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
User prompt
fait que les potions ne puissent pas se toucher
User prompt
encore plus petite mais pas trop
User prompt
rapetissi la un tout petit peut
User prompt
agrandi la fée
User prompt
oriente la fée dans la direction du mouvement de la souris ( symetrie horizontale )
User prompt
fait clignoter plus vite !
User prompt
fait clignoter la fée le temp qu'elle est immortelle
User prompt
quand la fée est touchée par une potion, elle perd une vie, mais ensuite elle devient immortelle pendant 3 secondes
User prompt
au lieu d'afficher des coeurs vides, retire le coeur quand on perd une vie
User prompt
retire un coeur quand la fée perd une vie
User prompt
affiches les vies dès le début
User prompt
updateLives est dupliquée
User prompt
écoute moi ! je veut 3 coeur pas 1 !
User prompt
c'est faut
User prompt
au commencement elle a 3 coeurs pas 1
User prompt
il faut qu'on voit les 3 coeurs au débu et 1 coeur quand elle a perdu 2 vie
User prompt
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
User prompt
il faut voir les trois coeur il faut pas qu'on vois un seul coeur a la fois
User prompt
quand sa commence la fée a 3 coeur
User prompt
corige sa
User prompt
il faut 3 coeur au débu
User prompt
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.createAsset('potion', 'Witch potion', 0.5, 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.livesIcon = self.createAsset('heart', 'Three lives represented by a heart icon', 0.5, 0);
self.addChild(self.livesIcon);
self.updateLives = function (lives) {
// Assuming each heart icon represents one life
// Update the display based on the number of lives
var heartTexturePrefix = 'heart'; // Prefix for heart textures
self.removeChildren(); // Clear existing heart icons
for (var i = 0; i < lives; i++) {
var heartIcon = self.createAsset(heartTexturePrefix, 'Heart icon', 0, 0);
heartIcon.x = i * heartIcon.width; // Position hearts horizontally
self.addChild(heartIcon);
}
};
});
// 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 = 5;
self.speedMultiplier = 1;
self.move = function () {
self.y += self.baseSpeed * self.speedMultiplier;
if (self.y > 2732) {
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.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--;
// 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;
}
// Apply pixelation effect to the potion before destroying it
var pixelateEffect = new PixelateEffect();
pixelateEffect.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 Potion) {
var targetingPotion = new TargetingPotion();
targetingPotion.x = potions[p].x;
targetingPotion.y = potions[p].y;
potions.splice(p, 1);
game.addChild(targetingPotion);
potions.push(targetingPotion);
} else {
potions[p].destroy();
potions.splice(p, 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