User prompt
buttons still dont work
User prompt
buttons still dont work
User prompt
the buttons don't seem to work. pressing the buttons does notthing right now which is a bug. if I press button 2 should take me to level 2 or pressing the button 5 should take me to level 5. Since each level has a diferent asset associated to it, I should see a different asset when I press the button since I'm taken to the repesctive level
User prompt
now let's create a debug menu that contains 8 buttons. create a new asset named button and replicate this 8 times. each button is associated to a level. add a text over each button containing digits from 1 t 8. pressing button 1 will take the player to level 1, while pressing button 3 will take me to level 3 and so on. these buttons are intended for me, as a developer to easily access each level
User prompt
ensure each asset is associated to a level. so level1 asset must be the background for level 1. asset level2 is the background for level 2 and so on. the backgrounds must stretch across the entire screen
User prompt
Please fix the bug: 'TypeError: self.isPassed is not a function' in or related to this line: 'if (self.isPassed()) {' Line Number: 26
User prompt
the game has a total of 8 levels. the game always starts from level 1. ensure each level has one of the existing assets attributed to it as a background. so level1 asset is the background for level one and level3 is for level 3 ad so on. after the player passes level 1 they move to level 2 then to 3 and so on
User prompt
delete all mentions of the coin hero and obstacle from the code
User prompt
Create Level Containers Create 8 Level Containers: Set up 8 separate containers within the main game environment, each representing a level. Assign Background Images: For each level container, attach a unique background image to visually distinguish them.
Initial prompt
8 levels
/**** * Classes ****/ //<Assets used in the game will automatically appear here> // Define the Level class var Level = Container.expand(function (levelNumber) { var self = Container.call(this); // Attach the corresponding level asset as the background of the level var levelBackground = self.attachAsset('level' + levelNumber, { anchorX: 0.5, anchorY: 0.5, width: 2048, height: 2732, x: 2048 / 2, y: 2732 / 2 }); self.isPassed = function () { // Define the condition for the level to be considered as passed // This is a placeholder, replace with the actual condition return false; }; self.update = function () { // Update logic for the level // Check if the level is passed if (self.isPassed()) { // Hide the current level self.visible = false; // Show the next level var nextLevelIndex = levels.indexOf(self) + 1; if (nextLevelIndex < levels.length) { levels[nextLevelIndex].visible = true; } else { // If there are no more levels, the game is won LK.showGameWon(); } } }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 //Init game with black background }); /**** * Game Code ****/ var score = 0; var level = 1; var maxLevels = 8; var scoreTxt = new Text2('0', { size: 150, fill: "#ffffff" }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // Function to handle move events function handleMove(x, y, obj) { hero.x = x; hero.y = y; } // Initialize the levels var levels = []; for (var i = 0; i < maxLevels; i++) { var level = new Level(i + 1); levels.push(level); game.addChild(level); } // Hide all levels except the first one for (var i = 1; i < levels.length; i++) { levels[i].visible = false; } // Set up event listeners game.move = handleMove; game.down = handleMove; game.up = function (x, y, obj) { // No action needed on up event };
===================================================================
--- original.js
+++ change.js
@@ -7,9 +7,13 @@
var self = Container.call(this);
// Attach the corresponding level asset as the background of the level
var levelBackground = self.attachAsset('level' + levelNumber, {
anchorX: 0.5,
- anchorY: 0.5
+ anchorY: 0.5,
+ width: 2048,
+ height: 2732,
+ x: 2048 / 2,
+ y: 2732 / 2
});
self.isPassed = function () {
// Define the condition for the level to be considered as passed
// This is a placeholder, replace with the actual condition
Create an 8-bit pixelated image of a defeated Knight Hero, kneeling with his head down in sorrow. He grips his sword with both hands, its tip resting in the ground. this represents the game over image for a retro video game. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.