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cuando una flecha sea creada que suene arrowcreated
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'buttonAsset')' in or related to this line: 'leftArrow.self.buttonAsset.down = null; // Disable left arrow button' Line Number: 394
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Please fix the bug: 'buttonAsset is not defined' in or related to this line: 'buttonAsset.down = function (x, y, obj) {' Line Number: 69
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Please fix the bug: 'buttonAsset is not defined' in or related to this line: 'buttonAsset.x = x;' Line Number: 58
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Please fix the bug: 'Uncaught TypeError: Cannot set properties of undefined (setting 'down')' in or related to this line: 'leftArrow.buttonAsset.down = null; // Disable left arrow button' Line Number: 394
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Asegurate que arrow, back and how to play button no funcionen al iniciar un nivel
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Disable other level buttons once a level is initiated
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haz que el sonido solo funcione una vez
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establece la transparencia de los select level a 0.5 y al tocarlos pasen a 1 suavemente โช๐ก Consider importing and using the following plugins: @upit/tween.v1
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deja la transpariencia en 0.5 y al tocar el nivel que vaya a 1 โช๐ก Consider importing and using the following plugins: @upit/tween.v1
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haz que al tocar el nivel haga un efecto de pulsacioฬn de transpariencia suave โช๐ก Consider importing and using the following plugins: @upit/tween.v1
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Please fix the bug: 'Uncaught TypeError: Cannot set properties of undefined (setting 'alpha')' in or related to this line: 'leftArrow.alpha = 0;' Line Number: 395
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Please fix the bug: 'Uncaught TypeError: Cannot set properties of undefined (setting 'alpha')' in or related to this line: 'leftArrow.alpha = 0;' Line Number: 395
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Please fix the bug: 'Uncaught TypeError: Cannot set properties of undefined (setting 'alpha')' in or related to this line: 'leftArrow.alpha = 0;' Line Number: 395
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haz que al tocar el nivel todos los componentes del menu (exepto fondo y niveles) se vuelvan transparentes)
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haz que al tocar el nivel, todos los componentes del menu level (exepto niveles se alejen)
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haz que al tocar los niveles haya un cooldown de 3 segundos antes de empezar el nivel y que suene initialLevel
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agrega el sonido a los back buttom
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haz que al tocar los botones suene el audio buttonsound
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Haz lo siguiente: si levelcompleted arrow es true, saw level se puede jugar, si no, saw level se mostrara con el asset levelbloq y no se podra interactuar
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'charAt')' in or related to this line: 'levelSelector = LK.getAsset('Level' + levelNames[i].charAt(0).toUpperCase() + levelNames[i].slice(1), {' Line Number: 372
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haz que endless mode sea algo separado de los levels convencionales pero que su ubicacion siempre sea despues del ultimo level
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actualiza correctamente la logica de endless text, texture y mecanica
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elimina el cambio direccional de ninja
/**** * Plugins ****/ var facekit = LK.import("@upit/facekit.v1"); var storage = LK.import("@upit/storage.v1"); var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var Background = Container.expand(function () { var self = Container.call(this); var backgroundGraphics = self.attachAsset('Background', { anchorX: 0.5, anchorY: 0.5 }); self.x = 2048 / 2; // Set the x position to the center of the screen self.y = 2732 / 2; // Set the y position to the center of the screen }); var Button = Container.expand(function (text, x, y, callback) { var self = Container.call(this); self.buttonAsset = self.attachAsset('Buttom', { anchorX: 0.5, anchorY: 0.5, alpha: 0 }); self.buttonAsset.x = x; self.buttonAsset.y = y; var buttonText = new Text2(text, { size: 100, fill: 0xFFFFFF, font: "'Press Start 2P', cursive" }); buttonText.anchor.set(0.5, 0.5); buttonText.x = x; buttonText.y = y; self.addChild(buttonText); self.buttonAsset.down = function (x, y, obj) { LK.getSound('ButtomSound').play(); callback(x, y, obj); }; }); var EnemyArrow = Container.expand(function () { var self = Container.call(this); var bEnemyArrowGraphics = self.attachAsset('EnemyArrow', { anchorX: 0.5, anchorY: 0.5 }); enemyLogic(self); var angle = Math.atan2(player.y - self.y, player.x - self.x); var speed = 15; // Fixed speed for straight trajectory self.update = function () { if (!gamestart) { return; } self.x += Math.cos(angle) * speed; self.y += Math.sin(angle) * speed; self.rotation = angle; }; }); var EnemyCircle = Container.expand(function () { var self = Container.call(this); var bEnemyCircleGraphics = self.attachAsset('EnemyCircle', { anchorX: 0.5, anchorY: 0.5 }); enemyLogic(self); var angle = Math.atan2(player.y - self.y, player.x - self.x); var speed = 8; // Set speed for Circle self.update = function () { if (!gamestart) { return; } self.x += Math.cos(angle) * speed; self.y += Math.sin(angle) * speed; self.rotation += 0.03; // Add rotation to Circle }; }); var EnemyNinja = Container.expand(function () { var self = Container.call(this); var bEnemyNinjaGraphics = self.attachAsset('EnemyNinja', { anchorX: 0.5, anchorY: 0.5 }); enemyLogic(self); var angle = Math.atan2(player.y - self.y, player.x - self.x); self.directionChanges = 0; var speed = 12; // Set speed for Ninja self.cooldown = false; // Initialize cooldown state self.update = function () { if (!gamestart) { return; } self.x += Math.cos(angle) * speed; self.y += Math.sin(angle) * speed; self.rotation += 0.1; // Add rotation to Ninja }; }); var EnemySaw = Container.expand(function () { var self = Container.call(this); var bEnemySawGraphics = self.attachAsset('EnemySaw', { anchorX: 0.5, anchorY: 0.5 }); enemyLogic(self); var angle = Math.atan2(player.y - self.y, player.x - self.x); var newAngle = null; var speed = 12.5; self.update = function () { if (!gamestart) { return; } var distanceToPlayer = Math.sqrt(Math.pow(player.x - self.x, 2) + Math.pow(player.y - self.y, 2)); if (distanceToPlayer <= 450 && !self.hasPaused) { self.hasPaused = true; // Set the boolean to true to ensure it only happens once var originalSpeed = speed; // Store original speed speed = 0; LK.setTimeout(function () { speed = originalSpeed * 2; newAngle = Math.atan2(player.y - self.y, player.x - self.x); // Assign new angle towards player's position }, 1000); } var currentAngle = newAngle !== null ? newAngle : angle; // Use new angle if available self.x += Math.cos(currentAngle) * speed; self.y += Math.sin(currentAngle) * speed; self.rotation += 0.05; }; }); var EnemyStar = Container.expand(function () { var self = Container.call(this); var bEnemyStarGraphics = self.attachAsset('EnemyStar', { anchorX: 0.5, anchorY: 0.5 }); enemyLogic(self); self.directionChanges = 0; var angle = Math.atan2(player.y - self.y, player.x - self.x); var speed = 10; // Maintain original speed self.cooldown = false; // Initialize cooldown state self.update = function () { if (!gamestart) { return; } var distanceToPlayer = Math.sqrt(Math.pow(player.x - self.x, 2) + Math.pow(player.y - self.y, 2)); if (self.directionChanges < 3 && distanceToPlayer < 900 && !self.cooldown) { speed *= 1.2; angle = Math.atan2(player.y - self.y, player.x - self.x); self.directionChanges++; self.cooldown = true; LK.setTimeout(function () { self.cooldown = false; }, 1000); } self.x += Math.cos(angle) * speed; self.y += Math.sin(angle) * speed; self.rotation += 0.05; }; }); var Energy = Container.expand(function () { var self = Container.call(this); var energyGraphics = self.attachAsset('Energy', { anchorX: 0.5, anchorY: 0.5 }); self.value = 100; // Initial energy value self.decrease = function (amount) { self.value = Math.max(0, self.value - amount); }; self.increase = function (amount) { self.value = Math.min(100, self.value + amount); }; }); var Life = Container.expand(function () { var self = Container.call(this); var lifeGraphics = self.attachAsset('Life', { anchorX: 0.5, anchorY: 0.5 }); self.value = 100; // Initial life value self.decrease = function (amount) { self.value = Math.max(0, self.value - amount); if (self.value === 0) { lifeQuantity = Math.max(0, lifeQuantity - 1); updateLifeIcons(); if (lifeQuantity === 0) { self.destroy(); LK.showGameOver(); } } }; self.increase = function (amount) { self.value = Math.min(100, self.value + amount); }; }); var Player = Container.expand(function () { var self = Container.call(this); var faceGraphics = self.attachAsset('faceObject', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { if (!gamestart) { return; } var smoothing = 0.075; var targetX = facekit.noseTip.x; var targetY = facekit.noseTip.y; var leftBound = (2048 - 1000) / 2; var rightBound = leftBound + 1000; var topBound = (2732 - 1000) / 2; var bottomBound = topBound + 1000; targetX = Math.max(leftBound, Math.min(rightBound, targetX)); targetY = Math.max(topBound, Math.min(bottomBound, targetY)); self.x += (targetX - self.x) * smoothing; self.y += (targetY - self.y) * smoothing; var allEnemies = enemyArrows.concat(enemySaw, enemyNinjas, enemyStars, enemyCircles); for (var i = 0; i < allEnemies.length; i++) { if (self.intersects(allEnemies[i]) && !allEnemies[i].destroyed) { lifeQuantity = Math.max(0, lifeQuantity - 1); updateLifeIcons(); allEnemies[i].destroy(); if (enemyArrows.includes(allEnemies[i])) { enemyArrows.splice(enemyArrows.indexOf(allEnemies[i]), 1); } else if (enemySaw.includes(allEnemies[i])) { enemySaw.splice(enemySaw.indexOf(allEnemies[i]), 1); } else if (enemyStars.includes(allEnemies[i])) { enemyStars.splice(enemyStars.indexOf(allEnemies[i]), 1); } else if (enemyNinjas.includes(allEnemies[i])) { enemyNinjas.splice(enemyNinjas.indexOf(allEnemies[i]), 1); } else if (enemyCircles.includes(allEnemies[i])) { enemyCircles.splice(enemyCircles.indexOf(allEnemies[i]), 1); } if (lifeQuantity === 0) { self.destroy(); gamestart = false; LK.showGameOver(); } break; } } }; }); var RangedLimiter = Container.expand(function () { var self = Container.call(this); var limiterGraphics = self.attachAsset('RangedLimiter', { anchorX: 0.5, anchorY: 0.5, alpha: 0.5 }); }); var TextElement = Container.expand(function (text, size, color, font, x, y) { var self = Container.call(this); var textElement = new Text2(text, { size: size, fill: color, font: font }); textElement.anchor.set(0.5, 0.5); textElement.x = x; textElement.y = y; self.addChild(textElement); }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ var levelCompletedArrow = storage.levelCompletedArrow || false; var levelCompletedSaw = storage.levelCompletedSaw || false; var levelCompletedNinja = storage.levelCompletedNinja || false; var levelCompletedStar = storage.levelCompletedStar || false; var levelCompletedCircle = storage.levelCompletedCircle || false; function showSelectLevelPage() { // Add pulsing transparency effect to RangedLimiter using tween plugin function addPulsingEffect(target) { tween(target, { alpha: 0.2 }, { duration: 1000, easing: tween.easeInOut, onFinish: function onFinish() { tween(target, { alpha: 0.5 }, { duration: 1000, easing: tween.easeInOut, onFinish: function onFinish() { addPulsingEffect(target); // Loop the effect } }); } }); } addPulsingEffect(rangerlimited); var selectLevelContainer = new Container(); // Add a background to the select level page var selectLevelBackground = LK.getAsset('BackgroundMenu', { anchorX: 0.5, anchorY: 0.5 }); selectLevelBackground.x = 2048 / 2; selectLevelBackground.y = 2732 / 2; selectLevelContainer.addChild(selectLevelBackground); // Add a title to the select level page var selectLevelTitle = new TextElement('Select Level', 150, 0xFFFFFF, "'Press Start 2P', cursive", 2048 / 2, 500); selectLevelContainer.addChild(selectLevelTitle); // Add a back button to return to the main menu var backButton = new Button('Back', 2048 / 2, 2400, function (x, y, obj) { selectLevelContainer.visible = false; // Hide the select level page menuContainer.visible = true; // Show the main menu }); selectLevelContainer.addChild(backButton); // Add 'How to Play' button to the select level page var howToPlayButton = new Button('How to Play', 2048 / 2, 2100, function (x, y, obj) { // Add logic for how to play button }); selectLevelContainer.addChild(howToPlayButton); var levelNames = ['arrow', 'saw', 'ninja', 'star', 'circle']; // Conventional levels var endlessModeName = 'endless'; // Endless mode var levelSelectors = []; // Array to store level selectors for (var i = 0; i < levelNames.length + 1; i++) { var levelName = i < levelNames.length ? levelNames[i] : endlessModeName; // Add endless mode after last level var levelSelector; if (levelNames[i] === 'arrow' && levelCompletedArrow) { levelSelector = LK.getAsset('LevelArrowEndless', { anchorX: 0.5, anchorY: 0.5 }); } else if (levelNames[i] === 'saw' && levelCompletedSaw) { levelSelector = LK.getAsset('LevelSawEndless', { anchorX: 0.5, anchorY: 0.5 }); } else if (levelNames[i] === 'star' && levelCompletedStar) { levelSelector = LK.getAsset('LevelStarEndless', { anchorX: 0.5, anchorY: 0.5 }); } else if (levelNames[i]) { levelSelector = LK.getAsset('Level' + levelNames[i].charAt(0).toUpperCase() + levelNames[i].slice(1), { anchorX: 0.5, anchorY: 0.5 }); } else { levelSelector = LK.getAsset('LevelBloq', { anchorX: 0.5, anchorY: 0.5 }); } levelSelector.x = 2048 / 2; levelSelector.y = 1300; // Align vertically levelSelector.levelType = levelName; levelSelector.down = function (index) { // Create a closure to capture the current index return function (x, y, obj) { if (true) { leftArrow.buttonAsset.down = null; // Disable left arrow button rightArrow.buttonAsset.down = null; // Disable right arrow button backButton.buttonAsset.down = null; // Disable back button howToPlayButton.buttonAsset.down = null; // Disable how to play button if (!this.soundPlayed) { LK.getSound('InitialLevel').play(); // Play initial level sound this.soundPlayed = true; // Ensure the sound only plays once } LK.setTimeout(function () { // Add a 3-second cooldown before starting the level gamestart = true; // Start the game selectLevelContainer.visible = false; levelID = index; console.log("Starting level:", obj.levelType); }, 3000); } else { console.log("Previous level's endless mode not completed. Cannot start this level."); } }; }(i); // Pass the current index to the closure selectLevelContainer.addChild(levelSelector); // Add level text below each level selector var levelTextContent = levelName === 'endless' ? 'endless\nmode' : levelName === 'arrow' && levelCompletedArrow ? 'endless\narrow' : levelName === 'saw' && levelCompletedSaw ? 'endless\nsaw' : levelName === 'star' && levelCompletedStar ? 'endless\nstar' : levelName; var levelText = new Text2(levelTextContent, { size: 80, fill: 0xFFFFFF, font: "'Press Start 2P', cursive" }); levelText.anchor.set(0.5, 0.5); levelText.x = levelSelector.x; levelText.y = levelSelector.y + 300; // Position text below the selector selectLevelContainer.addChild(levelText); levelSelector.levelText = levelText; // Store levelText in levelSelector levelSelectors.push(levelSelector); // Add to array } // Add arrow buttons for level navigation var currentLevelIndex = 0; function updateLevelSelectors() { for (var i = 0; i < levelSelectors.length; i++) { levelSelectors[i].visible = i === currentLevelIndex; levelSelectors[i].levelText.visible = i === currentLevelIndex; } } var leftArrow = new Button('<', 2048 / 2 - 700, 1300, function (x, y, obj) { if (currentLevelIndex > 0) { currentLevelIndex--; updateLevelSelectors(); } }); selectLevelContainer.addChild(leftArrow); var rightArrow = new Button('>', 2048 / 2 + 700, 1300, function (x, y, obj) { if (currentLevelIndex < levelSelectors.length - 1) { currentLevelIndex++; updateLevelSelectors(); } }); selectLevelContainer.addChild(rightArrow); updateLevelSelectors(); game.addChild(selectLevelContainer); } var levelID = 0; var lifeQuantity = 3; var energyQuantity = 100; var gamestart = false; function enemyLogic(entity) { var spawnPositions = [{ x: Math.random() * 2000, y: 0 }, { x: Math.random() * 2000, y: 3000 }, { x: 0, y: Math.random() * 2000 }, { x: 3000, y: Math.random() * 2000 }]; var position = spawnPositions[Math.floor(Math.random() * spawnPositions.length)]; entity.x = position.x; entity.y = position.y; entity.spawnTime = entity.spawnTime || Math.random() * 2000 + 2000; } var background = game.addChild(new Background()); var timerTxt = new Text2('0', { size: 100, fill: 0xFFFFFF }); timerTxt.anchor.set(0.5, 0); timerTxt.visible = false; // Initially hide the timer text LK.gui.top.addChild(timerTxt); var elapsedTime = 0; var timerInterval = LK.setInterval(function () { if (!gamestart) { return; } // Ensure timer only updates when gamestart is true if (gamestart && !timerTxt.visible) { timerTxt.visible = true; // Show timer text when game starts } else if (!gamestart && timerTxt.visible) { timerTxt.visible = false; // Hide timer text when game is not started } elapsedTime++; if (elapsedTime >= 30 && (levelID === 1 && !levelCompletedSaw || levelID === 2 && !levelCompletedNinja || levelID === 3 && !levelCompletedStar || levelID === 0 && !levelCompletedArrow || levelID === 4 && !levelCompletedCircle)) { gamestart = false; if (levelID === 0) { levelCompletedArrow = true; storage.levelCompletedArrow = true; // Save to cloud } else if (levelID === 1) { levelCompletedSaw = true; storage.levelCompletedSaw = true; // Save to cloud } else if (levelID === 2) { levelCompletedNinja = true; storage.levelCompletedNinja = true; // Save to cloud } else if (levelID === 3) { levelCompletedStar = true; storage.levelCompletedStar = true; // Save to cloud } else if (levelID === 4) { levelCompletedCircle = true; storage.levelCompletedCircle = true; // Save to cloud } LK.showYouWin(); // Show "you win" and reset the game state } var minutes = Math.floor(elapsedTime / 60); // Calculate minutes var seconds = elapsedTime % 60; // Calculate remaining seconds var timeString = minutes > 0 ? minutes + "m " + seconds + "s" : seconds + "s"; // Format time string timerTxt.setText(timeString); }, 1000); var player = game.addChild(new Player()); player.x = 2048 / 2; // Center the player on the x-axis player.y = 2732 / 2; // Center the player on the y-axis game.up = function (x, y, obj) { player.scaleX = 1; player.scaleY = 1; if (energyDecreaseInterval) { LK.clearInterval(energyDecreaseInterval); // Clear interval when player returns to normal size } }; game.down = function (x, y, obj) { if (energy.value > 0) { // Check if energy is greater than 0 player.scaleX = 0.5; player.scaleY = 0.5; energyDecreaseInterval = LK.setInterval(function () { energy.decrease(2); // Decrease energy by 2% energyText.setText(energy.value + '%'); // Update energy text if (energy.value <= 0) { player.scaleX = 1; // Reset player size if energy depletes player.scaleY = 1; LK.clearInterval(energyDecreaseInterval); // Clear interval } }, 1000); // Decrease energy every second } }; // Create a list to store EnemyArrow instances function spawnEnemy(type, interval, levelCheck, enemyArray, enemyClass) { return LK.setInterval(function () { if (!gamestart || !levelCheck()) { return; } var newEnemy = game.addChild(new enemyClass()); enemyArray.push(newEnemy); newEnemy.spawnTime = Date.now(); LK.setTimeout(function () { if (enemyArray.includes(newEnemy) && Date.now() - newEnemy.spawnTime >= 10000) { newEnemy.destroy(); enemyArray.splice(enemyArray.indexOf(newEnemy), 1); } }, 20000); }, interval); } var enemyArrows = []; var enemySaw = []; var enemyNinjas = []; // New array to store EnemyNinja instances var enemyStars = []; // New array to store EnemyStar instances var enemyCircles = []; // New array to store EnemyCircle instances var enemyArrowInterval = spawnEnemy('arrow', 700, function () { return levelID === 0; }, enemyArrows, EnemyArrow); var enemySawInterval = spawnEnemy('saw', 1000, function () { return levelID === 1; }, enemySaw, EnemySaw); var enemyNinjaInterval = spawnEnemy('ninja', 1200, function () { return levelID === 2; }, enemyNinjas, EnemyNinja); var enemyStarInterval = spawnEnemy('star', 1500, function () { return levelID === 3; }, enemyStars, EnemyStar); var enemyCircleInterval = spawnEnemy('circle', 1300, function () { return levelID === 4; }, enemyCircles, EnemyCircle); var lifeIcons = []; for (var i = 0; i < lifeQuantity; i++) { var lifeIcon = game.addChild(new Life()); lifeIcon.x = 2048 / 2 - 600 + i * 160; // Position each life icon to the right of the previous one lifeIcon.y = 100; // Align vertically with the timer lifeIcons.push(lifeIcon); } // Function to update life icons when life decreases function updateLifeIcons() { for (var i = 0; i < lifeIcons.length; i++) { if (i < lifeQuantity) { lifeIcons[i].visible = true; } else { lifeIcons[i].visible = false; } } } var energy = game.addChild(new Energy()); energy.x = 2048 / 2 + 600; // Position energy to the right of the timer energy.y = 100; // Align vertically with the timer var energyText = new Text2(energyQuantity + '%', { size: 80, fill: 0xFFFFFF }); energyText.anchor.set(1, 0.5); // Anchor to the right center energyText.x = energy.x - 100; // Position to the left of energy energyText.y = energy.y; game.addChild(energyText); var rangerlimited = game.addChild(new RangedLimiter()); rangerlimited.x = 2048 / 2; // Center the RangedLimiter on the x-axis rangerlimited.y = 2732 / 2; // Center the RangedLimiter on the y-axis // Create an initial menu var menuContainer = new Container(); /* * Menu inicial */ var menuBackground = LK.getAsset('BackgroundMenu', { anchorX: 0.5, anchorY: 0.5 }); menuBackground.x = 2048 / 2; menuBackground.y = 2732 / 2; menuContainer.addChild(menuBackground); // Add a title to the menu var title = new TextElement('Game Title', 150, 0xFFFFFF, "'Press Start 2P', cursive", 2048 / 2, 500); menuContainer.addChild(title); // Create buttons var startButton = new Button('Game Start', 2048 / 2, 1200, function (x, y, obj) { menuContainer.visible = false; // Hide the menu showSelectLevelPage(); // Redirect to 'select level' page }); menuContainer.addChild(startButton); var recordButton = new Button('Record', 2048 / 2, 1700, function (x, y, obj) { menuContainer.visible = false; // Hide the main menu showRecordsPage(); // Show the records page }); menuContainer.addChild(recordButton); var creditsButton = new Button('Credits', 2048 / 2, 2200, function (x, y, obj) { showCreditsPage(); }); menuContainer.addChild(creditsButton); function showCreditsPage() { // Create a new container for the credits page var creditsContainer = new Container(); // Add the credits background var creditsBackground = LK.getAsset('Credits', { anchorX: 0.5, anchorY: 0.5 }); creditsBackground.x = 2048 / 2; creditsBackground.y = 2732 / 2; creditsContainer.addChild(creditsBackground); // Add event listener to hide credits page on touch creditsBackground.down = function (x, y, obj) { creditsContainer.visible = false; // Hide the credits page menuContainer.visible = true; // Show the main menu }; // Add the credits page to the game game.addChild(creditsContainer); } game.addChild(menuContainer); ; // Function to display the records page function showRecordsPage() { // Create a new container for the records page var recordsContainer = new Container(); // Add a black background to the records page var recordsBackground = LK.getAsset('BackgroundMenu', { anchorX: 0.5, anchorY: 0.5 }); recordsBackground.x = 2048 / 2; recordsBackground.y = 2732 / 2; recordsContainer.addChild(recordsBackground); // Add a title to the records page var recordsTitle = new TextElement('Records', 150, 0xFFFFFF, "'Press Start 2P', cursive", 2048 / 2, 500); recordsContainer.addChild(recordsTitle); var backButtonAsset = LK.getAsset('Buttom', { anchorX: 0.5, anchorY: 0.5, alpha: 0 }); backButtonAsset.x = 2048 / 2; backButtonAsset.y = 2300; recordsContainer.addChild(backButtonAsset); var backButton = new Text2('Back', { size: 100, fill: 0xFFFFFF, font: "'Press Start 2P', cursive" }); backButton.anchor.set(0.5, 0.5); backButton.x = 2048 / 2; backButton.y = 2400; recordsContainer.addChild(backButton); // Add event listener to 'Back' button backButtonAsset.down = function (x, y, obj) { LK.getSound('ButtomSound').play(); recordsContainer.visible = false; // Hide the records page menuContainer.visible = true; // Show the main menu }; // Add the records page to the game game.addChild(recordsContainer); }
===================================================================
--- original.js
+++ change.js
@@ -359,12 +359,12 @@
levelSelector.down = function (index) {
// Create a closure to capture the current index
return function (x, y, obj) {
if (true) {
- leftArrow.self.buttonAsset.down = null; // Disable left arrow button
- rightArrow.self.buttonAsset.down = null; // Disable right arrow button
- backButton.self.buttonAsset.down = null; // Disable back button
- howToPlayButton.self.buttonAsset.down = null; // Disable how to play button
+ leftArrow.buttonAsset.down = null; // Disable left arrow button
+ rightArrow.buttonAsset.down = null; // Disable right arrow button
+ backButton.buttonAsset.down = null; // Disable back button
+ howToPlayButton.buttonAsset.down = null; // Disable how to play button
if (!this.soundPlayed) {
LK.getSound('InitialLevel').play(); // Play initial level sound
this.soundPlayed = true; // Ensure the sound only plays once
}
ButtomSound
Sound effect
InitialLevel
Sound effect
ArrowCreated
Sound effect
sawcreated
Sound effect
Sawcharge
Sound effect
Ninjacreated
Sound effect
Ninjasepare
Sound effect
StarCreated
Sound effect
CircleCreated
Sound effect
HexagonCreated
Sound effect
GameplayMusic
Music