Code edit (2 edits merged)
Please save this source code
User prompt
убедить и проверь в коде
Code edit (9 edits merged)
Please save this source code
User prompt
при сталкновении с любой картинкой prep или pref, game over
User prompt
убать прибавление score От таймера 1,5 секунды
User prompt
КОГДА ПРОИЗОШЛО ПЕРЕСЕчение с монеткой, то Score прибавляется +1
User prompt
если игрок пересекается с монеткой, то монетка исчезает
Code edit (2 edits merged)
Please save this source code
User prompt
Please fix the bug: 'ReferenceError: monetka is not defined' in or related to this line: 'if (player.intersects(monetka)) {' Line Number: 629
Code edit (1 edits merged)
Please save this source code
User prompt
при пересечении мальчика и prepImages и prepFimages gameover
Code edit (1 edits merged)
Please save this source code
User prompt
Please fix the bug: 'ReferenceError: uskorenie is not defined' in or related to this line: 'if (child !== player && child !== buttonTop && child !== buttonBot && child !== uskorenie) {' Line Number: 628
User prompt
Удалить Uskorenie
User prompt
Please fix the bug: 'tween is not defined' in or related to this line: 'tween(domImage, {' Line Number: 447 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
Code edit (4 edits merged)
Please save this source code
User prompt
Please fix the bug: 'ReferenceError: allImages is not defined' in or related to this line: 'if (player.intersects(allImages)) {' Line Number: 634
User prompt
Please fix the bug: 'ReferenceError: allImages is not defined' in or related to this line: 'if (player.intersects(allImages)) {' Line Number: 634
Code edit (1 edits merged)
Please save this source code
User prompt
при пересечении игрока и монетки, game over
Code edit (1 edits merged)
Please save this source code
User prompt
проверь вот это: - Условие может быть помещено в раздел функции обновления, который не выполняется. Например, если условие вложено в другое условие, которое никогда не истинно, или если оно помещено после оператора return, который досрочно завершает функцию, он не будет выполняться. Убедитесь, что условие находится в пределах основного игрового цикла или функции обновления и не было случайно пропущено из-за логического потока.
User prompt
проверь вот это: 5. **Управление государством**: - Переменные или состояния, определяющие, должно ли быть активировано условие окончания игры, могут управляться неправильно. Например, если 'player.intersects(child)' неточно отражает положение игрока относительно объектов, условие не сработает. Убедитесь, что логика пересечения реализована правильно, а все необходимые состояния отслеживаются и обновляются.
User prompt
проверь вот это: 3. **Контекст выполнения**: - Если код не находится в основном игровом цикле или функции обновления, он может не выполняться каждый кадр, что необходимо для обнаружения коллизий. Убедитесь, что условие проверено в цикле обновления игры, чтобы убедиться, что он запускается каждый кадр. Если нужно исправь
User prompt
Проверь этот пункт, правильно ли заведен? 2. **Инициализация и отслеживание**: - 'child.assetId' может быть неправильно инициализирован или обновлен, что приводит к состоянию 'prepImages.includes(child.assetId) || prepFImages.includes(child.assetId)' никогда не является правдой. Аналогично, если метод 'player.intersects(child)' неправильно обнаруживает пересечения, условие не будет выполнено. Убедитесь, что все соответствующие переменные инициализированы и обновлены должным образом.
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var ButtonBot = Container.expand(function () { var self = Container.call(this); var buttonBotGraphics = self.attachAsset('BUTTON_BOT', { anchorX: 0.5, anchorY: 0.5 }); // Add down event to set landing duration to 100 during jump or double jump self.down = function (x, y, obj) { if (self.isPressed) { return; } // Debounce: Ignore if already pressed self.isPressed = true; // Set pressed state LK.setTimeout(function () { self.isPressed = false; // Reset pressed state after a short delay }, 200); // 200ms debounce delay self.scale.set(0.9); // Add press effect by scaling down if (!player.inAir && !player.doubleJump) { player.rotation -= Math.PI / 2.25; // Rotate 80 degrees counter-clockwise } else if (player.inAir || player.doubleJump) { tween(player, { y: 2732 / 2 - 250 }, { duration: 100, onFinish: function onFinish() { player.inAir = false; player.doubleJump = false; player.y = 2732 / 2 - 250; } }); } if (player.inAir || player.doubleJump) { if (!player.hasRotated) { player.rotation -= Math.PI / 2.25; // Rotate 80 degrees counter-clockwise player.hasRotated = true; // Ensure rotation only occurs once } tween(player, { y: 2732 / 2 - 250 }, { duration: 100, onFinish: function onFinish() { player.inAir = false; player.doubleJump = false; player.y = 2732 / 2 - 250; player.hasRotated = false; // Reset rotation flag } }); } else { player.hasRotated = false; // Reset rotation flag if not in air or double jump } }; // Add up event to reset rotation self.up = function (x, y, obj) { self.isPressed = false; // Reset pressed state self.scale.set(1); // Reset scale to original size if (!player.inAir && !player.doubleJump) { player.rotation += Math.PI / 2.25; // Rotate back 80 degrees clockwise } else if (player.inAir || player.doubleJump) { player.rotation += Math.PI / 2.25; // Rotate back 80 degrees clockwise } }; }); // Create a button top class var ButtonTop = Container.expand(function () { var self = Container.call(this); var buttonTopGraphics = self.attachAsset('BUTTON_TOP', { anchorX: 0.5, anchorY: 0.5 }); // Add down event to trigger jump self.down = function (x, y, obj) { if (self.isPressed) { return; } // Debounce: Ignore if already pressed self.isPressed = true; // Set pressed state LK.setTimeout(function () { self.isPressed = false; // Reset pressed state after a short delay }, 200); // 200ms debounce delay self.scale.set(0.9); // Add press effect by scaling down if (!player.doubleJump || player.inAir && !player.doubleJump) { if (player.inAir) { player.doubleJump = true; tween(player, { y: player.y - 400, rotation: player.rotation - Math.PI * 2 }, { duration: 230, easing: tween.easeInOut, onFinish: function onFinish() { player.inAir = true; // Allow another jump tween(player, { y: 2732 / 2 - 250 }, { duration: 800, onFinish: function onFinish() { player.inAir = false; player.doubleJump = false; player.y = 2732 / 2 - 250; } }); } }); return; } player.inAir = true; player.doubleJump = false; player.lastY = player.y; // Update lastY immediately after jump initiation player.lastX = player.x; // Update lastX immediately after jump initiation player.lastY = player.y; // Update lastY immediately after jump initiation player.lastX = player.x; // Update lastX immediately after jump initiation tween(player, { y: player.y - 400 }, { duration: 100, // Reduced duration to allow quicker second jump onFinish: function onFinish() { player.inAir = true; // Allow another jump tween(player, { y: 2732 / 2 - 250 }, { duration: 800, onFinish: function onFinish() { player.inAir = false; } }); } }); } }; // Add up event to reset scale self.up = function (x, y, obj) { self.isPressed = false; // Reset pressed state self.scale.set(1); // Reset scale to original size }; }); // Create a player class var Player = Container.expand(function () { var self = Container.call(this); var playerGraphics = self.attachAsset('character', { anchorX: 0.5, anchorY: 0.5 }); // Initialize the inAir flag self.inAir = false; self.doubleJump = false; self.hasRotated = false; // Initialize rotation flag // Initialize lastY and lastX for tracking changes self.lastY = self.y; self.lastX = self.x; }); /**** * Initialize Game ****/ // Add player to the game var game = new LK.Game({ backgroundColor: 0x12243b }); /**** * Game Code ****/ var monetka; // Declare monetka variable // Function to create Monetka image at a random height function createMonetka() { monetka = game.addChild(LK.getAsset('Monetka', { anchorX: 0.5, anchorY: 0.5 })); monetka.x = 2057; // Center image horizontally monetka.y = Math.floor(Math.random() * (1650 - 1300 + 1)) + 1300; // Random height between 300 and 1000 monetka.rotation = Math.PI / 9; // Rotate image by 20 degrees clockwise var scaleDirection = 1; // 1 for increasing, -1 for decreasing var scaleSpeed = 0.01; // Speed of scaling monetka.update = function () { // Update the scale monetka.scale.x += scaleSpeed * scaleDirection; monetka.scale.y += scaleSpeed * scaleDirection; // Check if we need to change direction if (monetka.scale.x >= 1.2) { scaleDirection = -1; // Start decreasing } else if (monetka.scale.x <= 1) { scaleDirection = 1; // Start increasing } }; } // Create Monetka every 3 seconds var monetkaTimer = LK.setInterval(createMonetka, 3000); // Add ikonka button to the GUI overlay layer to make it static var ikonkaButton = LK.gui.topRight.addChild(LK.getAsset('ikonka', { anchorX: 0.5, anchorY: 0.5, x: -100, // Move 100 pixels to the left y: 120 // Move 100 pixels down })); // Create and display score text at the top center of the screen var scoreText = new Text2(LK.getScore().toString(), { size: 130, fill: 0xFFFFFF, fontWeight: 'bold', font: 'Arial' // Specify the desired font here }); scoreText.anchor.set(0.5, 0); // Center horizontally, top edge scoreText.y = 30; // Move score 50 pixels down LK.gui.top.addChild(scoreText); ikonkaButton.interactive = true; // Make ikonka interactive ikonkaButton.down = function (x, y, obj) { if (ikonkaButton.isPressed) { return; // Debounce: Ignore if already pressed } ikonkaButton.isPressed = true; // Set pressed state LK.setTimeout(function () { ikonkaButton.isPressed = false; // Reset pressed state after a short delay }, 200); // 200ms debounce delay // Toggle transparency on button press if (ikonkaButton.alpha === 1) { ikonkaButton.alpha = 0.5; // Set transparency to 50% buttonTop.x -= 1700; // Move buttonTop 100 pixels to the left buttonBot.x -= 1700; // Move buttonBot 100 pixels to the left } else { ikonkaButton.alpha = 1; // Reset transparency buttonTop.x += 1700; // Move buttonTop back to original position buttonBot.x += 1700; // Move buttonBot back to original position } ikonkaButton.isPressed = false; // Reset pressed state }; var oblako = game.addChild(LK.getAsset('Oblako', { anchorX: 0.5, anchorY: 0.5 })); oblako.x = 2248; // Position 'Oblako' in the middle of the right side of the screen oblako.y = Math.floor(Math.random() * (901 - 400)) + 400; // Random height between 200 and 700 oblako.rotation = Math.PI / 9; // Rotate 'Oblako' by 20 degrees clockwise oblako.alpha = 0.3; // Set transparency to 50% var otherImageSpeed = 20; // Initial speed for other images var speedIncreaseTimer = LK.setInterval(function () { otherImageSpeed += 0.2; // Increase speed by 1 every 5 seconds }, 7000); var oblakoInstances = []; // Array to track oblako instances var oblakoTimer = LK.setInterval(function () { var newOblako = game.addChild(LK.getAsset('Oblako', { anchorX: 0.5, anchorY: 0.5 })); var scaleFactor = Math.random() * (1 - 0.33) + 0.33; // Random scale factor between 0.33 and 1 newOblako.scale.set(scaleFactor); // Apply random scale newOblako.x = 2248; // Position 'Oblako' in the middle of the right side of the screen newOblako.y = Math.floor(Math.random() * (901 - 400)) + 400; // Random height between 200 and 700 newOblako.rotation = Math.PI / 9; // Rotate 'Oblako' by 20 degrees clockwise newOblako.alpha = 0.3; // Set transparency to 50% oblakoInstances.push(newOblako); // Add new oblako to the array }, 18000); // Create an array to store 'Dom' images // Define BLEND_MODES to fix the undefined variable error var BLEND_MODES = { NORMAL: 0 }; var domImages = []; // Create the first 'Dom' image after 2 seconds LK.setTimeout(function () { var newDom = game.addChild(LK.getAsset('Dom', { anchorX: 0.5, anchorY: 0.5 })); newDom.x = 2048 / 2 + 2170; // Center image horizontally newDom.y = 2732 / 2 + 450; // Center image vertically newDom.rotation = Math.PI / 9; // Rotate image by 20 degrees clockwise newDom.alpha = 0.2; // Set transparency to 20% newDom.blendMode = BLEND_MODES.NORMAL; // Ensure transparency does not sum up domImages.push(newDom); // Create subsequent 'Dom' images every 3 seconds var domTimer = LK.setInterval(function () { var newDom = game.addChild(LK.getAsset('Dom', { anchorX: 0.5, anchorY: 0.5 })); newDom.x = 2048 / 2 + 2170; // Center image horizontally newDom.y = 2732 / 2 + 450; // Center image vertically newDom.rotation = Math.PI / 9; // Rotate image by 20 degrees clockwise newDom.alpha = 0.2; // Set transparency to 20% newDom.blendMode = BLEND_MODES.NORMAL; // Ensure transparency does not sum up domImages.push(newDom); }, 12500); }, 2220); // Set a random interval between 4 to 8 seconds to create SUNDUK function randomSundukCreation() { var randomTime = Math.floor(Math.random() * (10000 - 4000 + 1)) + 4000; LK.setTimeout(function () { createSunduk(); randomSundukCreation(); // Call again for continuous random creation }, randomTime); } // Start the random SUNDUK creation randomSundukCreation(); // Function to create SUNDUK image function createSunduk() { var sunduk = game.addChild(LK.getAsset('Sunduk', { anchorX: 0.5, anchorY: 0.5 })); sunduk.x = 2090; // Center image horizontally sunduk.y = Math.floor(Math.random() * (2732 - 2332 + 1)) + 2332; // Random height between 2332 and 2732 sunduk.rotation = Math.PI / 9; // Rotate image by 20 degrees clockwise sunduk.alpha = 0.5; // Set transparency to 50% } // Function to create UFO image function createUfo() { var ufo = game.addChild(LK.getAsset('Ufo', { anchorX: 0.5, anchorY: 0.5 })); ufo.x = 2090; // Center image horizontally ufo.y = Math.floor(Math.random() * (2732 - 2332 + 1)) + 2332; // Random height between 2332 and 2732 ufo.rotation = Math.PI / 9; // Rotate image by 20 degrees clockwise ufo.alpha = 0.5; // Set transparency to 50% } // Create a new image 123 every 3 seconds on the right side of the screen var image123Timer = LK.setInterval(function () { var newImage123 = game.addChild(LK.getAsset('123', { anchorX: 0.5, anchorY: 0.5 })); newImage123.x = 2048 + newImage123.width / 2; // Position on the right side of the screen newImage123.y = 2732 / 2 + 1290; // Move image down by 600 pixels newImage123.rotation = Math.PI / 9; // Rotate image by 20 degrees clockwise }, 1400); LK.setTimeout(function () { vzriv = game.addChild(LK.getAsset('Vzriv', { anchorX: 0.5, anchorY: 0.5 })); vzriv.x = vzriv.width / 2 + 90; // Position Vzriv at the left center of the screen vzriv.y = 2732 / 2 - 280; // Center Vzriv vertically game.setChildIndex(player, game.children.length - 1); // Move player to the top game.setChildIndex(buttonBot, game.children.length - 1); // Ensure buttonBot is on top game.setChildIndex(buttonTop, game.children.length - 1); // Ensure buttonTop is on top // Remove Vzriv 2.1 seconds after the game starts LK.setTimeout(function () { vzriv.destroy(); }, 2100); }, 1860); // Add image 123 to the center of the screen var image123 = game.addChild(LK.getAsset('123', { anchorX: 0.5, anchorY: 0.5 })); image123.x = 2048 / 2; // Center image horizontally image123.y = 2732 / 2 + 280; // Move image 123 down by 280 pixels image123.rotation = Math.PI / 9; // Rotate image 123 by 20 degrees clockwise // Function to randomly display one of the Prep images, PrepF1, or PrepF2 every 5 seconds var prepImages = ['Prep1', 'Prep2', 'Prep3', 'Prep4', 'Prep5', 'Prep6']; var prepFImages = ['PrepF1', 'PrepF2', 'Prepf3']; var prepInterval = 2500; var prepCounter = 0; // Counter to track the number of images displayed var allImages = prepImages.concat(prepFImages); // Define allImages variable var prepRandomTimer = LK.setInterval(function () { if (prepCounter < 5) { allImages = prepImages; // First 5 images are always from prepImages } else { allImages = Math.random() < 0.5 ? prepImages : prepFImages; } var randomIndex = Math.floor(Math.random() * allImages.length); var prep; prep = game.addChild(LK.getAsset(allImages[randomIndex], { anchorX: 0.5, anchorY: 0.5 })); if (prepFImages.includes(allImages[randomIndex])) { // Set specific positions for PrepF1 and PrepF2 prep.x = 2048 + 100; // Original position for PrepF images prep.y = 2732 / 2 + 105; // Original position for PrepF images } else { // Set positions for other Prep images prep.x = 2048 + 100; // Center image horizontally prep.y = 2732 / 2 + 430; // Center image vertically } prep.rotation = Math.PI / 9; prepCounter++; // Increment the counter after each image is displayed }, prepInterval); var prepIntervalDecreaseTimer = LK.setInterval(function () { prepInterval = Math.max(800, prepInterval - 200); LK.clearInterval(prepRandomTimer); prepRandomTimer = LK.setInterval(function () { var allImages = Math.random() < 0.5 ? prepImages : prepFImages; var randomIndex = Math.floor(Math.random() * allImages.length); var prep = game.addChild(LK.getAsset(allImages[randomIndex], { anchorX: 0.5, anchorY: 0.5 })); if (prepFImages.includes(allImages[randomIndex])) { prep.x = 2048 + 100; prep.y = 2732 / 2 + 105; } else { prep.x = 2048 + 100; prep.y = 2732 / 2 + 430; } prep.rotation = Math.PI / 9; }, prepInterval); }, 5000); // Add 'Dom' image to the center of the screen var domImage = game.addChild(LK.getAsset('Dom', { anchorX: 0.5, anchorY: 0.5 })); domImage.x = 2048 / 2 + 70; // Center image horizontally domImage.y = 2732 / 2 - 305; // Center image vertically domImage.rotation = Math.PI / 9; // Rotate image by 20 degrees clockwise domImage.alpha = 0.2; // Set transparency to 50% domImage.blendMode = BLEND_MODES.NORMAL; // Ensure transparency does not sum up // Add a glow effect to the 'Dom' image tween(domImage, { alpha: 0.2 }, { duration: 1000, yoyo: true, repeat: Infinity }); // Add image 'niz' to the bottom of the screen var niz = game.addChild(LK.getAsset('NIZ', { anchorX: 0.5, // Center horizontally anchorY: 0.5 // Align to the bottom })); niz.x = 2048 / 2 - 150; // Center image horizontally niz.y = 2732 - 200; // Position image at the bottom of the screen niz.rotation = Math.PI / 9; game.setChildIndex(niz, 0); // Move 'niz' to the back layer // Function to create ALMAZ image function createAlmaz() { var almaz = game.addChild(LK.getAsset('almaz', { anchorX: 0.5, anchorY: 0.5 })); almaz.x = 2090; // Center image horizontally almaz.y = Math.floor(Math.random() * (2732 - 2332 + 1)) + 2332; // Random height between 2332 and 2732 almaz.rotation = Math.PI / 9; // Rotate image by 20 degrees clockwise almaz.alpha = 0.7; // Set transparency to 70% } // Function to create SKELET image function createSkelet() { var skelet = game.addChild(LK.getAsset('Skelet', { anchorX: 0.5, anchorY: 0.5 })); skelet.x = 2090; // Center image horizontally skelet.y = Math.floor(Math.random() * (2732 - 2332 + 1)) + 2332; // Random height between 2332 and 2732 skelet.rotation = Math.PI / 9; // Rotate image by 20 degrees clockwise skelet.alpha = 0.5; // Set transparency to 50% } // Set a random interval between 4 to 8 seconds to create ALMAZ function randomAlmazCreation() { var randomTime = Math.floor(Math.random() * (10000 - 4000 + 1)) + 4000; LK.setTimeout(function () { createAlmaz(); randomAlmazCreation(); // Call again for continuous random creation }, randomTime); } // Start the random ALMAZ creation randomAlmazCreation(); // Set a random interval between 4 to 8 seconds to create SKELET function randomSkeletCreation() { var randomTime = Math.floor(Math.random() * (10000 - 4000 + 1)) + 4000; LK.setTimeout(function () { createSkelet(); randomSkeletCreation(); // Call again for continuous random creation }, randomTime); } // Start the random SKELET creation randomSkeletCreation(); // Set a random interval between 4 to 8 seconds to create UFO function randomUfoCreation() { var randomTime = Math.floor(Math.random() * (10000 - 4000 + 1)) + 4000; LK.setTimeout(function () { createUfo(); randomUfoCreation(); // Call again for continuous random creation }, randomTime); } // Start the random UFO creation randomUfoCreation(); // Create 'niz' every 2 seconds, except for the first instance var nizTimer = LK.setInterval(function () { var newNiz = game.addChild(LK.getAsset('NIZ', { anchorX: 0.5, anchorY: 0.5 })); newNiz.x = 2048 / 2 + 2000; newNiz.y = 2732 + 580; newNiz.rotation = Math.PI / 9; game.setChildIndex(newNiz, 0); }, 1400); var ball = game.addChild(LK.getAsset('Ball', { anchorX: 0.5, anchorY: 0.5 })); ball.x = ball.width / 2 - 100; // Shift ball 100 pixels to the left ball.y = 2732 / 2 - 300; // Center ball vertically LK.setTimeout(function () { tween(ball, { x: ball.x + 400 }, { duration: 360, // Reduced duration to double the speed easing: tween.linear, onFinish: function onFinish() { ball.destroy(); // Remove the ball after it moves 200 pixels } }); }, 1500); game.down = function (x, y, obj) {}; var player = game.addChild(new Player()); player.x = player.width / 2 + 200; // Position player 200 units to the right of the center left of the screen player.y = 2732 / 2 - 250; // Move player 150 units down player.rotation = Math.PI / 12; // Set initial rotation to 15 degrees clockwise // Add background to the game var background = game.addChild(LK.getAsset('background_1', { anchorX: 0.5, anchorY: 0.5 })); game.setChildIndex(background, 0); // Move background to the bottom background.x = 2048 / 2; // Center background horizontally background.y = 2732 / 2 + 150; // Move background down by 550 pixels background.rotation = Math.PI / 9; // Rotate background by 20 degrees clockwise // Move background_1 towards its left side var backgroundCounter = 0; var backgroundTimer = LK.setInterval(function () { var newBackground = game.addChild(LK.getAsset('background_1', { anchorX: 0.5, anchorY: 0.5 })); newBackground.x = 2048 / 2 + 2500; // Move background 2048 pixels to the right newBackground.y = 2732 / 2 + 1060; // Move background down by 1100 pixels newBackground.rotation = Math.PI / 9; // Rotate background by 20 degrees clockwise backgroundCounter++; if (backgroundCounter === 1) { LK.clearInterval(backgroundTimer); backgroundTimer = LK.setInterval(function () { var newBackground = game.addChild(LK.getAsset('background_1', { anchorX: 0.5, anchorY: 0.5 })); newBackground.x = 2048 / 2 + 2500; // Move background 2048 pixels to the right newBackground.y = 2732 / 2 + 1060; // Move background down by 1100 pixels newBackground.rotation = Math.PI / 9; // Rotate background by 20 degrees clockwise }, 1400); } else if (backgroundCounter === 2) { LK.clearInterval(backgroundTimer); backgroundTimer = LK.setInterval(function () { var newBackground = game.addChild(LK.getAsset('background_1', { anchorX: 0.5, anchorY: 0.5 })); newBackground.x = 2048 / 2 + 2500; // Move background 2048 pixels to the right newBackground.y = 2732 / 2 + 1060; // Move background down by 1100 pixels newBackground.rotation = Math.PI / 9; // Rotate background by 20 degrees clockwise }, 800); } }, 400); var gameStarted = false; // Removed score increment from timer var gameStartTimer = LK.setTimeout(function () { gameStarted = true; }, 2000); // Add BUTTON_TOP to the game var buttonTop = game.addChild(new ButtonTop()); buttonTop.x = 2048 - buttonTop.width / 2 - 50; // Position buttonTop 50 units to the left of the right edge of the screen buttonTop.y = 2732 - buttonTop.height / 2 - 350; // Position buttonTop 370 units above the bottom edge of the screen // Add BUTTON_BOT to the game var buttonBot = game.addChild(new ButtonBot()); buttonBot.x = 2048 - buttonBot.width / 2 - 50; // Position buttonBot 50 units to the left of the right edge of the screen buttonBot.y = 2732 - buttonBot.height / 2 - 20; // Position buttonBot 20 units above the bottom edge of the screen game.update = function () { if (!gameStarted) { buttonTop.interactive = false; buttonBot.interactive = false; return; } buttonTop.interactive = true; buttonBot.interactive = true; // Update lastY and lastX for player player.lastY = player.y; player.lastX = player.x; game.children.forEach(function (child) { if (child !== player && child !== buttonTop && child !== buttonBot) { if (child === monetka && player.intersects(monetka)) { monetka.destroy(); LK.setScore(LK.getScore() + 1); // Increase score by 1 scoreText.setText(LK.getScore().toString()); // Update score display return; } if (prepImages.includes(child.assetId) || prepFImages.includes(child.assetId)) { if (child.lastWasIntersecting === undefined) { child.lastWasIntersecting = false; } if (!child.lastWasIntersecting && player.intersects(child)) { LK.showGameOver(); // Trigger game over when player intersects with any Prep or Pref image return; } child.lastWasIntersecting = player.intersects(child); } if (child === domImage) { if (child.lastX === undefined) { child.lastX = child.x; } if (child.lastY === undefined) { child.lastY = child.y; } child.x -= 3 * Math.cos(child.rotation); // Set speed for domImage child.y -= 3 * Math.sin(child.rotation); // Set speed for domImage child.lastX = child.x; child.lastY = child.y; } else if (domImages.includes(child)) { child.x -= 3 * Math.cos(child.rotation); // Set speed for newDom images child.y -= 3 * Math.sin(child.rotation); // Set speed for newDom images } else { if (child === oblako || oblakoInstances.includes(child)) { child.x -= 1 * Math.cos(child.rotation); // Set speed for 'Oblako' child.y -= 1 * Math.sin(child.rotation); // Set speed for 'Oblako' } else { child.x -= otherImageSpeed * Math.cos(child.rotation); // Apply increased speed for other images child.y -= otherImageSpeed * Math.sin(child.rotation); // Apply increased speed for other images } } if (child.y + child.height / 2 < 0 || child.x - child.width / 2 > 2048 || child.y - child.height / 2 > 2732) { // If the image is completely off the screen child.destroy(); // Remove the image } } game.setChildIndex(player, game.children.length - 1); // Move player to the top game.setChildIndex(buttonBot, game.children.length - 1); // Ensure buttonBot is on top game.setChildIndex(buttonTop, game.children.length - 1); // Ensure buttonTop is on top }); // Add shaking effect to the player if (gameStarted) { if (LK.ticks < 130) { // Strong shake for the first second (assuming 60 FPS) player.x = player.lastX + Math.sin(LK.ticks / 0.5) * 10; player.y = player.lastY + Math.cos(LK.ticks / 0.5) * 10; } else { player.x = player.lastX + Math.sin(LK.ticks / 0.5) * 3; player.y = player.lastY + Math.cos(LK.ticks / 0.5) * 3; } if (vzriv && vzriv.parent) { vzriv.destroy(); } } };
===================================================================
--- original.js
+++ change.js
@@ -367,9 +367,10 @@
} else {
allImages = Math.random() < 0.5 ? prepImages : prepFImages;
}
var randomIndex = Math.floor(Math.random() * allImages.length);
- var prep = game.addChild(LK.getAsset(allImages[randomIndex], {
+ var prep;
+ prep = game.addChild(LK.getAsset(allImages[randomIndex], {
anchorX: 0.5,
anchorY: 0.5
}));
if (prepFImages.includes(allImages[randomIndex])) {
создать мультяшного сидячего персонажа. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
snowball. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
белая стрелочка вниз. Ровная. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Алмаз, мультяшный. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Скелет дракона. Мультяшный. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Ufo (летающая тарелка). Мультяшная. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Пингвин в снегу. Мультяшный. Головой в снегу. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Мультяшный рыбак зимой сидит рыбачит. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Человек летит на параплане. Мультяшный. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Куст в снегу мультяшный. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Дирижабль, мультяшный. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Рука белая. Иконка. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Монетка золотая мультяшная. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
снежинка. мультяшная. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
text: New Record! Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows