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добавь под картинкой фона на экране anvil следующие надписи в строчку Skill level: (зеленая надпись)- student. (Синяя надпить)- Аpprentice. (фиолетовая надпись) - Master. (оранжевая надпись)- GrandMaster. (красная надпись)- Legend
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цвет Forging skill должен стать красным при достижении 20000 кликов
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цвет Forging skill должен стать оранжевым при достижении 10000 коликов
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помести счетчик Forging skill над картинкой фона
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сдвинь счетчик на верх окна
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помести счетчик сверху экрана
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счетчик на экране new game все еще показывается, убери его, счетчик должень быть только на экране anvil
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Please fix the bug: 'Uncaught ReferenceError: counterText is not defined' in or related to this line: 'counterText.setText('Forging skill: ' + self.clickCounter);' Line Number: 39
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убери счетчик с окна new game
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Please fix the bug: 'Uncaught ReferenceError: counterText is not defined' in or related to this line: 'counterText.setText('Forging skill: ' + self.clickCounter);' Line Number: 39
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убери счетчик с начального экрана
Code edit (3 edits merged)
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сделай текстуру обьекта anvil полностью прозрачной
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сделай текстуру обьекта anvil прозрачной
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спрячь текстуру anvil под ассет фона
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кнопку с ассетом new game смести еще ниже
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кнопку с ассетом new game смести ниже картинки фона
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star должны разлетаться в стороны
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удали обьекты door
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удали окно ForgeOfMatter
Code edit (1 edits merged)
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Initial prompt
Palaces of Creation
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Create a new class for the anvil object var Anvil = Container.expand(function () { var self = Container.call(this); // Attach 'anvil' asset to the 'Anvil' object var anvilGraphics = self.attachAsset('anvil', { anchorX: 0.5, anchorY: 0.5 }); // Initialize the click counter self.clickCounter = 0; // Make the 'Anvil' object interactive self.interactive = true; // Define the 'down' event handler self.down = function (x, y, obj) { // Increment the click counter self.clickCounter++; // Update the text object with the click counter and label counterText.setText('Forging skill: ' + self.clickCounter); // Change the color of the counter text based on the click counter if (self.clickCounter >= 100 && self.clickCounter < 200) { counterText.tint = 0x00FF00; // Green } else if (self.clickCounter >= 200 && self.clickCounter < 300) { counterText.tint = 0x0000FF; // Blue } else if (self.clickCounter >= 300) { counterText.tint = 0x800080; // Purple } }; }); // Create a new class for the Door object var Door = Container.expand(function () { var self = Container.call(this); // Attach 'Door' asset to the 'Door' object var doorGraphics = self.attachAsset('Door', { anchorX: 0.5, anchorY: 0.5 }); // Make the 'Door' object interactive self.interactive = true; // Define the 'down' event handler self.down = function (x, y, obj) { // Remove the existing hammer hammer.destroy(); // Create a new screen game.magicNursery = game.addChild(new Container()); // Attach 'magicNurseryBackground' asset to the 'magicNursery' object var magicNurseryBackground = game.magicNursery.attachAsset('magicNurseryBackground', { anchorX: 0.5, anchorY: 0.5, interactive: false, // Disable interactivity to prevent blurring on click scaleX: 2, // Double the size horizontally scaleY: 2 // Double the size vertically }); // Recreate the hammer asset magicNurseryBackground.x = 2048 / 2; magicNurseryBackground.y = 2732 / 2; // Hide the game screen gameScreen.visible = false; // Hide the counter display counterText.visible = false; // Add a new object 'Door2' var door2 = game.magicNursery.addChild(new Door2()); // Position 'Door2' to the right, between the center and the edge of the screen door2.x = 2048 * 0.75; door2.y = 2732 * 0.9; hammer = game.addChild(LK.getAsset('hammer', { anchorX: 0.5, anchorY: 0.5, scaleX: -1 })); }; }); // Create a new class for the Door2 object var Door2 = Container.expand(function () { var self = Container.call(this); // Attach 'Door' asset to the 'Door2' object var doorGraphics = self.attachAsset('Door', { anchorX: 0.5, anchorY: 0.5 }); // Make the 'Door2' object interactive self.interactive = true; // Define the 'down' event handler self.down = function (x, y, obj) { // Remove the existing hammer hammer.destroy(); // Show the Anvil screen gameScreen.visible = true; // Show the counter display counterText.visible = true; // Hide the Magic Nursery screen game.magicNursery.visible = false; // Hide the Growth rate counter growthRateText.visible = false; // Recreate the hammer asset hammer = game.addChild(LK.getAsset('hammer', { anchorX: 0.5, anchorY: 0.5, scaleX: -1 })); }; }); /**** * Initialize Game ****/ // Create a new text object to display the click counter var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ // Create a new class for the Door object var growthRateText; var background = game.addChild(new Container()); background.width = 2048; background.height = 2732; background.x = 2048 / 2; background.y = 2732 / 2; var backgroundGraphics = background.attachAsset('background', { anchorX: 0.5, anchorY: 0.5 }); var gameScreen; var newGame = game.addChild(new Container()); newGame.x = 2048 / 2; newGame.y = 2732 * 3 / 4; // Attach 'newGameText' asset to the 'New Game' object var newGameText = newGame.attachAsset('newGameText', { anchorX: 0.5, anchorY: 0.5, stroke: 0xFFFFFF, // White color strokeThickness: 5 // 5px thickness }); // Make the 'New Game' object clickable newGame.interactive = true; newGame.down = function (x, y, obj) { hammer.destroy(); // Create a new game screen gameScreen = game.addChild(new Container()); gameScreen.x = 2048 / 2; gameScreen.y = 2732 / 2; // Attach 'gameScreenBackground' asset to the 'gameScreen' object var gameScreenBackground = gameScreen.attachAsset('gameScreenBackground', { anchorX: 0.5, anchorY: 0.5 }); // Hide the main menu newGame.visible = false; // Disable the background background.visible = false; // Create a new instance of the Anvil class var anvil = gameScreen.addChild(new Anvil()); // Position 'The anvil' closer to the left center of the game screen anvil.x = 2048 / 10; anvil.y = 2732 / 9; // Add a new object 'Magic Nursery' var magicNursery = gameScreen.addChild(new Door()); // Position 'Magic Nursery' to the left and up magicNursery.x = 2048 / 4; magicNursery.y = 2732 / 2.5; hammer = game.addChild(LK.getAsset('hammer', { anchorX: 0.5, anchorY: 0.5, scaleX: -1 })); }; // Create a new text object to display the click counter var counterText = new Text2('Forging skill: 0', { size: 150, fill: 0xFFFFFF }); // Position the text object at the top right corner of the screen counterText.anchor.set(1, 0); LK.gui.topRight.addChild(counterText); counterText.y = 0; // Initialize hammer asset var hammer; hammer = game.addChild(LK.getAsset('hammer', { anchorX: 0.5, anchorY: 0.5, scaleX: -1 })); // Function to make the hammer follow the mouse/touch position function updateHammerPosition(x, y) { if (hammer) { hammer.x = x; hammer.y = y; } } // Make the cursor follow the mouse/touch position game.move = function (x, y, obj) { updateHammerPosition(x, y); }; // Animate cursor rotation on click game.down = function (x, y, obj) { LK.getSound('hammer').play(); tween(hammer, { rotation: -Math.PI / 2 }, { duration: 125, easing: tween.easeInOut, onFinish: function onFinish() { // Create stars around the hammer for 0.25 seconds for (var i = 0; i < 5; i++) { var star = game.addChild(LK.getAsset('star', { anchorX: 0.5, anchorY: 0.5 })); star.x = hammer.x - hammer.width / 2 + Math.random() * 100 - 25; star.y = hammer.y + hammer.height / 2 + Math.random() * 100 - 25; (function (star) { // Make the star move upwards star.update = function () { star.y -= 5; // Move the star upwards by 5 pixels per frame if (star.x < hammer.x) { star.x += 2; // Move the star slightly to the right if on the left side of the hammer } else { star.x -= 2; // Move the star slightly to the left if on the right side of the hammer } }; LK.setTimeout(function () { star.destroy(); }, 250); })(star); } tween(hammer, { rotation: 0 }, { duration: 125, easing: tween.easeInOut }); } }); };
===================================================================
--- original.js
+++ change.js
@@ -62,35 +62,8 @@
});
// Recreate the hammer asset
magicNurseryBackground.x = 2048 / 2;
magicNurseryBackground.y = 2732 / 2;
- // Attach 'ForgeOfMatter' asset to the 'magicNursery' object
- var forgeOfMatter = game.magicNursery.attachAsset('ForgeOfMatter', {
- anchorX: 0.5,
- anchorY: 0.5,
- interactive: true,
- scaleX: 1,
- scaleY: 1
- });
- // Initialize the click counter for ForgeOfMatter
- forgeOfMatter.clickCounter = 0;
- // Define the 'down' event handler for ForgeOfMatter
- forgeOfMatter.down = function (x, y, obj) {
- // Increment the click counter
- forgeOfMatter.clickCounter++;
- // Update the text object with the click counter and label
- growthRateText.setText('Growth rate: ' + forgeOfMatter.clickCounter);
- };
- forgeOfMatter.x = 2048 / 2;
- forgeOfMatter.y = 2732 / 1.35;
- // Add a new counter to the ForgeOfMatter object
- growthRateText = new Text2('Growth rate: 0', {
- size: 150,
- fill: 0xFFFFFF
- });
- growthRateText.anchor.set(0.5, 0);
- LK.gui.top.addChild(growthRateText);
- growthRateText.y = counterText.height;
// Hide the game screen
gameScreen.visible = false;
// Hide the counter display
counterText.visible = false;