User prompt
il faut 3 coeur au débu 2 quand elle perd une vie 1 quand elle perd il y a 0 coeur
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remplace lives 3 par trois un heart
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il faut que le mot holala ! sois écrit en rouge
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quand la fée perd 2 vie d'afiler sa dois être écrit holala !
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Fix Bug: 'TypeError: LK.playSound is not a function' in this line: 'LK.playSound('holala');' Line Number: 140
User prompt
Fix Bug: 'TypeError: LK.playSound is not a function' in this line: 'LK.playSound('holala');' Line Number: 140
User prompt
quand la fée perd 2 vie d'afiler sa dois faire le son : holala !
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alors répare ça
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il faut que les potion vont jusquau bout
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il faut que les potion vont jusque en bas
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il faut que les potion von plus vites
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quand la fée touche 2 potion en même temp sa dois être écrit
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il faut des lignes de potion a l'infini
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change completement la methode de creation des potions car celle là ne foncitonne pas
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accelere les potions
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Les vagues de potion ne doivent jamais s'arreter
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corrige la creation de potions pour qu'il y ait entre 4 et 8 potions à fréquence régulières
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il faut plus de 3 potion
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il faut moin de 8 potion sur une lignes
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il faut plus de ligne de potion
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il faut plus de potion
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non l'invers
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quand la fée a franchi 5 lignes il y a que les aurtres potions qui vonts ver la fée le reste se casse
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au débu les potion tombes toute droite et quand la fée a franchi 5 lignes les potions doives aller ver la fée
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les potion doive atraper la fée que quand la fée a franchi 5 lignes
/**** * 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', 0.5, 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); } } } });
===================================================================
--- original.js
+++ change.js
@@ -40,9 +40,9 @@
// 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 + (i + 1), 'Heart icon', 0.5, 0);
+ var heartIcon = self.createAsset(heartTexturePrefix, 'Heart icon', 0.5, 0);
heartIcon.x = i * heartIcon.width; // Position hearts horizontally
self.addChild(heartIcon);
}
};
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