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i want to change the floor color
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create a background effect
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the congratulation you scored line add mixing of red pink and gold colors
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create that blast size much bigger
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Change the colors of the blast to only in gold color
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change the colors of the blast instead of blue add all rain bow color equally
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put or create that blast 2 times bigger than it
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✅ Add color paper blast effect when score reaches milestones show me in big size
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with congratulation message show me the some color papers like red, white,purple,pink, yellow, white all rainbow color papers will show like a blast in the middle of the game just for 4 sec
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with congratulation message show me the some color papers big blast
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with congratulation message show me the some color papers like blast it will big one
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with congratulation message show me the some color papers like blast
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when the explorer get 100 200 or 300 every time time blast and say congratulations u crossed 100 or u crossed 200 like this and so on on every hundred and blast some thing like the color papers for a 4 sec
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when the explorer get 100 200 or 300 every time time blast and say congratulations u crossed 100 or u crossed 200 like this
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what u created that are in the air the explorer can't touch soo put them in the floor in the path where the explorer can move and touch and get collection
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✅ Trigger additional keys and treasures spawn when explorer collects key, diamond, and treasure what u created that are in the air the explorer can't touch soo put them in the floor like the explorer
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when the explorer touches the treasure , diamond and key then automatically show some more key, diamond and treasure in the another possible places in the game where the explorer can touch
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add a background music asset for the game
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when explorer touches the key , diamond ,treasure give me a boom sound asset
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when the explorer touch the diamond and key and treasure then add a boom asset
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when the explorer touch the diamond and key and treasure then add a boom effect
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Please fix the bug: 'ReferenceError: keys is not defined' in or related to this line: 'keys.push(key);' Line Number: 278
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Please fix the bug: 'ReferenceError: Key is not defined' in or related to this line: 'var key = new Key();' Line Number: 242
Code edit (1 edits merged)
Please save this source code
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Please fix the bug: 'TypeError: self.collidesWith is not a function' in or related to this line: 'if (self.collidesWith(explorer)) {' Line Number: 51
/**** * Classes ****/ // Create Explorer character var Explorer = Container.expand(function () { var self = Container.call(this); var sprite = self.attachAsset('explorer', { anchorX: 0.5, anchorY: 0.5 }); self.x = 200; // Starting position self.y = 400; // Ground position self.speed = 5; self.health = 3; self.update = function () { if (Input.isKeyDown('ArrowLeft')) { self.x -= self.speed; } if (Input.isKeyDown('ArrowRight')) { self.x += self.speed; } }; self.takeDamage = function () { self.health -= 1; console.log("Explorer health:", self.health); if (self.health <= 0) { console.log("Game Over!"); self.destroy(); } }; return self; }); // Create Falling Rock object var FallingRock = Container.expand(function () { var self = Container.call(this); var rock = self.attachAsset('rock', { anchorX: 0.5, anchorY: 0.5 }); self.x = Math.random() * 400; // Random X position self.y = 0; // Start from top self.speed = Math.random() * 3 + 2; // Random falling speed between 2-5 self.update = function () { self.y += self.speed; // Falls down if (self.intersects(explorer)) { explorer.takeDamage(); self.destroy(); } if (self.y > 500) { // Remove rock if it goes off-screen self.destroy(); } }; return self; }); /**** * Initialize Game ****/ // Game setup var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ // Define Input class to handle key inputs var Input = { keys: {}, isKeyDown: function isKeyDown(key) { return this.keys[key] === true; } }; // Add event listeners for keydown and keyup game.down = function (x, y, obj) { Input.keys['ArrowLeft'] = true; Input.keys['ArrowRight'] = true; }; game.up = function (x, y, obj) { Input.keys['ArrowLeft'] = false; Input.keys['ArrowRight'] = false; }; var explorer = game.addChild(new Explorer()); // Spawn rocks every second var rockSpawner = LK.setInterval(function () { game.addChild(new FallingRock()); }, 1000);
/****
* Classes
****/
// Create Explorer character
var Explorer = Container.expand(function () {
var self = Container.call(this);
var sprite = self.attachAsset('explorer', {
anchorX: 0.5,
anchorY: 0.5
});
self.x = 200; // Starting position
self.y = 400; // Ground position
self.speed = 5;
self.health = 3;
self.update = function () {
if (Input.isKeyDown('ArrowLeft')) {
self.x -= self.speed;
}
if (Input.isKeyDown('ArrowRight')) {
self.x += self.speed;
}
};
self.takeDamage = function () {
self.health -= 1;
console.log("Explorer health:", self.health);
if (self.health <= 0) {
console.log("Game Over!");
self.destroy();
}
};
return self;
});
// Create Falling Rock object
var FallingRock = Container.expand(function () {
var self = Container.call(this);
var rock = self.attachAsset('rock', {
anchorX: 0.5,
anchorY: 0.5
});
self.x = Math.random() * 400; // Random X position
self.y = 0; // Start from top
self.speed = Math.random() * 3 + 2; // Random falling speed between 2-5
self.update = function () {
self.y += self.speed; // Falls down
if (self.intersects(explorer)) {
explorer.takeDamage();
self.destroy();
}
if (self.y > 500) {
// Remove rock if it goes off-screen
self.destroy();
}
};
return self;
});
/****
* Initialize Game
****/
// Game setup
var game = new LK.Game({
backgroundColor: 0x000000
});
/****
* Game Code
****/
// Define Input class to handle key inputs
var Input = {
keys: {},
isKeyDown: function isKeyDown(key) {
return this.keys[key] === true;
}
};
// Add event listeners for keydown and keyup
game.down = function (x, y, obj) {
Input.keys['ArrowLeft'] = true;
Input.keys['ArrowRight'] = true;
};
game.up = function (x, y, obj) {
Input.keys['ArrowLeft'] = false;
Input.keys['ArrowRight'] = false;
};
var explorer = game.addChild(new Explorer());
// Spawn rocks every second
var rockSpawner = LK.setInterval(function () {
game.addChild(new FallingRock());
}, 1000);
small rock. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
a magic crackers boom effect. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
create a glod color key. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows