User prompt
Please fix the bug: 'Error: Invalid value. Only literals or 1-level deep objects/arrays containing literals are allowed.' in or related to this line: 'return [record.name, record.time];' Line Number: 153
User prompt
Please fix the bug: 'Error: Invalid value. Only literals or 1-level deep objects/arrays containing literals are allowed.' in or related to this line: 'return {' Line Number: 153
User prompt
Please fix the bug: 'Error: Invalid value. Only literals or 1-level deep objects/arrays containing literals are allowed.' in or related to this line: 'return [record.name, record.time];' Line Number: 153
User prompt
Please fix the bug: 'Error: Invalid value. Only literals or 1-level deep objects/arrays containing literals are allowed.' in or related to this line: 'return {' Line Number: 153
User prompt
Please fix the bug: 'Error: Invalid value. Only literals or 1-level deep objects/arrays containing literals are allowed.' in or related to this line: 'return {' Line Number: 153
User prompt
Please fix the bug: 'Error: Invalid value. Only literals or 1-level deep objects/arrays containing literals are allowed.' in or related to this line: 'return {' Line Number: 153
User prompt
Please fix the bug: 'Error: Invalid value. Only literals or 1-level deep objects/arrays containing literals are allowed.' in or related to this line: 'return {' Line Number: 153
User prompt
Please fix the bug: 'Error: Invalid value. Only literals or 1-level deep objects/arrays containing literals are allowed.' in or related to this line: 'storage.records = records;' Line Number: 152
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- crea una logica para agregar el record cuando player muere - Este guarda name y playertime - Este se ordena de 1 a 10 segun el valor de playertime si es mayor - si hay maΜs de 10 borra el ultimo
Code edit (1 edits merged)
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Please fix the bug: 'Error: Invalid value. Only literals or 1-level deep objects/arrays containing literals are allowed.' in or related to this line: 'return {' Line Number: 151
User prompt
Please fix the bug: 'Error: Invalid value. Only literals or 1-level deep objects/arrays containing literals are allowed.' in or related to this line: 'return {' Line Number: 151
User prompt
Please fix the bug: 'storage.load is not a function' in or related to this line: 'storage.load('records').then(function (loadedRecords) {' Line Number: 224 βͺπ‘ Consider importing and using the following plugins: @upit/storage.v1
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Please fix the bug: 'storage.get is not a function' in or related to this line: 'storage.get('records').then(function (loadedRecords) {' Line Number: 224
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Please fix the bug: 'storage.load is not a function' in or related to this line: 'storage.load(); // Load records from storage' Line Number: 224
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mejora la logica de guardado para los records
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haz que al finalizar playertime sea igual a elapsetime
Code edit (2 edits merged)
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Please fix the bug: 'Error: Invalid value. Only literals or 1-level deep objects/arrays containing literals are allowed.' in or related to this line: 'return {' Line Number: 150
User prompt
Please fix the bug: 'Error: Invalid value. Only literals or 1-level deep objects/arrays containing literals are allowed.' in or related to this line: 'return {' Line Number: 150
User prompt
Please fix the bug: 'Error: Invalid value. Only literals or 1-level deep objects/arrays containing literals are allowed.' in or related to this line: 'storage.records = records; // Save updated records to storage' Line Number: 149
User prompt
Please fix the bug: 'Error: Invalid value. Only literals or 1-level deep objects/arrays containing literals are allowed.' in or related to this line: 'storage.records = records; // Save updated records to storage' Line Number: 149
User prompt
Dale maΜs estilo a la tabla
Code edit (1 edits merged)
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Code edit (1 edits merged)
Please save this source code
/**** * Plugins ****/ var facekit = LK.import("@upit/facekit.v1"); var storage = LK.import("@upit/storage.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 EnemyArrow = Container.expand(function () { var self = Container.call(this); var bEnemyArrowGraphics = self.attachAsset('EnemyArrow', { anchorX: 0.5, anchorY: 0.5 }); // Set the x and y position to a random value at the edges of the spawn area enemyLogic(self); var targetX = player.x; var targetY = player.y; self.update = function () { if (!gamestart) { return; } // Ensure enemy logic only executes when gamestart is true var dx = targetX - self.x; var dy = targetY - self.y; var angle = Math.atan2(dy, dx); self.x += Math.cos(angle) * 7.5; self.y += Math.sin(angle) * 7.5; self.rotation = angle; if (Math.abs(self.x - targetX) < 5 && Math.abs(self.y - targetY) < 5) { targetX += Math.cos(angle) * 1000; targetY += Math.sin(angle) * 1000; } // Check if the EnemyArrow has moved to the opposite side of its spawn point if (self.x < 0 || self.x > 3000 || self.y < 0 || self.y > 3000) { self.destroy(); // Remove the EnemyArrow from the game } }; }); var EnemySaw = Container.expand(function () { var self = Container.call(this); var bEnemySawGraphics = self.attachAsset('EnemySaw', { anchorX: 0.5, anchorY: 0.5 }); // Set the x and y position to a random value at the edges of the spawn area enemyLogic(self); var targetX = player.x; var targetY = player.y; self.update = function () { if (!gamestart) { return; } // Ensure enemy logic only executes when gamestart is true var dx = targetX - self.x; var dy = targetY - self.y; var angle = Math.atan2(dy, dx); if (!self.stopSaw && !self.hasStopped && Math.sqrt(dx * dx + dy * dy) < 400) { self.stopSaw = true; self.hasStopped = true; // Ensure it only stops the first time LK.setTimeout(function () { self.stopSaw = false; targetX = player.x; targetY = player.y; }, 2000); } if (!self.stopSaw) { var speedMultiplier = self.hasStopped ? 1.5 : 1; self.x += Math.cos(angle) * 7.5 * speedMultiplier; self.y += Math.sin(angle) * 7.5 * speedMultiplier; } self.rotation += 0.03; // Add constant rotation to EnemySaw if (Math.abs(self.x - targetX) < 5 && Math.abs(self.y - targetY) < 5) { targetX += Math.cos(angle) * 1000; targetY += Math.sin(angle) * 1000; } // Check if the EnemySaw has moved to the opposite side of its spawn point if (self.x < 0 || self.x > 3000 || self.y < 0 || self.y > 3000) { self.destroy(); // Remove the EnemySaw from the game } }; }); var Player = Container.expand(function () { var self = Container.call(this); var faceGraphics = self.attachAsset('faceObject', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { // Define a smoothing factor if (!gamestart) { return; } // Ensure playe05 movement only occurs when gamestart is true var smoothing = 0.05; // Update the position of the face follower to follow the nose tip with smoothing var targetX = facekit.noseTip.x; var targetY = facekit.noseTip.y; // Adjust the range of movement for the faceFollower object to be within a square in the middle of the screen var leftBound = (2048 - 1000) / 2; var rightBound = leftBound + 1000; var topBound = (2732 - 1000) / 2; var bottomBound = topBound + 1000; // Limit target position within the defined bounds targetX = Math.max(leftBound, Math.min(rightBound, targetX)); targetY = Math.max(topBound, Math.min(bottomBound, targetY)); // Apply smoothing self.x += (targetX - self.x) * smoothing; self.y += (targetY - self.y) * smoothing; // Check for collision with EnemyArrow for (var i = 0; i < enemyArrows.length; i++) { if (self.intersects(enemyArrows[i])) { self.destroy(); // Eliminate player playerTime = elapsedTime; // Set playerTime equal to elapsedTime gamestart = false; // Set gamestart to false // Add player record records.push({ name: nameplayer, time: playerTime }); // Sort records by playertime in descending order records.sort(function (a, b) { return b.time - a.time; }); // Keep only top 10 records if (records.length > 10) { records.pop(); } // Save updated records storage.records = records.map(function (record) { return { name: record.name, time: record.time }; }); break; } } // Check for collision with EnemySaw for (var i = 0; i < enemySaw.length; i++) { if (self.intersects(enemySaw[i])) { self.destroy(); // Eliminate player gamestart = false; // Set gamestart to false LK.showGameOver(); // End the game 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 }); }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ var nameplayer = "aaa"; // Variable to store the player's name var playerTime = 0; // Variable to track the player's time var records = storage.records || [{ name: "kaoshi", time: 120 }, { name: "Slime", time: 110 }, { name: "Pepe", time: 100 }, { name: "Arturo", time: 90 }, { name: "Juan", time: 80 }, { name: "NoSe", time: 70 }, { name: "JJAJA", time: 60 }, { name: "Alguien", time: 50 }, { name: "Leera", time: 40 }, { name: "Esto?", time: 30 }]; // List to store player records records = storage.records || records; var gamestart = false; function enemyLogic(entity) { var edge = Math.random(); if (edge < 0.25) { // Top edge entity.x = Math.random() * 2000; entity.y = 0; } else if (edge < 0.5) { // Bottom edge entity.x = Math.random() * 2000; entity.y = 3000; } else if (edge < 0.75) { // Left edge entity.x = 0; entity.y = Math.random() * 2000; } else { // Right edge entity.x = 3000; entity.y = Math.random() * 2000; } // Allow specifying enemy spawn time, default to random between 2 and 4 seconds if not provided entity.spawnTime = entity.spawnTime || Math.random() * 2000 + 2000; } var background = game.addChild(new Background()); // Create a timer text object var timerTxt = new Text2('0', { size: 100, fill: 0xFFFFFF }); // Set the anchor to the center of the top edge timerTxt.anchor.set(0.5, 0); // Add the timer text to the GUI overlay at the top-center of the screen LK.gui.top.addChild(timerTxt); // Initialize a variable to keep track of elapsed time var elapsedTime = 0; // Create a timer that updates every second var timerInterval = LK.setInterval(function () { if (!gamestart) { return; } // Ensure timer only updates when gamestart is true elapsedTime++; 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; }; game.down = function (x, y, obj) { player.scaleX = 0.5; player.scaleY = 0.5; }; // Create a list to store EnemyArrow instances var enemyArrows = []; // Create a timer that creates a new EnemyArrow every random interval between 1 and 2 seconds var enemyArrowInterval = LK.setInterval(function () { if (!gamestart) { return; } var enemyArrow = game.addChild(new EnemyArrow()); enemyArrows.push(enemyArrow); // Add the new EnemyArrow to the list // Set a timeout to remove the EnemyArrow after 20 seconds LK.setTimeout(function () { if (enemyArrows.includes(enemyArrow)) { enemyArrow.destroy(); enemyArrows.splice(enemyArrows.indexOf(enemyArrow), 1); } }, 20000); }, Math.random() * 380 + 1000); var enemySaw = []; LK.setTimeout(function () { var enemySawInterval = LK.setInterval(function () { if (!gamestart) { return; } var newEnemySaw = game.addChild(new EnemySaw()); enemySaw.push(newEnemySaw); // Add the new EnemySaw to the list // Set a timeout to remove the EnemySaw after 20 seconds LK.setTimeout(function () { if (enemySaw.includes(newEnemySaw)) { newEnemySaw.destroy(); enemySaw.splice(enemySaw.indexOf(newEnemySaw), 1); } }, 20000); }, 1500 + 1000); }, 5000); // Delay the start by 30 seconds 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(); // Add a black background to the menu 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 Text2('Game Title', { size: 150, fill: 0xFFFFFF, font: "'Press Start 2P', cursive" // Arcade style font }); title.anchor.set(0.5, 0.5); title.x = 2048 / 2; title.y = 500; menuContainer.addChild(title); // Create buttons var startButtonAsset = LK.getAsset('Buttom', { anchorX: 0.5, anchorY: 0.5, alpha: 0 // Set transparency to 0 }); startButtonAsset.x = 2048 / 2; startButtonAsset.y = 1000; menuContainer.addChild(startButtonAsset); var startButton = new Text2('Game Start', { size: 100, fill: 0xFFFFFF, font: "'Press Start 2P', cursive" // Arcade style font }); startButton.anchor.set(0.5, 0.5); startButton.x = 2048 / 2; startButton.y = 1000; menuContainer.addChild(startButton); var recordButtonAsset = LK.getAsset('Buttom', { anchorX: 0.5, anchorY: 0.5, alpha: 0 // Set transparency to 0 }); recordButtonAsset.x = 2048 / 2; recordButtonAsset.y = 1300; menuContainer.addChild(recordButtonAsset); var recordButton = new Text2('Record', { size: 100, fill: 0xFFFFFF, font: "'Press Start 2P', cursive" // Arcade style font }); recordButton.anchor.set(0.5, 0.5); recordButton.x = 2048 / 2; recordButton.y = 1300; menuContainer.addChild(recordButton); var howToPlayButtonAsset = LK.getAsset('Buttom', { anchorX: 0.5, anchorY: 0.5, alpha: 0 // Set transparency to 0 }); howToPlayButtonAsset.x = 2048 / 2; howToPlayButtonAsset.y = 1600; menuContainer.addChild(howToPlayButtonAsset); var howToPlayButton = new Text2('How to Play', { size: 100, fill: 0xFFFFFF, font: "'Press Start 2P', cursive" // Arcade style font }); howToPlayButton.anchor.set(0.5, 0.5); howToPlayButton.x = 2048 / 2; howToPlayButton.y = 1600; menuContainer.addChild(howToPlayButton); var creditsButtonAsset = LK.getAsset('Buttom', { anchorX: 0.5, anchorY: 0.5, alpha: 0 // Set transparency to 0 }); creditsButtonAsset.x = 2048 / 2; creditsButtonAsset.y = 1900; menuContainer.addChild(creditsButtonAsset); var creditsButton = new Text2('Credits', { size: 100, fill: 0xFFFFFF, font: "'Press Start 2P', cursive" // Arcade style font }); creditsButton.anchor.set(0.5, 0.5); creditsButton.x = 2048 / 2; creditsButton.y = 1900; menuContainer.addChild(creditsButton); game.addChild(menuContainer); ; // Add event listener to 'Record' button recordButtonAsset.down = function (x, y, obj) { showRecordsPage(); // Show the records page }; // 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 Text2('Records', { size: 150, fill: 0xFFFFFF, font: "'Press Start 2P', cursive" }); recordsTitle.anchor.set(0.5, 0.5); recordsTitle.x = 2048 / 2; recordsTitle.y = 500; recordsContainer.addChild(recordsTitle); // Create a table for the records var tableStartY = 700; var rowHeight = 150; var columnWidths = [200, 800, 400]; // Widths for Top, Name, Best Time columns // Add table headers var headers = ['Top', 'Name', 'Best Time']; for (var i = 0; i < headers.length; i++) { var header = new Text2(headers[i], { size: 60, fill: 0xFFFFFF, font: "'Press Start 2P', cursive" }); header.anchor.set(0.5, 0.5); header.x = 2048 / 2 - 600 + columnWidths.slice(0, i).reduce(function (a, b) { return a + b; }, 0) + columnWidths[i] / 2; header.y = tableStartY; recordsContainer.addChild(header); } // Add table rows for (var row = 0; row < 10; row++) { for (var col = 0; col < headers.length; col++) { var cellText = ''; if (row < records.length) { if (col === 0) { cellText = "#" + (row + 1).toString(); // Top position } else if (col === 1) { cellText = records[row].name; // Player name } else if (col === 2) { cellText = records[row].time.toString(); // Best time } } var cell = new Text2(cellText, { size: 80, fill: 0xFFFFFF, font: "'Press Start 2P', cursive" }); cell.anchor.set(0.5, 0.5); cell.x = 2048 / 2 - 600 + columnWidths.slice(0, col).reduce(function (a, b) { return a + b; }, 0) + columnWidths[col] / 2; cell.y = tableStartY + (row + 1) * rowHeight; recordsContainer.addChild(cell); } } // Add a back button to return to the main menu 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) { recordsContainer.visible = false; // Hide the records page menuContainer.visible = true; // Show the main menu }; // Add the records page to the game game.addChild(recordsContainer); } // Add event listener to 'Game Start' button startButtonAsset.down = function (x, y, obj) { menuContainer.visible = false; // Hide the menu gamestart = true; // Start the game };
===================================================================
--- original.js
+++ change.js
@@ -134,9 +134,12 @@
records.pop();
}
// Save updated records
storage.records = records.map(function (record) {
- return [record.name, record.time];
+ return {
+ name: record.name,
+ time: record.time
+ };
});
break;
}
}
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