x, y, obj) { if (jump > 0) { 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 } }; var currentRockIndex = 0; // Track the current rock index // Create a background asset var background = LK.getAsset('background', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 }); // Add the background to the game game.addChild(background); // Create a clone of the background asset var backgroundClone = LK.getAsset('background', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2 + background.width, y: 2732 / 2 }); // Add the clone to the game game.addChild(backgroundClone); // Create a second clone of the background asset var backgroundClone2 = LK.getAsset('background', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2 + 2 * background.width, y: 2732 / 2 }); // Add the second clone to the game game.addChild(backgroundClone2); // Initialize a ground asset var ground = LK.getAsset('ground', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2, width: background.width, alpha: 0 }); // Add the ground to the game game.addChild(ground); // Create a player instance and add it to the game var player = game.addChild(new Player()); // Position player more towards the center of the screen player.x = 2048 / 4; player.y = 2732 / 2 + 10; // Initialize a variable to track 'meters' var meters = 0; // Initialize a variable to track available jumps var jump = 2; // Initialize a variable to track 'giros' var giros = 0; // Create a MeterText instance and add it to the game var meterText = game.addChild(new MeterText()); // Position MeterText at the top left of the screen, a bit lower meterText.x = 50; meterText.y = 200; // Create a GirosText instance and add it to the game var moneyText = game.addChild(new MoneyText()); // Position MoneyText below the GirosText moneyText.x = 50; moneyText.y = 400; // Initialize a variable to track 'money' var money = 0; // 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 itemAsset = LK.getAsset('Item', { anchorX: 0.5, anchorY: 0.5, x: 200, y: 3700 / 2 }); game.addChild(itemAsset); SkinSelect.push(itemAsset); var item1 = LK.getAsset('Item', { anchorX: 0.5, anchorY: 0.5, x: itemAsset.x + 400, y: itemAsset.y }); game.addChild(item1); SkinSelect.push(item1); var item2 = LK.getAsset('Item', { anchorX: 0.5, anchorY: 0.5, x: item1.x + 400, y: item1.y }); game.addChild(item2); SkinSelect.push(item2); var item3 = LK.getAsset('Item', { anchorX: 0.5, anchorY: 0.5, x: item2.x + 400, y: item2.y }); game.addChild(item3); SkinSelect.push(item3); var item4 = LK.getAsset('Item', { anchorX: 0.5, anchorY: 0.5, x: item3.x + 400, y: item3.y }); game.addChild(item4); SkinSelect.push(item4); var item5 = LK.getAsset('Item', { anchorX: 0.5, anchorY: 0.5, x: itemAsset.x, y: itemAsset.y + 400 }); game.addChild(item5); SkinSelect.push(item5); var item6 = LK.getAsset('Item', { anchorX: 0.5, anchorY: 0.5, x: item5.x + 400, y: item5.y }); game.addChild(item6); SkinSelect.push(item6); var item7 = LK.getAsset('Item', { anchorX: 0.5, anchorY: 0.5, x: item6.x + 400, y: item6.y }); game.addChild(item7); SkinSelect.push(item7); var item8 = LK.getAsset('Item', { anchorX: 0.5, anchorY: 0.5, x: item7.x + 400, y: item7.y }); game.addChild(item8); SkinSelect.push(item8); var item9 = LK.getAsset('Item', { anchorX: 0.5, anchorY: 0.5, x: item8.x + 400, y: item8.y }); game.addChild(item9); // Add a coin object to the game scene var coin = LK.getAsset('coin', { anchorX: 0.5, anchorY: 0.5, x: 2048 + 50, y: Math.random() * (900 - 500) + 500 // Random Y position between 500 and 900 }); game.addChild(coin); SkinSelect.push(item9); var assets = LK.assets; if (assets) { for (var i = 0; i < assets.length; i++) { if (assets[i].id.startsWith('Rock')) { rock.push(assets[i].id); } } rock.sort(function (a, b) { return parseInt(a.replace('Rock', '')) - parseInt(b.replace('Rock', '')); }); } var girosText = game.addChild(new GirosText()); // Position GirosText below the MeterText, also a bit lower girosText.x = 50; girosText.y = 300; game.update = function () { // Move the coin from right to left if (!coindelay) { coin.x -= 10; // Move coin only if coindelay is false } else { CoinSkin = coinskinlist[Math.floor(Math.random() * coinskinlist.length)]; } // Check for intersection between rock and coin if (!coin.lastWasIntersecting && player.intersects(coin)) { money += 1; // Increment money by 1 LK.getSound('clutchedCoin').play(); // Play clutchedCoin sound when the rock collides with the coin coin.x = 2048 + coin.width; // Reset coin position coin.y = Math.random() * (900 - 500) + 500; // Random Y position between 500 and 900 coin.lastWasIntersecting = true; // Update last intersection state coindelay = true; // Set coindelay to true when coin intersects with rock resetCoinDelay(); // Start the delay countdown } else if (coin.lastWasIntersecting && !player.intersects(coin)) { coin.lastWasIntersecting = false; // Reset intersection state when no longer intersecting } // Reset coin position when it goes off-screen if (coin.x + coin.width < 0) { coin.x = 2048 + coin.width; coin.y = Math.random() * (900 - 500) + 500; // Random Y position between 500 and 900 coindelay = true; // Set coindelay to true when the coin reaches the left side resetCoinDelay(); // Start the delay countdown } // Make each item in SkinSelect interactable SkinSelect.forEach(function (item, index) { item.down = function (x, y, obj) { // Change the player's rock based on the item number player.removeChild(player.playerGraphics); player.playerGraphics = player.attachAsset(rock[index], { anchorX: 0.5, anchorY: 0.5 }); // Remove jump effect when items are touched }; }); 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; // Play the 'HoundreMeters' sound and award 10 coins every 100 meters if (meters % 100 == 0) { LK.getSound('HoundreMeters').play(); money += 10; // Award 10 coins } } // Increment 'giros' every 2.09 seconds if (LK.ticks % Math.round(2.09 * 60) == 0) { giros += 1; } };
===================================================================
--- original.js
+++ change.js
@@ -295,8 +295,10 @@
game.update = function () {
// Move the coin from right to left
if (!coindelay) {
coin.x -= 10; // Move coin only if coindelay is false
+ } else {
+ CoinSkin = coinskinlist[Math.floor(Math.random() * coinskinlist.length)];
}
// Check for intersection between rock and coin
if (!coin.lastWasIntersecting && player.intersects(coin)) {
money += 1; // Increment money by 1
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