User prompt
haz que el scrolling no sea agarrando los textos y funcione en cualquier lugar dentro de BGmenu para evitar incomodidad
User prompt
Agrega transición a la hora de cambiar de slimes Dale suavidad al scrolling de la información ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Otimiza la movilidad del menu de información y suaviza el translado ↪💡 Consider importing and using the following plugins: @upit/tween.v1
Code edit (1 edits merged)
Please save this source code
User prompt
agrega BGSong3 como musica de fondo
Code edit (2 edits merged)
Please save this source code
User prompt
Evita que se repita la canción anterior
User prompt
asegurate que no se repita la canción anterior. evita que se cambie de musica a los 3 segundos de iniciar
Code edit (2 edits merged)
Please save this source code
User prompt
la musica no hace una transición suave a la hora de cambiar de canción
User prompt
La musica no cambia
Code edit (4 edits merged)
Please save this source code
User prompt
haz aleatoria la primera musica
User prompt
Agrega musica de fondo, haz que se elija aleatorio entre los 4 que hay. Despues de aprox 2:00 que disminuya gradualmente su volumen para que cambie a otro y aumente su volumen gradualmente de manera suave ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
agrega un pequeño margen top y bottom al info panel
Code edit (1 edits merged)
Please save this source code
User prompt
haz que el color de las estrellas cambie segun su rareza
User prompt
Cambia el orden de la info asi: Elimina descripción y su lista y remplazalo por rareza. Cambia la lista a numérico del 1 al 10 segun rareza. Haz que si un slime tiene rareza de 3 tenga 3 estrellas de visualización
User prompt
Cambia el orden de la info asi: Elimina descripción y remplazalo por rareza, calificalas en escala de 10, 10 siendo la mayor y 1 la menor.
Code edit (3 edits merged)
Please save this source code
User prompt
aumenta el espaciado entre secciones de info
Code edit (2 edits merged)
Please save this source code
User prompt
manter titulo 110 e info 85 de tamaño
User prompt
Actualiza las slimes
User prompt
Actualiza las slimes
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * 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; }); var Star = Container.expand(function () { var self = Container.call(this); // Create and attach star asset var starGraphics = self.attachAsset('Star', { anchorX: 0.5, anchorY: 0.5, width: 100, height: 100 }); // Set color based on rarity level self.setColorByRarity = function (rarityLevel) { // Color scheme based on rarity if (rarityLevel <= 2) { // Common - Bronze color starGraphics.tint = 0xcd7f32; } else if (rarityLevel <= 5) { // Uncommon/Rare - Silver color starGraphics.tint = 0xc0c0c0; } else if (rarityLevel <= 8) { // Very Rare - Gold color starGraphics.tint = 0xffd700; } else { // Legendary - Diamond color (light blue) starGraphics.tint = 0x00ffff; } }; 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 }); // 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 }); // 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; // 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'); }; // 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'); }; // Create a list of slime assets var slimes = ['ClasicSlime', 'WaterSlime', 'FireSlime', 'RockSlime', 'ForestSlime', 'ShadowSlime', 'SnowySlime', 'BeastSlime', 'DivineSlime']; var slimeNames = ['Clasic Slime', 'Water Slime', 'Fire Slime', 'Rock Slime', 'Forest Slime', 'Shadow Slime', 'Snowy Slime', 'Beast Slime', 'Divine Slime']; var currentSlimeIndex = 0; // Function to wrap text that exceeds screen width function wrapText(text, maxWidth, textSize) { if (!text) { return ""; } // Split the text into words var words = text.split(' '); var wrappedText = ''; var line = ''; // Estimate characters that fit in the available width // This is an approximation - character width varies by font and character var charsPerLine = Math.floor(maxWidth / (textSize * 0.5)); for (var i = 0; i < words.length; i++) { var testLine = line + words[i] + ' '; // If adding this word would exceed the line width if (testLine.length > charsPerLine) { // Add the current line to the result with a newline wrappedText += line.trim() + '\n'; // Start a new line with the current word line = words[i] + ' '; } else { // Add the word to the current line line = testLine; } } // Add the last line wrappedText += line.trim(); return wrappedText; } // 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.', 'A solid rock slime with hard exterior. Strong and durable.', 'A plant-based slime that lives in dense forests. Can camouflage with surroundings.', 'A dark slime that thrives in shadows. Can absorb light around it.', 'A cold slime that lives in freezing environments. Can generate ice crystals.', 'A fierce slime with bestial instincts. Territorial and powerful.', 'A mystical slime blessed by the gods. Extremely rare and powerful.']; 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.', 'Formed in ancient mountains from mineral-rich slime, they emerged 1000 years ago.', 'Developed from slimes that consumed magical plants in enchanted forests 300 years ago.', 'Created when classic slimes were trapped in the darkest caves for generations.', 'Formed in the eternal winter of the northern mountains.', 'Evolved from slimes that consumed monster essence in the wild.', 'Born when a slime was struck by divine lightning during the celestial alignment.']; var locations = ['Forests, plains, and dungeons across the world.', 'Lakes, rivers, and rainy regions with high humidity.', 'Volcanic areas, deserts, and near thermal activity.', 'Mountains, caves, and rocky terrain with mineral deposits.', 'Dense forests, jungles, and areas with magical flora.', 'Dark caves, abandoned ruins, and places without light.', 'Snowy mountains, glaciers, and frozen lakes.', 'Wild frontiers, untamed forests, and beast territories.', 'Sacred shrines, holy mountains, and places of divine significance.']; var favoriteFoods = ['Leaves and fruits that fall to the ground.', 'Algae and small water plants.', 'Coal and spicy peppers.', 'Minerals, gemstones, and small rocks.', 'Magical plants, mushrooms, and forest berries.', 'Dark essence, shadows, and black fungi.', 'Ice crystals, frozen berries, and snow.', 'Raw meat, bones, and animal essences.', 'Star fragments, holy water, and sacred plants.']; 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.', 'Can withstand extreme pressure and protect others with its hard shell.', 'Can blend with surroundings and grow small plants on its body.', 'Can turn invisible in darkness and absorb light sources.', 'Can freeze small objects and create snow crystals.', 'Can track prey over long distances and has enhanced strength.', 'Can heal other creatures and generate divine light.']; 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 }, { strength: 8, agility: 1, defense: 9, magic: 2 }, { strength: 4, agility: 6, defense: 5, magic: 8 }, { strength: 5, agility: 8, defense: 3, magic: 9 }, { strength: 3, agility: 2, defense: 8, magic: 6 }, { strength: 9, agility: 7, defense: 7, magic: 3 }, { strength: 7, agility: 4, defense: 6, magic: 10 }]; 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.', 'Extremely long-lived, up to 500 years if undisturbed.', 'About 200 years, growing stronger with age as they absorb more plant energy.', 'Around 120 years, gaining power in darkness as they age.', 'Up to 90 years, hibernating during warm seasons.', 'Short-lived at 50 years, but extremely resilient to damage.', 'Immortal unless killed, gaining wisdom and power through the centuries.']; // 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; // 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; // --- Info Panel for BGMenu --- var infoPanelHeight = bgMenu.height - interfaz.height - 40; var infoPanelWidth = bgMenu.width; 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; // No background for the info panel // Prepare info categories and data var infoCategories = [{ title: "Rarity", get: function get(i) { // Get rarity value from 1-10 (extract from rarities string) var rarityValue = 0; if (i == 0) { rarityValue = 1; } // Common (Classical) else if (i == 1 || i == 6) { rarityValue = 3; } // Uncommon (Water, Snowy) else if (i == 2 || i == 3 || i == 5) { rarityValue = 5; } // Rare (Fire, Rock, Shadow) else if (i == 4 || i == 7) { rarityValue = 8; } // Very Rare (Forest, Beast) else if (i == 8) { rarityValue = 10; } // Legendary (Divine) // Store rarity value for current slime to use later when creating stars this.currentRarityValue = rarityValue; // Return just the numeric value - stars will be rendered separately return rarityValue + "/10"; } }, { 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: "Lifespan", get: function get(i) { return lifespans[i]; } }]; // Create a container for the scrollable text var infoTextContainer = new Container(); infoTextContainer.x = 30; infoTextContainer.y = 30; // Add top margin // 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++) { // Add extra spacing between sections if not the first section if (c > 0) { y += 80; // Add extra spacing between sections } // Title var titleText = new Text2(infoCategories[c].title, { size: 110, fill: 0xFFF7B2, font: "GillSans-Bold", align: "center" }); titleText.anchor.set(0.5, 0); titleText.x = infoPanelWidth / 2 - 30; titleText.y = y; infoTextContainer.addChild(titleText); y += titleText.height + 6; // Info - wrap text to fit screen width var infoContent = infoCategories[c].get(currentSlimeIndex); var wrappedText = wrapText(infoContent, infoPanelWidth - 60, 85); // Wrap text with some padding var infoText = new Text2(wrappedText, { size: 85, fill: 0xFFFFFF, font: "GillSans", align: "center" }); infoText.anchor.set(0.5, 0); infoText.x = infoPanelWidth / 2 - 30; infoText.y = y + 20; infoTextContainer.addChild(infoText); // If this is the rarity category, add colored stars if (infoCategories[c].title === "Rarity" && infoCategories[c].currentRarityValue) { var starContainer = new Container(); starContainer.x = infoPanelWidth / 2 - 30; starContainer.y = y + infoText.height + 40; // Create the number of stars based on rarity value var rarityValue = infoCategories[c].currentRarityValue; var starSpacing = 110; // Space between stars var totalWidth = (rarityValue - 1) * starSpacing; // Position stars centered var startX = -totalWidth / 2; for (var s = 0; s < rarityValue; s++) { var star = new Star(); star.x = startX + s * starSpacing; star.y = 20; star.setColorByRarity(rarityValue); starContainer.addChild(star); } infoTextContainer.addChild(starContainer); y += 80; // Add space for stars } 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 + 60); // Add 60px to account for top and bottom margins if (scrollOffset < 0) { scrollOffset = 0; } if (scrollOffset > maxScroll) { scrollOffset = maxScroll; } infoTextContainer.y = 30 - scrollOffset; // Apply top margin to starting position } 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(); } // Music management var musicTracks = ['BGSong', 'BGSong2', 'BGSong3', 'BGSong4']; var currentMusicIndex = -1; // Start with -1 so first track is index 0 var musicDuration = 10000; // 2 minutes in milliseconds var fadeTime = 3000; // 3 seconds fade time // Function to play next random music track function playNextRandomMusic() { // Stop current music first if (currentMusicIndex >= 0) { // Fade out current music LK.playMusic(musicTracks[currentMusicIndex], { fade: { start: 1, end: 0, duration: fadeTime } }); } // Select a new random track that's different from current var nextIndex; do { nextIndex = Math.floor(Math.random() * musicTracks.length); } while (nextIndex === currentMusicIndex); currentMusicIndex = nextIndex; // After fade out, play the new track with fade in LK.setTimeout(function () { LK.playMusic(musicTracks[currentMusicIndex], { fade: { start: 0, end: 1, duration: fadeTime } }); // Schedule next track change after musicDuration LK.setTimeout(playNextRandomMusic, musicDuration); }, fadeTime); } // Start playing background music playNextRandomMusic(); /* * Asset initialization */ game.addChild(bgMenu); game.addChild(infoPanel); infoPanel.addChild(infoTextContainer); game.addChild(bg); game.addChild(interfaz); interfaz.addChild(leftButton); interfaz.addChild(rightButton); interfaz.addChild(slimeNameText); game.addChild(slime); ; //Minimalistic tween library which should be used for animations over time, including tinting / colouring an object, scaling, rotating, or changing any game object property.
===================================================================
--- original.js
+++ change.js
@@ -423,9 +423,9 @@
}
// Music management
var musicTracks = ['BGSong', 'BGSong2', 'BGSong3', 'BGSong4'];
var currentMusicIndex = -1; // Start with -1 so first track is index 0
-var musicDuration = 120000; // 2 minutes in milliseconds
+var musicDuration = 10000; // 2 minutes in milliseconds
var fadeTime = 3000; // 3 seconds fade time
// Function to play next random music track
function playNextRandomMusic() {
// Stop current music first
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
Un slime RPG amarillo y divino con estilo suave y simple. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Un slime fantasmal RPG con estilo suave y simple. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Un slime blanco con una moneda brillante en la frente RPG con estilo suave y simple. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Un slime gris RPG con rocas en su espalda. Estilo suave y simple. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Un slime RPG nevado con estilo suave y simple. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Un slime de agua RPG con estilo suave y simple. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Un slime bestia peludo RPG con estilo suave y simple. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Un slime morado con runas magicas RPG. Estilo suave y simple. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Un slime angelical RPG con estilo suave y simple. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Fullscreen medieval landscape banner, 16:9, high definition, for a game titled "Slime Bestiary". Medieval forest with multiple colored slimes. No text on banner!