User prompt
i want to change the floor color
User prompt
create a background effect
User prompt
the congratulation you scored line add mixing of red pink and gold colors
User prompt
create that blast size much bigger
User prompt
Change the colors of the blast to only in gold color
User prompt
change the colors of the blast instead of blue add all rain bow color equally
User prompt
put or create that blast 2 times bigger than it
User prompt
✅ Add color paper blast effect when score reaches milestones show me in big size
User prompt
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
User prompt
with congratulation message show me the some color papers big blast
User prompt
with congratulation message show me the some color papers like blast it will big one
User prompt
with congratulation message show me the some color papers like blast
User prompt
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
User prompt
when the explorer get 100 200 or 300 every time time blast and say congratulations u crossed 100 or u crossed 200 like this
User prompt
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
User prompt
✅ 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
User prompt
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
User prompt
add a background music asset for the game
User prompt
when explorer touches the key , diamond ,treasure give me a boom sound asset
User prompt
when the explorer touch the diamond and key and treasure then add a boom asset
User prompt
when the explorer touch the diamond and key and treasure then add a boom effect
User prompt
Please fix the bug: 'ReferenceError: keys is not defined' in or related to this line: 'keys.push(key);' Line Number: 278
User prompt
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
User prompt
Please fix the bug: 'TypeError: self.collidesWith is not a function' in or related to this line: 'if (self.collidesWith(explorer)) {' Line Number: 51
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1", { level: 1, collectedKeys: 0, lives: 3 }); /**** * Classes ****/ var Boom = Container.expand(function () { var self = Container.call(this); var boomGraphics = self.attachAsset('boom', { anchorX: 0.5, anchorY: 0.5 }); self.explode = function () { tween(boomGraphics, { scaleX: 2, scaleY: 2, alpha: 0 }, { duration: 500, onFinish: function onFinish() { self.destroy(); } }); }; return self; }); var Diamond = Container.expand(function () { var self = Container.call(this); var diamondGraphics = self.attachAsset('diamond', { anchorX: 0.5, anchorY: 0.5 }); self.isCollected = false; self.collect = function () { if (!self.isCollected) { self.isCollected = true; tween(diamondGraphics, { scaleX: 1.3, scaleY: 1.3 }, { duration: 300, onFinish: function onFinish() { self.destroy(); } }); LK.setScore(LK.getScore() + 30); // Diamonds give 30 points LK.getSound('collect').play(); } }; self.update = function () { if (!self.isCollected) { // Shine animation var glowIntensity = (Math.sin(LK.ticks / 30) + 1) / 2; diamondGraphics.alpha = 0.7 + glowIntensity * 0.3; } }; return self; }); var Explorer = Container.expand(function () { var self = Container.call(this); self.moveFreely = function (direction) { if (!self.isMoving) { var currentGridPos = getGridPosition(self.x, self.y); var targetGridPos = { x: currentGridPos.x, y: currentGridPos.y }; switch (direction) { case 'up': targetGridPos.y -= 1; break; case 'down': targetGridPos.y += 1; break; case 'left': targetGridPos.x -= 1; break; case 'right': targetGridPos.x += 1; break; } if (isWalkable(targetGridPos.x, targetGridPos.y)) { var cellCenterX = targetGridPos.x * tileSize + tileSize / 2; var cellCenterY = targetGridPos.y * tileSize + tileSize / 2; self.moveToward(cellCenterX, cellCenterY); } } }; var explorerGraphics = self.attachAsset('explorer', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 10; self.isMoving = false; self.direction = null; self.targetX = 0; self.targetY = 0; self.hasKey = false; self.moveToward = function (x, y) { self.isMoving = true; self.targetX = x; self.targetY = y; // Calculate direction var dx = self.targetX - self.x; var dy = self.targetY - self.y; // Determine primary direction based on larger delta if (Math.abs(dx) > Math.abs(dy)) { self.direction = dx > 0 ? 'right' : 'left'; } else { self.direction = dy > 0 ? 'down' : 'up'; } }; self.stopMoving = function () { self.isMoving = false; self.direction = null; }; self.update = function () { if (self.isMoving) { var dx = self.targetX - self.x; var dy = self.targetY - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < self.speed) { self.x = self.targetX; self.y = self.targetY; self.stopMoving(); } else { var ratio = self.speed / distance; self.x += dx * ratio; self.y += dy * ratio; } } }; self.collectKey = function () { self.hasKey = true; tween(explorerGraphics, { tint: 0xFFD700 }, { duration: 300, onFinish: function onFinish() { tween(explorerGraphics, { tint: 0xFFFFFF }, { duration: 300 }); } }); }; self.useKey = function () { self.hasKey = false; storage.collectedKeys++; }; self.takeDamage = function () { LK.effects.flashObject(self, 0xFF0000, 500); storage.lives--; LK.getSound('damage').play(); if (storage.lives <= 0) { LK.showGameOver(); } }; return self; }); var Key = Container.expand(function () { var self = Container.call(this); var keyGraphics = self.attachAsset('key', { anchorX: 0.5, anchorY: 0.5 }); self.isCollected = false; self.collect = function () { if (!self.isCollected) { self.isCollected = true; tween(keyGraphics, { scaleX: 1.3, scaleY: 1.3 }, { duration: 300, onFinish: function onFinish() { self.destroy(); } }); LK.setScore(LK.getScore() + 10); // Keys give 10 points LK.getSound('collect').play(); } }; self.update = function () { if (!self.isCollected) { var glowIntensity = (Math.sin(LK.ticks / 30) + 1) / 2; keyGraphics.alpha = 0.7 + glowIntensity * 0.3; } }; return self; }); var Treasure = Container.expand(function () { var self = Container.call(this); var treasureGraphics = self.attachAsset('treasure', { anchorX: 0.5, anchorY: 0.5 }); self.isCollected = false; self.collect = function () { if (!self.isCollected) { self.isCollected = true; tween(treasureGraphics, { scaleX: 1.3, scaleY: 1.3 }, { duration: 300, onFinish: function onFinish() { self.destroy(); } }); LK.setScore(LK.getScore() + 50); LK.getSound('collectTreasure').play(); LK.getSound('boom').play(); // Check if all treasures are collected var allCollected = true; for (var i = 0; i < treasures.length; i++) { if (!treasures[i].isCollected) { allCollected = false; break; } } // Removed game end condition when all treasures are collected } }; self.update = function () { if (!self.isCollected) { // Shine animation var glowIntensity = (Math.sin(LK.ticks / 30) + 1) / 2; treasureGraphics.alpha = 0.7 + glowIntensity * 0.3; } }; return self; }); var Wall = Container.expand(function () { var self = Container.call(this); var wallGraphics = self.attachAsset('wall', { anchorX: 0.5, anchorY: 0.5 }); return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x8B4513 // SaddleBrown color for the floor }); /**** * Game Code ****/ function spawnAdditionalKeysAndTreasures() { // Define possible positions for new keys and treasures var possiblePositions = [{ x: 3, y: 3 }, { x: 7, y: 7 }, { x: 12, y: 12 }, { x: 15, y: 15 } // Add more positions as needed ]; // Randomly select positions for new keys and treasures possiblePositions.forEach(function (pos) { if (Math.random() > 0.5) { // Spawn a key var key = new Key(); key.x = pos.x * tileSize + tileSize / 2; key.y = pos.y * tileSize + tileSize / 2; key.y = explorer.y; // Ensure key is on the same floor level as the explorer game.addChild(key); keys.push(key); } else { // Spawn a treasure var treasure = new Treasure(); treasure.x = pos.x * tileSize + tileSize / 2; treasure.y = pos.y * tileSize + tileSize / 2; treasure.y = explorer.y; // Ensure treasure is on the same floor level as the explorer game.addChild(treasure); treasures.push(treasure); } }); } function shouldRemoveWall(x, y) { // Define conditions to remove walls, e.g., based on position // Example: Remove walls at specific coordinates var removablePositions = [{ x: 5, y: 5 }, { x: 10, y: 10 } // Add more positions as needed ]; return removablePositions.some(function (pos) { return pos.x === x && pos.y === y; }); } // New diamond asset // Game variables var keys = []; var lastCelebratedScore = 0; var tileSize = 100; var gridWidth = 20; var gridHeight = 27; var explorer; var walls = []; var diamonds = []; var doors = []; var treasures = []; var spikes = []; var diamonds = []; var fallingRocks = []; var levelGrid = []; var gameStarted = false; // UI Elements var scoreTxt = new Text2('0', { size: 80, fill: 0xFFFFFF }); var levelTxt = new Text2('Level: ' + storage.level, { size: 60, fill: 0xFFFFFF }); var keysTxt = new Text2('Keys: ' + storage.collectedKeys, { size: 60, fill: 0xFFD700 }); var livesTxt = new Text2('Lives: ' + storage.lives, { size: 60, fill: 0xFF5252 }); // Initialize game function initializeGame() { // Clear previous game elements resetGameElements(); // Generate level based on current level generateLevel(storage.level); // Initialize explorer createExplorer(); // Setup UI setupUI(); // Start game gameStarted = true; // Play background music with fade-in effect LK.playMusic('caveMusic', { fade: { start: 0, end: 0.5, duration: 1000 } }); } function resetGameElements() { // Remove all existing game elements for (var i = 0; i < walls.length; i++) { walls[i].destroy(); } walls = []; for (var i = 0; i < diamonds.length; i++) { diamonds[i].destroy(); } diamonds = []; for (var i = 0; i < treasures.length; i++) { treasures[i].destroy(); } treasures = []; for (var i = 0; i < fallingRocks.length; i++) { fallingRocks[i].destroy(); } fallingRocks = []; levelGrid = []; if (explorer) { explorer.destroy(); explorer = null; } } function createExplorer() { explorer = new Explorer(); game.addChild(explorer); // Position explorer at start position for (var y = 0; y < gridHeight; y++) { for (var x = 0; x < gridWidth; x++) { if (levelGrid[y][x] === 'S') { explorer.x = x * tileSize + tileSize / 2; explorer.y = y * tileSize + tileSize / 2; break; } } } } function setupUI() { // Setup collection title var collectionTitleTxt = new Text2('Collection:', { size: 60, fill: 0xFFD700, // Gold color fontWeight: 'bold' // Add bold font }); collectionTitleTxt.anchor.set(1, 0); LK.gui.topRight.addChild(collectionTitleTxt); scoreTxt.setText(LK.getScore()); scoreTxt.anchor.set(1, 0); scoreTxt.y = 60; // Adjust position to be below the title LK.gui.topRight.addChild(scoreTxt); // Setup level text levelTxt.setText('Level: ' + storage.level); levelTxt.anchor.set(0.5, 0); levelTxt.y = 80; LK.gui.top.addChild(levelTxt); // Setup keys text keysTxt.setText('Keys: ' + storage.collectedKeys); keysTxt.anchor.set(0, 0); keysTxt.y = 80; LK.gui.topRight.addChild(keysTxt); // Setup lives text livesTxt.setText('Lives: ' + storage.lives); livesTxt.anchor.set(0, 0); LK.gui.topRight.addChild(livesTxt); } function generateLevel(level) { // Define different level layouts var layouts = []; // Level 1: Simple tutorial level layouts[1] = ["WWWWWWWWWWWWWWWWWWWW", "W W W", "W WWWWWW W WWWWWWW W", "W W K W W", "W W WWWWWWWWWWWW W W", "W W W W W", "W W W WWWWWWWWWW W W", "W W W W W W W", "W W W W WWWWWW W W W", "W W W W W W W W W", "W W W W W WW W W W W", "W W W W W W W W", "W WWWWW WWWWWWWW W W", "W W W", "W WWWWWWWWWWWWWWWW W", "W W", "W WWWWWWWW WWWWWWW W", "W W W W W", "W W WWWW WWWWWWW W W", "W W W W W W", "W W W WWWWWWWWW W W W", "W W W W W W W", "W W WWWWWWWWW W W W W", " DW W W W W", "W WWWWWWWWWW TST ", "W W W", "WWWWWWWWWWWWWWWWWWWWW"]; var currentLayout = layouts[1]; // Parse level layout for (var y = 0; y < currentLayout.length; y++) { levelGrid[y] = []; for (var x = 0; x < currentLayout[y].length; x++) { var cellType = currentLayout[y][x]; levelGrid[y][x] = cellType; var xPos = x * tileSize + tileSize / 2; var Pos = xPos; // Define Pos variable var yPos = y * tileSize + tileSize / 2; switch (cellType) { case 'W': // Wall if (!shouldRemoveWall(x, y)) { var wall = new Wall(); wall.x = Pos; wall.y = yPos; game.addChild(wall); walls.push(wall); } else { // Log or handle the removal of the wall for debugging or game design purposes console.log("Wall at (".concat(x, ", ").concat(y, ") removed to clear the path.")); } break; case 'K': // Diamond var diamond = new Diamond(); diamond.x = xPos; diamond.y = yPos; game.addChild(diamond); diamonds.push(diamond); break; case 'T': // Treasure var treasure = new Treasure(); treasure.x = xPos; treasure.y = yPos; game.addChild(treasure); treasures.push(treasure); break; case 'D': // Diamond var diamond = new Diamond(); diamond.x = xPos; diamond.y = yPos; game.addChild(diamond); diamonds.push(diamond); break; } } } } function getGridPosition(x, y) { var gridX = Math.floor(x / tileSize); var gridY = Math.floor(y / tileSize); if (gridX >= 0 && gridX < gridWidth && gridY >= 0 && gridY < gridHeight) { return { x: gridX, y: gridY }; } return null; } function isWalkable(gridX, gridY) { if (gridX < 0 || gridX >= gridWidth || gridY < 0 || gridY >= gridHeight) { return false; } var cellType = levelGrid[gridY][gridX]; // Check if cell is walkable if (cellType === 'W') { return false; } return true; } function getDoorAt(gridX, gridY) { for (var i = 0; i < doors.length; i++) { var doorPos = getGridPosition(doors[i].x, doors[i].y); if (doorPos && doorPos.x === gridX && doorPos.y === gridY) { return doors[i]; } } return null; } function getRiverAt(gridX, gridY) { for (var i = 0; i < rivers.length; i++) { var riverPos = getGridPosition(rivers[i].x, rivers[i].y); if (riverPos && riverPos.x === gridX && riverPos.y === gridY) { return rivers[i]; } } return null; } // Update UI function updateUI() { scoreTxt.setText(LK.getScore()); levelTxt.setText('Level: ' + storage.level); keysTxt.setText('Keys: ' + storage.collectedKeys); livesTxt.setText('Lives: ' + storage.lives); } // Check for collisions function checkCollisions() { if (!explorer) { return; } var explorerPos = getGridPosition(explorer.x, explorer.y); if (!explorerPos) { return; } var cellType = levelGrid[explorerPos.y][explorerPos.x]; // Check diamond collision if (cellType === 'K') { for (var i = 0; i < diamonds.length; i++) { var diamondPos = getGridPosition(diamonds[i].x, diamonds[i].y); if (diamondPos && diamondPos.x === explorerPos.x && diamondPos.y === explorerPos.y) { explorer.collectKey(); diamonds[i].destroy(); diamonds.splice(i, 1); levelGrid[explorerPos.y][explorerPos.x] = ' '; LK.getSound('collect').play(); LK.getSound('boom').play(); LK.getSound('boom').play(); // Check if explorer has collected a key, diamond, and a treasure if (explorer.hasKey && diamonds.some(function (d) { return d.isCollected; }) && treasures.some(function (t) { return t.isCollected; })) { spawnAdditionalKeysAndTreasures(); // Trigger boom effect var boom = new Boom(); boom.x = explorer.x; boom.y = explorer.y; game.addChild(boom); boom.explode(); } break; } } } // Check treasure collision if (cellType === 'T') { for (var i = 0; i < treasures.length; i++) { var treasurePos = getGridPosition(treasures[i].x, treasures[i].y); if (treasurePos && treasurePos.x === explorerPos.x && treasurePos.y === explorerPos.y && !treasures[i].isCollected) { treasures[i].collect(); break; } } } // Check diamond collision for (var i = 0; i < diamonds.length; i++) { var diamondPos = getGridPosition(diamonds[i].x, diamonds[i].y); if (diamondPos && diamondPos.x === explorerPos.x && diamondPos.y === explorerPos.y && !diamonds[i].isCollected) { diamonds[i].collect(); break; } } } function moveExplorer(targetX, targetY) { if (!explorer || explorer.isMoving) { return; } var currentGridPos = getGridPosition(explorer.x, explorer.y); var targetGridPos = getGridPosition(targetX, targetY); if (!currentGridPos || !targetGridPos) { return; } // Use pathfinding to find a path to the target var path = findPath(currentGridPos, targetGridPos); if (path && path.length > 0) { var nextStep = path[0]; var cellCenterX = nextStep.x * tileSize + tileSize / 2; var cellCenterY = nextStep.y * tileSize + tileSize / 2; explorer.moveToward(cellCenterX, cellCenterY); } // Check if the explorer is at the diamond's position if (levelGrid[currentGridPos.y][currentGridPos.x] === 'K') { explorer.collectKey(); for (var i = 0; i < diamonds.length; i++) { var diamondPos = getGridPosition(diamonds[i].x, diamonds[i].y); if (diamondPos && diamondPos.x === currentGridPos.x && diamondPos.y === currentGridPos.y) { diamonds[i].destroy(); diamonds.splice(i, 1); levelGrid[currentGridPos.y][currentGridPos.x] = ' '; LK.getSound('collect').play(); break; } } } } function findPath(start, end) { // Implement a simple pathfinding algorithm, e.g., A* or BFS // This is a placeholder for the pathfinding logic // Return an array of grid positions from start to end return []; } // Handle touch/mouse events function handleGameInput(x, y, obj) { if (!gameStarted) { return; } var direction = null; var currentGridPos = getGridPosition(explorer.x, explorer.y); var targetGridPos = getGridPosition(x, y); if (targetGridPos) { if (targetGridPos.x < currentGridPos.x) { direction = 'left'; } else if (targetGridPos.x > currentGridPos.x) { direction = 'right'; } else if (targetGridPos.y < currentGridPos.y) { direction = 'up'; } else if (targetGridPos.y > currentGridPos.y) { direction = 'down'; } if (direction) { explorer.moveFreely(direction); } } } // Start game when page loads initializeGame(); // Handle touch/mouse events game.down = handleGameInput; // Game update loop game.update = function () { if (!gameStarted) { return; } // Update UI updateUI(); // Check collisions checkCollisions(); // Check for score milestones and trigger celebration var currentScore = LK.getScore(); if (currentScore % 100 === 0 && currentScore !== 0 && currentScore !== lastCelebratedScore) { lastCelebratedScore = currentScore; // Play boom sound LK.getSound('boom').play(); // Display congratulations message var message = new Text2("Congratulations! You crossed ".concat(currentScore, "!"), { size: 100, fill: 0xFFD700, fontWeight: 'bold' }); message.anchor.set(0.5, 0.5); message.x = 2048 / 2; message.y = 2732 / 2; game.addChild(message); // Remove message after 4 seconds LK.setTimeout(function () { message.destroy(); }, 4000); // Trigger color paper blast effect in big size var color = 0xFFD700; // Gold color var paper = new Container(); var paperGraphics = paper.attachAsset('boom', { anchorX: 0.5, anchorY: 0.5 }); paperGraphics.tint = color; paper.x = 2048 / 2; paper.y = 2732 / 2; game.addChild(paper); tween(paperGraphics, { scaleX: 20, // Increase size for a much bigger effect scaleY: 20, // Increase size for a much bigger effect // Increase size for a bigger effect // Increase size for a bigger effect alpha: 0 }, { duration: 4000, onFinish: function onFinish() { paper.destroy(); } }); } };
===================================================================
--- original.js
+++ change.js
@@ -251,25 +251,16 @@
/****
* Initialize Game
****/
var game = new LK.Game({
- backgroundColor: 0x607D8B // Cave-like dark blue-gray
+ backgroundColor: 0x8B4513 // SaddleBrown color for the floor
});
/****
* Game Code
****/
function spawnAdditionalKeysAndTreasures() {
- var backgroundColors = [0x607D8B, 0xFF5722, 0x4CAF50, 0x2196F3, 0xFFC107]; // Array of colors for background effect
- var currentBackgroundIndex = 0; // Index to track current background color
- var backgroundChangeInterval = 5000; // Time interval for background color change in milliseconds
- // Function to change background color
- function changeBackgroundColor() {
- currentBackgroundIndex = (currentBackgroundIndex + 1) % backgroundColors.length;
- game.setBackgroundColor(backgroundColors[currentBackgroundIndex]);
- }
- // Set interval to change background color
- LK.setInterval(changeBackgroundColor, backgroundChangeInterval);
+ // Define possible positions for new keys and treasures
var possiblePositions = [{
x: 3,
y: 3
}, {
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