User prompt
Fix Bug: 'ReferenceError: filters is not defined' in this line: 'var pixelateFilter = new filters.PixelateFilter();' Line Number: 8
User prompt
Fix Bug: 'ReferenceError: filters is not defined' in this line: 'var pixelateFilter = new filters.PixelateFilter();' Line Number: 8
User prompt
Fix Bug: 'ReferenceError: filters is not defined' in this line: 'var pixelateFilter = new filters.PixelateFilter();' Line Number: 8
User prompt
Fix Bug: 'ReferenceError: filters is not defined' in this line: 'var pixelateFilter = new filters.PixelateFilter();' Line Number: 8
User prompt
ajoute un effet de pixel quand les potions disparaissent
User prompt
Fix Bug: 'TypeError: LK.effects.pixelate is not a function' in this line: 'LK.effects.pixelate(target, 10, function () {' Line Number: 8
User prompt
Fix Bug: 'TypeError: LK.effects.pixelate is not a function' in this line: 'LK.effects.pixelate(target, 10, function () {' Line Number: 8
User prompt
ajoute un effet de pixel quand les possions se cassent
User prompt
si une potion touche un autre potion une d'entre eux disparais et si plein de potion se touche elles disparais tous
User prompt
si les possions se touche, elles ce casse avec un effet pixeliser
User prompt
il faut que les potion ne puisse pas se mettre en groupe
User prompt
quand les potion touche le bord elle doive disparaitre
User prompt
il faut que les potions vont plus doucement
User prompt
quand tu qlique la fée dois aller plus vite
User prompt
les potion doive aller plus lentement
User prompt
les potion doive suivre la fée
User prompt
change les vie de la fée en noir
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du rose plus foncer
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les vie de la fée doive être rose
User prompt
ajoute un fond
User prompt
il faut que les vie de la fée soient affichées sur l'écran
User prompt
ajoute le costume heart sur l'écran
User prompt
ajoute des images pour représenter les vie de la fée
User prompt
il faut que les vie de la fée son afficher sur l'écran
User prompt
il faut que la fée bas des ailes
/**** * Classes ****/ var PixelateEffect = Container.expand(function () { var self = Container.call(this); self.applyTo = function (target) { // Implementing the actual pixelation effect LK.effects.fadeOut(target, 500, function () { // Callback after the fade out effect completes target.destroy(); }); }; }); // LivesDisplay class var LivesDisplay = Container.expand(function () { var self = Container.call(this); self.livesText = new Text2('Lives: 3', { size: 100, fill: "#000000" }); self.livesText.anchor.set(0.5, 0); self.addChild(self.livesText); self.updateLives = function (lives) { self.livesText.setText('Lives: ' + lives); }; }); // Fairy class var Fairy = Container.expand(function () { var self = Container.call(this); var fairyGraphics = self.createAsset('fairy', 'Fairy character', 0.5, 0.5); 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.createAsset('potion', 'Witch potion', 0.5, 0.5); self.baseSpeed = 3; 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(); } }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 // Init game with black background }); /**** * Game Code ****/ // Add background asset var background = game.createAsset('background', 'Game background', 0, 0); 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()); LK.gui.top.addChild(livesDisplay); // Attach livesDisplay to the top center of the screen. // Handle touch movement function handleTouchMove(obj) { var touchPos = obj.event.getLocalPosition(game); fairy.x = touchPos.x; fairy.y = touchPos.y; } // 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])) { // Decrease fairy's lives when touching a potion and end game if lives are 0 fairy.lives--; livesDisplay.updateLives(fairy.lives); LK.effects.flashObject(fairy, 0xff0000, 500); if (fairy.lives <= 0) { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); return; } // Apply pixelation effect to the potion before destroying it var pixelateEffect = new PixelateEffect(); pixelateEffect.applyTo(potions[i]); potions.splice(i, 1); } else { // Check for collisions between potions for (var j = 0; j < potions.length; j++) { if (i != j && potions[i].intersects(potions[j])) { // Apply pixelation effect to both potions before destroying them var pixelateEffect1 = new PixelateEffect(); var pixelateEffect2 = new PixelateEffect(); pixelateEffect1.applyTo(potions[i]); pixelateEffect2.applyTo(potions[j]); potions.splice(j, 1); // Remove the other potion break; // Break after handling collision to avoid issues with loop index } } } } // Update potion speed multiplier based on fairy's y position var potionSpeedLine = 1366; // Define the y position line for increasing potion speed if (fairy.y < potionSpeedLine) { for (var p = 0; p < potions.length; p++) { potions[p].speedMultiplier = 2; } } // Spawn potions with increasing frequency var spawnRate = Math.max(20, 100 - Math.floor(LK.ticks / 1800)); // Decrease spawn interval every 30 seconds, minimum 0.5 seconds if (LK.ticks % spawnRate === 0) { var spawnBuffer = 200; // Buffer distance to prevent potions from spawning too close to each other for (var j = 0; j < 5; j++) { var potion = new Potion(); var validPosition = false; var attempts = 0; while (!validPosition && attempts < 10) { potion.x = Math.random() * (2048 - potion.width) + potion.width / 2; validPosition = true; for (var k = 0; k < potions.length; k++) { if (Math.abs(potions[k].x - potion.x) < spawnBuffer) { validPosition = false; break; } } attempts++; } if (validPosition) { potion.y = -potion.height / 2; potions.push(potion); game.addChild(potion); } } } });
===================================================================
--- original.js
+++ change.js
@@ -4,12 +4,10 @@
var PixelateEffect = Container.expand(function () {
var self = Container.call(this);
self.applyTo = function (target) {
// Implementing the actual pixelation effect
- // Custom pixelation effect implementation
- // Assuming a custom function exists within the game engine
- game.applyPixelationEffect(target, 10, function () {
- // Callback after the pixelation effect completes
+ LK.effects.fadeOut(target, 500, function () {
+ // Callback after the fade out effect completes
target.destroy();
});
};
});
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