User prompt
Fix Bug: 'ReferenceError: PotionEffect is not defined' in or related to this line: 'var effect = new PotionEffect();' Line Number: 194
User prompt
fait tout ça
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fait que les potions ne puissent pas se toucher
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encore plus petite mais pas trop
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rapetissi la un tout petit peut
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agrandi la fée
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oriente la fée dans la direction du mouvement de la souris ( symetrie horizontale )
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fait clignoter plus vite !
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fait clignoter la fée le temp qu'elle est immortelle
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quand la fée est touchée par une potion, elle perd une vie, mais ensuite elle devient immortelle pendant 3 secondes
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au lieu d'afficher des coeurs vides, retire le coeur quand on perd une vie
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retire un coeur quand la fée perd une vie
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affiches les vies dès le début
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updateLives est dupliquée
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écoute moi ! je veut 3 coeur pas 1 !
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c'est faut
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au commencement elle a 3 coeurs pas 1
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il faut qu'on voit les 3 coeurs au débu et 1 coeur quand elle a perdu 2 vie
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il dois y avoir 3 coeurs au débu quand elle perd une vie elle a 2 coeurs quand elle perd 2 vie elle en a 1 et quand elle est a toute perdu elle a 0 coeur
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il faut voir les trois coeur il faut pas qu'on vois un seul coeur a la fois
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quand sa commence la fée a 3 coeur
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corige sa
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il faut 3 coeur au débu
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il faut que les 3 coeur sont les un acoter des autre non pas les un sur les autre
/**** * Classes ****/ var TargetingPotion = Container.expand(function () { var self = Container.call(this); var potionGraphics = self.attachAsset('potion', { anchorX: 0.5, anchorY: 0.5 }); self.baseSpeed = 5; self.speedMultiplier = 1; self.move = function () { var targetX = fairy.x; var targetY = fairy.y; var moveX = targetX - self.x; var moveY = targetY - self.y; var distance = Math.sqrt(moveX * moveX + moveY * moveY); self.x += moveX / distance * self.baseSpeed * self.speedMultiplier; self.y += moveY / distance * self.baseSpeed * self.speedMultiplier; if (self.y > 2732 || self.x < 0 || self.x > 2048) { self.destroy(); } }; }); var PixelateEffect = Container.expand(function () { var self = Container.call(this); self.applyTo = function (target) { // Placeholder for pixelation effect logic // This is where you would implement the actual pixelation effect // For now, we'll just log to the console console.log('Applying pixelation effect to', target); // After the effect is applied, destroy the target target.destroy(); }; }); // LivesDisplay class var LivesDisplay = Container.expand(function () { var self = Container.call(this); self.updateLives = function (lives) { self.removeChildren(); // Clear existing heart icons var spacing = 10; // Spacing between hearts for (var i = 0; i < lives; i++) { var heartIcon = self.attachAsset('heart_full', {}); heartIcon.x = i * (heartIcon.width + spacing); // Position hearts horizontally with spacing self.addChild(heartIcon); } for (var j = lives; j < self.maxLives; j++) { var emptyHeartIcon = self.attachAsset('heart_empty', {}); emptyHeartIcon.x = j * (emptyHeartIcon.width + spacing); self.addChild(emptyHeartIcon); } }; }); // Fairy class var Fairy = Container.expand(function () { var self = Container.call(this); var fairyGraphics = self.attachAsset('fairy', { anchorX: 0.5, anchorY: 0.5 }); fairyGraphics.scale.set(1.2); // Slightly reduce the size of the fairy self.lives = 3; self.speed = 10; self.moveLeft = function () { self.x = Math.max(self.width / 2, self.x - self.speed); }; self.moveRight = function () { self.x = Math.min(2048 - self.width / 2, self.x + self.speed); }; self.moveUp = function () { self.y = Math.max(self.height / 2, self.y - self.speed); }; self.moveDown = function () { self.y = Math.min(2732 - self.height / 2, self.y + self.speed); }; }); // Potion class var Potion = Container.expand(function () { var self = Container.call(this); var potionGraphics = self.attachAsset('potion', { anchorX: 0.5, anchorY: 0.5 }); self.baseSpeed = 6; self.speedMultiplier = 1; self.move = function () { self.y += self.baseSpeed * self.speedMultiplier; if (self.y > 2732 + self.height / 2) { self.destroy(); } }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 // Init game with black background }); /**** * Game Code ****/ // New potion spawn logic // Add background asset var minPotions = 4; var maxPotions = 8; var spawnInterval = 120; // Spawn every 2 seconds (120 ticks at 60FPS) var nextSpawnTick = spawnInterval; LK.on('tick', function () { // Other game logic... // Handle potion spawning if (LK.ticks % spawnInterval === 0) { for (var j = 0; j < maxPotions; j++) { var potion = new Potion(); potion.x = Math.random() * (2048 - potion.width) + potion.width / 2; potion.y = -potion.height / 2; potions.push(potion); game.addChild(potion); } } // Other game logic... }); var background = game.attachAsset('background', {}); background.width = 2048; background.height = 2732; game.addChild(background); // Initialize fairy var fairy = game.addChild(new Fairy()); fairy.x = 1024; // Center horizontally fairy.y = 2732 - 100; // Start near the bottom of the screen // Initialize potions array var potions = []; // Initialize lives display var livesDisplay = game.addChild(new LivesDisplay()); livesDisplay.updateLives(fairy.lives); LK.gui.top.addChild(livesDisplay); // Attach livesDisplay to the top center of the screen. // Handle touch movement and orient fairy horizontally based on movement direction function handleTouchMove(obj) { var touchPos = obj.event.getLocalPosition(game); var previousX = fairy.x; fairy.x = touchPos.x; fairy.y = touchPos.y; // Determine if fairy should face left or right based on movement direction if (touchPos.x < previousX) { fairy.scale.x = -1; // Flip fairy horizontally to face left } else if (touchPos.x > previousX) { fairy.scale.x = 1; // Default orientation to face right } } // Add touch move listener to the game game.on('move', handleTouchMove); // Game tick event LK.on('tick', function () { // Move potions for (var i = potions.length - 1; i >= 0; i--) { potions[i].move(); if (fairy.intersects(potions[i]) && !fairy.isImmortal) { // Decrease fairy's lives when touching a potion and end game if lives are 0 fairy.lives--; // Display 'Holala!' if two lives are lost consecutively if (fairy.previousLifeLossTick && LK.ticks - fairy.previousLifeLossTick <= 1) { var holalaText = new Text2('Holala!', { size: 200, fill: "#ff0000" }); holalaText.anchor.set(0.5, 0.5); holalaText.x = 1024; holalaText.y = 1366; game.addChild(holalaText); LK.setTimeout(function () { holalaText.destroy(); }, 2000); } fairy.previousLifeLossTick = LK.ticks; livesDisplay.updateLives(fairy.lives); LK.effects.flashObject(fairy, 0xff0000, 500); if (fairy.lives <= 0) { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); return; } else { fairy.isImmortal = true; fairy.blinkInterval = LK.setInterval(function () { fairy.visible = !fairy.visible; }, 150); LK.setTimeout(function () { fairy.isImmortal = false; LK.clearInterval(fairy.blinkInterval); fairy.visible = true; // Ensure fairy is visible after immortality ends }, 3000); } // Apply effect to the potion before destroying it var effect = new PixelateEffect(); effect.applyTo(potions[i]); potions.splice(i, 1); } } // Change potion behavior after fairy crosses 5 lines var linesCrossedThreshold = 5; // Number of lines the fairy must cross var lineSpacing = 2732 / 5; // Spacing of lines based on screen height if (fairy.y < 2732 - linesCrossedThreshold * lineSpacing) { for (var p = potions.length - 1; p >= 0; p--) { if (!(potions[p] instanceof TargetingPotion)) { var targetingPotion = new TargetingPotion(); targetingPotion.x = potions[p].x; targetingPotion.y = potions[p].y; potions[p].destroy(); potions.splice(p, 1); game.addChild(targetingPotion); potions.push(targetingPotion); } } } });
===================================================================
--- original.js
+++ change.js
@@ -100,10 +100,10 @@
/****
* Game Code
****/
-// Add background asset
// New potion spawn logic
+// Add background asset
var minPotions = 4;
var maxPotions = 8;
var spawnInterval = 120; // Spawn every 2 seconds (120 ticks at 60FPS)
var nextSpawnTick = spawnInterval;
@@ -190,9 +190,9 @@
fairy.visible = true; // Ensure fairy is visible after immortality ends
}, 3000);
}
// Apply effect to the potion before destroying it
- var effect = new PotionEffect();
+ var effect = new PixelateEffect();
effect.applyTo(potions[i]);
potions.splice(i, 1);
}
}
nothing
fairy. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
heart. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
un monde féerique. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
enleve ça
le même coeur mais vide