Code edit (16 edits merged)
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Please fix the bug: 'TypeError: self is undefined' in or related to this line: 'self.arm = self.body.attachAsset('arm', {' Line Number: 117
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add arm to the Player
Code edit (2 edits merged)
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in Player class add a body property using body asset
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Le joueur ne doit pas sortir du ring.
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Enlève le game over.
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j'utilise l'asset player pour ennemi
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Place l'ennemi au milieu du ring
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L'ennemi ne doit pas descendre.
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L'ennemi ne descend pas.
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L'ennemi doit rester sur le ring.
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Quand je tape l'écran, le gomme du box, le player entre parenthèses, doit avancer de 50 pas et revenir faire comme s'il le tapait.
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fait qu'on ne puisse pas le téléporter que le dragger
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fait qu'on ne puisse pas le téléporter que le dragger
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fait qu'on ne puisse pas le téléporter que le dragger
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fait qu'on ne puisse pas le téléporter que le gragger
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fait qu'on ne puisse pas le téléporter.
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fait qu'on ne puisse pas le téléporter.
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ajoute le ring au jeu
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Fait qu'on ne puisse pas téléporter le player
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Fait qu'on ne puisse pas téléporter l'oxygène
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fait qu'on ne puisse pas le téléporter.
/**** * Classes ****/ // Enemy class var Enemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5 }); // Enemy speed self.speed = 5; // Update enemy position self.update = function () { self.y += self.speed; // Check if enemy goes off screen if (self.y > 2732) { self.destroy(); } }; }); // Assets initialization is handled automatically by the LK engine. // Player class var Player = Container.expand(function () { var self = Container.call(this); var playerGraphics = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5 }); // Player movement speed self.speed = 10; // Update player position based on input self.update = function () { // Movement logic will be handled in the game's update function }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 // Init game with black background }); /**** * Game Code ****/ // Initialize ring in the game scene var ring = game.addChild(LK.getAsset('ring', { x: 1024, // Center horizontally y: 1366, // Center vertically anchorX: 0.5, anchorY: 0.5 })); var dragNode = null; // Initialize player var player = game.addChild(new Player()); player.x = 1024; // Center horizontally player.y = 2400; // Position towards the bottom // Initialize a single fixed enemy var enemy = game.addChild(new Enemy()); enemy.x = 1024; // Center horizontally enemy.y = 100; // Fixed position towards the top // Update the single fixed enemy enemy.update(); var touchPosition = null; game.down = function (x, y, obj) { // Set drag node to player for dragging only. dragNode = player; }; game.move = function (x, y, obj) { if (dragNode) { var game_position = game.toLocal(obj.global); dragNode.x = game_position.x; dragNode.y = game_position.y; } }; game.up = function (x, y, obj) { dragNode = null; }; // Game update function game.update = function () { // Move player based on touch input // Gradually update player position towards touch position if (dragNode) { var game_position = game.toLocal(obj.global); dragNode.x = game_position.x; dragNode.y = game_position.y; } // Spawn enemies // Check for collision with player if (enemy.intersects(player)) { LK.effects.flashScreen(0xff0000, 500); LK.showGameOver(); } };
===================================================================
--- original.js
+++ change.js
@@ -83,15 +83,12 @@
// Game update function
game.update = function () {
// Move player based on touch input
// Gradually update player position towards touch position
- if (touchPosition) {
- var deltaX = touchPosition.x - player.x;
- var deltaY = touchPosition.y - player.y;
- var distance = Math.sqrt(deltaX * deltaX + deltaY * deltaY);
- // Remove the condition that causes instant teleportation
- player.x += deltaX / distance * player.speed;
- player.y += deltaY / distance * player.speed;
+ if (dragNode) {
+ var game_position = game.toLocal(obj.global);
+ dragNode.x = game_position.x;
+ dragNode.y = game_position.y;
}
// Spawn enemies
// Check for collision with player
if (enemy.intersects(player)) {
clear
basic light gray convex round button with a red boxing glove icon. UI
Un gant de boxe bleu vu de dessus. video game
basic light round convex gray button with a raised blue shield icon.. UI
un éclair. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
remove
a basic white heart.. game icon
A boxer has lost the match..
man boxer with red gloves is KO on the ring..