Code edit (2 edits merged)
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Aumenta el tamaño de los titulos e info
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Cambia el formato de los titulos y la info a Center
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Centra la informacion y elimina BGInfo
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Centra la información y el titulo
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centra la info
Code edit (3 edits merged)
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Haz que se pueda visualizar la información en BGMenu, con un titulo de la categoria + la información, agrega la capacidad de scrolear el texto
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading '0')' in or related to this line: 'self.lastY = self.y;' Line Number: 178
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading '0')' in or related to this line: 'self.lastY = self.y;' Line Number: 178
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading '0')' in or related to this line: 'self.lastY = self.y;' Line Number: 178
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Haz que se pueda visualizar la información en BGMenu, con un titulo de la categoria + la información, agrega la capacidad de scrolear el texto
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Crea 5 listas llamadas Description, History, Location, Favorite Food, Ability, Stats, Rarity & Lifespan
Code edit (4 edits merged)
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haz que en medio de interfaz se muestre el nombre del slime actual
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crea una lista llamada slimes y agrega dentro los asset con el mismo nombre. Agrega dos botones en Interfaz llamado ChangeSlime a la izquierda y derecha. Haz que estos cambien el asset de slime segun la lista
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crea una lista llamada slimes y agrega dentro los asset con el mismo nombre
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Crea una lista llamada Slimes y agrega todos los asset
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Agrega interfaz a lo largo de ancho y en la parte superior de BGMenu
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crea una clase llamada slime y colocalo al centro de BG
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Agrega a la escena BG en la mitad superior y BGMenu a la mitad inferior
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Bubble Bounce Blitz
/**** * Classes ****/ var Slime = Container.expand(function () { var self = Container.call(this); // Create and attach the slime asset var slimeGraphics = self.attachAsset('ClasicSlime', { anchorX: 0.5, anchorY: 0.5, width: 500, height: 500 }); // Initialize tracking variables for position self.lastX = 0; self.lastY = 0; // Update method called every frame self.update = function () { // Track last position self.lastX = self.x; self.lastY = self.y; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ // Create BGMenu for bottom half of screen var bgMenu = LK.getAsset('BGMenu', { anchorX: 0, anchorY: 0, x: 0, y: 2032 / 2, width: 2048, height: 3532 / 2 }); game.addChild(bgMenu); // Create BG for top half of screen var bg = LK.getAsset('BG', { anchorX: 0, anchorY: 0, x: 0, y: 0, width: 2048, height: 2032 / 2 }); game.addChild(bg); // Create interface element at the top of BGMenu var interfaz = LK.getAsset('Interfaz', { anchorX: 0.5, anchorY: 0, width: 2048, height: 400 }); // Position the interface at the top of BGMenu interfaz.x = bgMenu.width / 2; interfaz.y = bgMenu.y; game.addChild(interfaz); // Create left button var leftButton = LK.getAsset('BotonChange', { anchorX: 0.5, anchorY: 0.5, scaleX: -1, // Flip horizontally to point left x: -800, y: interfaz.height / 2 }); // Add event handlers for left button leftButton.interactive = true; leftButton.down = function () { changeSlime('prev'); }; interfaz.addChild(leftButton); // Create right button var rightButton = LK.getAsset('BotonChange', { anchorX: 0.5, anchorY: 0.5, x: 800, y: interfaz.height / 2 }); // Add event handlers for right button rightButton.interactive = true; rightButton.down = function () { changeSlime('next'); }; interfaz.addChild(rightButton); // Create a list of slime assets var slimes = ['ClasicSlime', 'WaterSlime', 'FireSlime']; var slimeNames = ['Clasic Slime', 'Water Slime', 'Fire Slime']; var currentSlimeIndex = 0; // Create slime information lists var descriptions = ['A classic slime found everywhere. Bouncy and friendly.', 'A water slime that lives near lakes and rivers. Can dissolve into liquid form.', 'A hot-tempered fire slime. Can reach temperatures of over 1000 degrees.']; var histories = ['Existed since ancient times, these slimes are the most common species.', 'Evolved from classic slimes that adapted to aquatic environments 500 years ago.', 'Born from volcanic activity, these rare slimes first appeared 200 years ago.']; var locations = ['Forests, plains, and dungeons across the world.', 'Lakes, rivers, and rainy regions with high humidity.', 'Volcanic areas, deserts, and near thermal activity.']; var favoriteFoods = ['Leaves and fruits that fall to the ground.', 'Algae and small water plants.', 'Coal and spicy peppers.']; var abilities = ['Can bounce very high and split into smaller slimes.', 'Can pass through small cracks by transforming into water.', 'Can ignite objects and provide heat for cooking.']; var stats = [{ strength: 3, agility: 5, defense: 2, magic: 1 }, { strength: 2, agility: 7, defense: 1, magic: 5 }, { strength: 6, agility: 3, defense: 4, magic: 7 }]; var rarities = ['Common (80% chance of encounter)', 'Uncommon (35% chance of encounter)', 'Rare (10% chance of encounter)']; var lifespans = ['Up to 100 years in the wild, 150 in captivity.', 'Around 75 years, but can rejuvenate by merging with fresh water.', 'Only 30-40 years, but reproduce much faster than other slimes.']; // Create text display for slime name var slimeNameText = new Text2(slimeNames[currentSlimeIndex], { size: 100, fill: 0xFFFFFF }); slimeNameText.anchor.set(0.5, 0.5); slimeNameText.x = 0; slimeNameText.y = interfaz.height / 2; interfaz.addChild(slimeNameText); // Create a slime and add it to the scene var slime = new Slime(); // Position slime at the center of BG slime.x = bg.width / 2; slime.y = bg.height / 2; game.addChild(slime); // --- Info Panel for BGMenu --- var infoPanelHeight = bgMenu.height - interfaz.height - 40; var infoPanelWidth = bgMenu.width - 120; var infoPanelY = bgMenu.y + interfaz.height + 20; var infoPanelX = bgMenu.x + (bgMenu.width - infoPanelWidth) / 2; // Center horizontally // Create a container for the info panel var infoPanel = new Container(); infoPanel.x = infoPanelX; infoPanel.y = infoPanelY; game.addChild(infoPanel); // No background for the info panel // Prepare info categories and data var infoCategories = [{ title: "Description", get: function get(i) { return descriptions[i]; } }, { title: "History", get: function get(i) { return histories[i]; } }, { title: "Location", get: function get(i) { return locations[i]; } }, { title: "Favorite Food", get: function get(i) { return favoriteFoods[i]; } }, { title: "Ability", get: function get(i) { return abilities[i]; } }, { title: "Stats", get: function get(i) { var s = stats[i]; return "Strength: " + s.strength + ", Agility: " + s.agility + ", Defense: " + s.defense + ", Magic: " + s.magic; } }, { title: "Rarity", get: function get(i) { return rarities[i]; } }, { title: "Lifespan", get: function get(i) { return lifespans[i]; } }]; // Create a container for the scrollable text var infoTextContainer = new Container(); infoTextContainer.x = 30; infoTextContainer.y = 0; infoPanel.addChild(infoTextContainer); // Function to update info text for current slime function updateInfoPanel() { // Remove old children infoTextContainer.removeChildren(); var y = 0; for (var c = 0; c < infoCategories.length; c++) { // Title var titleText = new Text2(infoCategories[c].title + ":", { size: 100, fill: 0xFFF7B2, font: "GillSans-Bold" }); titleText.anchor.set(0.5, 0); titleText.x = infoPanelWidth / 2 - 30; titleText.y = y; infoTextContainer.addChild(titleText); y += titleText.height + 6; // Info var infoText = new Text2(infoCategories[c].get(currentSlimeIndex), { size: 80, fill: 0xFFFFFF, font: "GillSans" }); infoText.anchor.set(0.5, 0); infoText.x = infoPanelWidth / 2 - 30; infoText.y = y; infoTextContainer.addChild(infoText); y += infoText.height + 24; } infoTextContainer.totalHeight = y; } updateInfoPanel(); // --- Scrolling logic for info panel --- var scrollOffset = 0; var maxScroll = 0; function updateScrollLimits() { maxScroll = Math.max(0, infoTextContainer.totalHeight - infoPanelHeight + 40); if (scrollOffset < 0) { scrollOffset = 0; } if (scrollOffset > maxScroll) { scrollOffset = maxScroll; } infoTextContainer.y = -scrollOffset; } updateScrollLimits(); // Touch/mouse drag to scroll var isScrolling = false; var lastScrollY = 0; infoPanel.interactive = true; infoPanel.down = function (x, y, obj) { isScrolling = true; lastScrollY = y; }; infoPanel.move = function (x, y, obj) { if (isScrolling) { var dy = y - lastScrollY; scrollOffset -= dy; updateScrollLimits(); lastScrollY = y; } }; infoPanel.up = function (x, y, obj) { isScrolling = false; }; // Also allow scrolling with right/left buttons if pressed and dragged vertically leftButton.down = function (x, y, obj) { changeSlime('prev'); updateInfoPanel(); updateScrollLimits(); }; rightButton.down = function (x, y, obj) { changeSlime('next'); updateInfoPanel(); updateScrollLimits(); }; // When changing slime, update info panel and scroll position function updateSlimeAndInfo() { // Remove old slime graphic and add new one slime.removeChildren(); var slimeGraphics = slime.attachAsset(slimes[currentSlimeIndex], { anchorX: 0.5, anchorY: 0.5, width: 500, height: 500 }); // Update the slime name text slimeNameText.setText(slimeNames[currentSlimeIndex]); // Update info panel updateInfoPanel(); scrollOffset = 0; updateScrollLimits(); } // Replace changeSlime to use updateSlimeAndInfo function changeSlime(direction) { if (direction === 'next') { currentSlimeIndex = (currentSlimeIndex + 1) % slimes.length; } else { currentSlimeIndex = (currentSlimeIndex - 1 + slimes.length) % slimes.length; } updateSlimeAndInfo(); } // Function to change the slime asset
===================================================================
--- original.js
+++ change.js
@@ -200,9 +200,9 @@
var y = 0;
for (var c = 0; c < infoCategories.length; c++) {
// Title
var titleText = new Text2(infoCategories[c].title + ":", {
- size: 75,
+ size: 100,
fill: 0xFFF7B2,
font: "GillSans-Bold"
});
titleText.anchor.set(0.5, 0);
@@ -211,9 +211,9 @@
infoTextContainer.addChild(titleText);
y += titleText.height + 6;
// Info
var infoText = new Text2(infoCategories[c].get(currentSlimeIndex), {
- size: 60,
+ size: 80,
fill: 0xFFFFFF,
font: "GillSans"
});
infoText.anchor.set(0.5, 0);
Star cartoon. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Un slime verde RPG con estilo suave y simple. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Un slime rojo prendido fuego RPG con estilo suave y simple. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
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Fullscreen medieval landscape banner, 16:9, high definition, for a game titled "Slime Bestiary". Medieval forest with multiple colored slimes. No text on banner!