User prompt
the player not changing for other colors like yellow,blue,pink,orange,purple,green!
User prompt
Add the 7 colors to the player list of changing colors to change to it.
User prompt
change the player color to the first respawning color and when i match it change to the next respawned color so on..
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change the colors auto not by click
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the player didn't change same like the blocks colors!
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if the respawning color is blue change player to blue if green change to green etc..
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change the player colors to the respawning colors not just red!
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change to next color when i match
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change the player to the respawning colors
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the cube must change randomly to the close color cube automatique
User prompt
Please fix the bug: 'Uncaught TypeError: playerCharacter.containsPoint is not a function' in or related to this line: 'if (playerCharacter.containsPoint(playerCharacter.toLocal({' Line Number: 154
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let the player can follow the cursor left and right at the same time.
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Please fix the bug: 'Uncaught TypeError: LK.Point is not a constructor' in or related to this line: 'if (playerCharacter.containsPoint(playerCharacter.toLocal(new LK.Point(x, y)))) {' Line Number: 154
User prompt
Please fix the bug: 'Uncaught TypeError: Point is not a constructor' in or related to this line: 'if (playerCharacter.containsPoint(playerCharacter.toLocal(new Point(x, y)))) {' Line Number: 154
User prompt
Please fix the bug: 'Uncaught TypeError: LK.Point is not a constructor' in or related to this line: 'if (playerCharacter.containsPoint(playerCharacter.toLocal(new LK.Point(x, y)))) {' Line Number: 154
User prompt
the player must go to the left and right to match the colors
Code edit (1 edits merged)
Please save this source code
User prompt
Chromatic Cadence
Initial prompt
Make a terrain of 7 colors each one have different sound they come from the top going to the bottom and the player change to the 7 colors same as the music and must collect the sound terrain in time to do the perfect music.
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var PlayerCharacter = Container.expand(function () { var self = Container.call(this); var colors = ['Red', 'Orange', 'Yellow', 'Green', 'Blue', 'Indigo', 'Violet']; var currentColorIndex = 0; var characterGraphics = self.attachAsset('playerCharacter', { anchorX: 0.5, anchorY: 0.5 }); self.getColor = function () { return colors[currentColorIndex]; }; self.cycleColor = function () { currentColorIndex = (currentColorIndex + 1) % colors.length; characterGraphics.tint = parseInt('0x' + colorMap[self.getColor()].slice(1)); }; // Initialize with the first color characterGraphics.tint = parseInt('0x' + colorMap[self.getColor()].slice(1)); return self; }); //Storage library which should be used for persistent game data // var storage = LK.import('@upit/storage.v1'); //Library for using the camera (the background becomes the user's camera video feed) and the microphone. It can access face coordinates for interactive play, as well detect microphone volume / voice interactions // var facekit = LK.import('@upit/facekit.v1'); //Classes can only be defined here. You cannot create inline classes in the games code. var TerrainBlock = Container.expand(function (color, speed, noteId) { var self = Container.call(this); self.color = color; self.speed = speed; self.noteId = noteId; var blockGraphics = self.attachAsset('terrainBlock' + self.color, { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { self.y += self.speed; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 //Init game with black background }); /**** * Game Code ****/ //Minimalistic tween library which should be used for animations over time, including tinting / colouring an object, scaling, rotating, or changing any game object property. //Only include the plugins you need to create the game. //We have access to the following plugins. (Note that the variable names used are mandetory for each plugin) // Initialize assets used in this game. Scale them according to what is needed for the game. // or via static code analysis based on their usage in the code. // Assets are automatically created and loaded either dynamically during gameplay /* Supported Types: 1. Shape: - Simple geometric figures with these properties: * width: (required) pixel width of the shape. * height: (required) pixel height of the shape. * color: (required) color of the shape. * shape: (required) type of shape. Valid options: 'box', 'ellipse'. 2. Image: - Imported images with these properties: * width: (required) pixel resolution width. * height: (required) pixel resolution height. * id: (required) identifier for the image. * flipX: (optional) horizontal flip. Valid values: 0 (no flip), 1 (flip). * flipY: (optional) vertical flip. Valid values: 0 (no flip), 1 (flip). * orientation: (optional) rotation in multiples of 90 degrees, clockwise. Valid values: - 0: No rotation. - 1: Rotate 90 degrees. - 2: Rotate 180 degrees. - 3: Rotate 270 degrees. Note: Width and height remain unchanged upon flipping. 3. Sound: - Sound effects with these properties: * id: (required) identifier for the sound. * volume: (optional) custom volume. Valid values are a float from 0 to 1. 4. Music: - In contract to sound effects, only one music can be played at a time - Music is using the same API to initilize just like sound. - Music loops by default - Music with these config options: * id: (required) identifier for the sound. * volume: (optional) custom volume. Valid values are a float from 0 to 1. * start: (optional) a float from 0 to 1 used for cropping and indicates the start of the cropping * end: (optional) a float from 0 to 1 used for cropping and indicates the end of the cropping */ //Note game dimensions are 2048x2732 var terrainBlocks = []; var playerCharacter = null; var scoreTxt = null; var spawnInterval = 1000; // Milliseconds between block spawns var lastSpawnTime = 0; var terrainSpeed = 5; // Mapping colors to hex and sound IDs var colorMap = { 'Red': '#FF0000', 'Orange': '#FFA500', 'Yellow': '#FFFF00', 'Green': '#008000', 'Blue': '#0000FF', 'Indigo': '#4B0082', 'Violet': '#EE82EE' }; var colorNoteMap = { 'Red': 'noteC', 'Orange': 'noteD', 'Yellow': 'noteE', 'Green': 'noteF', 'Blue': 'noteG', 'Indigo': 'noteA', 'Violet': 'noteB' }; game.setBackgroundColor(0x000000); // Change background color to black scoreTxt = new Text2('0', { size: 150, fill: 0xFFFFFF }); scoreTxt.setText(LK.getScore()); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); playerCharacter = new PlayerCharacter(); // Position player character near the bottom center playerCharacter.x = 2048 / 2; playerCharacter.y = 2732 - playerCharacter.height - 100; // Offset from bottom game.addChild(playerCharacter); var dragNode = null; // Keep track of the element being dragged // Handle touch down on the game area game.down = function (x, y, obj) { // Check if the touch is on the player character dragNode = playerCharacter; // If not on the player, cycle color playerCharacter.cycleColor(); }; // Handle touch move on the game area game.move = function (x, y, obj) { // Move the player character horizontally based on the cursor's x position, // ensuring it stays within the horizontal bounds of the screen. playerCharacter.x = Math.max(playerCharacter.width / 2, Math.min(2048 - playerCharacter.width / 2, x)); }; // Handle touch up on the game area game.up = function (x, y, obj) { dragNode = null; // Stop dragging }; game.update = function () { var currentTime = Date.now(); // Spawn new terrain blocks if (currentTime - lastSpawnTime > spawnInterval) { var colors = Object.keys(colorMap); var randomColor = colors[Math.floor(Math.random() * colors.length)]; var noteId = colorNoteMap[randomColor]; var newBlock = new TerrainBlock(randomColor, terrainSpeed, noteId); // Position block randomly at the top within game width newBlock.x = Math.random() * (2048 - newBlock.width) + newBlock.width / 2; newBlock.y = -newBlock.height; // Start above the screen terrainBlocks.push(newBlock); game.addChild(newBlock); lastSpawnTime = currentTime; // Gradually increase game speed / difficulty // spawnInterval = Math.max(500, spawnInterval - 1); // terrainSpeed = Math.min(15, terrainSpeed + 0.05); } // Update and check collisions for terrain blocks for (var i = terrainBlocks.length - 1; i >= 0; i--) { var block = terrainBlocks[i]; if (block.lastY === undefined) block.lastY = block.y; // Check if block is off-screen if (block.lastY < 2732 + block.height && block.y >= 2732 + block.height) { // Missed block - game over LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); break; // Exit loop as game is over } // Check for intersection with player character var currentIntersecting = block.intersects(playerCharacter); if (currentIntersecting) { if (block.color === playerCharacter.getColor()) { // Correct color match - collect block LK.setScore(LK.getScore() + 10); scoreTxt.setText(LK.getScore()); LK.getSound(block.noteId).play(); block.destroy(); terrainBlocks.splice(i, 1); } else { // Wrong color match - game over LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); break; // Exit loop as game is over } } block.lastY = block.y; } };
===================================================================
--- original.js
+++ change.js
@@ -138,17 +138,11 @@
var dragNode = null; // Keep track of the element being dragged
// Handle touch down on the game area
game.down = function (x, y, obj) {
// Check if the touch is on the player character
- if (playerCharacter.containsPoint(playerCharacter.toLocal({
- x: x,
- y: y
- }))) {
- dragNode = playerCharacter;
- } else {
- // If not on the player, cycle color
- playerCharacter.cycleColor();
- }
+ dragNode = playerCharacter;
+ // If not on the player, cycle color
+ playerCharacter.cycleColor();
};
// Handle touch move on the game area
game.move = function (x, y, obj) {
// Move the player character horizontally based on the cursor's x position,