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Please fix the bug: 'Can't find variable: moneyCounter' in or related to this line: 'if (playerPiece.lastWasIntersectingMoney !== true && playerPiece.intersects(moneyCounter)) {' Line Number: 147
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/**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ // --- SCP-3301: Initial Board, Player, and Card Draw Logic --- // Board setup var board = LK.getAsset('board', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 }); game.addChild(board); // Player piece setup var playerPiece = LK.getAsset('player', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 - 300 }); playerPiece.lastX = playerPiece.x; playerPiece.lastY = playerPiece.y; game.addChild(playerPiece); // Event: trigger when playerPiece crosses center X (2048/2 = 1024) if (playerPiece.lastX <= 1024 && playerPiece.x > 1024) { // Example: flash screen green for 500ms LK.effects.flashScreen(0x00ff00, 500); if (playerPiece.lastX >= 1024 && playerPiece.x < 1024) { // Example: flash screen red for 500ms LK.effects.flashScreen(0xff0000, 500); } // Event: trigger when playerPiece crosses from right to left half of the board (x=1024 to x<1024) if (playerPiece.lastX > 1024 && playerPiece.x <= 1024) { // Example: flash screen orange for 500ms LK.effects.flashScreen(0xffa500, 500); } // Event: trigger when playerPiece crosses from left to right half of the board (x=1024 to x>1024) if (playerPiece.lastX < 1024 && playerPiece.x >= 1024) { // Example: flash screen blue for 500ms LK.effects.flashScreen(0x0000ff, 500); } // Event: trigger when playerPiece crosses center Y (2732/2 = 1366) if (playerPiece.lastY <= 1366 && playerPiece.y > 1366) { // Example: flash screen pink for 500ms LK.effects.flashScreen(0xff69b4, 500); } // Event: trigger when playerPiece crosses from top to bottom half of the board (y=1366 to y>1366) if (playerPiece.lastY < 1366 && playerPiece.y >= 1366) { // Example: flash screen green for 500ms LK.effects.flashScreen(0x00ff00, 500); } // Event: trigger when playerPiece crosses from top to bottom half of the board (y=1366 to y>1366) (repeat event for version 20) if (playerPiece.lastY <= 1366 && playerPiece.y > 1366) { // Example: flash screen teal for 500ms LK.effects.flashScreen(0x008080, 500); } // Event: trigger when playerPiece crosses from bottom to top half of the board (y=1366 to y<1366) if (playerPiece.lastY >= 1366 && playerPiece.y < 1366) { // Example: flash screen light blue for 500ms LK.effects.flashScreen(0x87cefa, 500); } // Event: trigger when playerPiece crosses the center X coordinate (x=1024) if (playerPiece.lastX <= 1024 && playerPiece.x > 1024) { // Example: flash screen lime for 500ms LK.effects.flashScreen(0x32cd32, 500); } } // Event: trigger when playerPiece crosses Y=600 if (playerPiece.lastY <= 600 && playerPiece.y > 600) { // Example: flash screen blue for 500ms LK.effects.flashScreen(0x0000ff, 500); } // Event: trigger when playerPiece arrives at X=1500, Y=800 if (playerPiece.lastY <= 800 && playerPiece.y > 800 && playerPiece.lastX <= 1500 && playerPiece.x > 1500) { // Example: flash screen yellow for 500ms LK.effects.flashScreen(0xffff00, 500); } // Money counter setup var moneyCounter = LK.getAsset('moneyCounterDisplay', { anchorX: 0.5, anchorY: 0.5, x: 2048 - 200, y: 200 }); game.addChild(moneyCounter); // Event: trigger when playerPiece intersects with moneyCounter (exact collision moment) if (playerPiece.lastWasIntersectingMoney !== true && playerPiece.intersects(moneyCounter)) { // Example: flash screen magenta for 500ms LK.effects.flashScreen(0xff00ff, 500); } // Event: trigger when playerPiece crosses the right edge of the board (x=2048) if (playerPiece.lastX <= 2048 && playerPiece.x > 2048) { // Example: flash screen cyan for 500ms LK.effects.flashScreen(0x00ffff, 500); } // Event: trigger when playerPiece crosses the left edge of the board (x=0) if (playerPiece.lastX >= 0 && playerPiece.x < 0) { // Example: flash screen orange for 500ms LK.effects.flashScreen(0xffa500, 500); } // Event: trigger when playerPiece crosses the top edge of the board (y=0) if (playerPiece.lastY >= 0 && playerPiece.y < 0) { // Example: flash screen purple for 500ms LK.effects.flashScreen(0x800080, 500); } // Event: trigger when playerPiece crosses the bottom edge of the board (y=2732) if (playerPiece.lastY <= 2732 && playerPiece.y > 2732) { // Example: flash screen teal for 500ms LK.effects.flashScreen(0x008080, 500); } // Always update lastX and lastY for playerPiece for event triggers // Track last intersection state for moneyCounter playerPiece.lastWasIntersectingMoney = playerPiece.intersects(moneyCounter); // Card hand setup var hand = []; var maxHandSize = 10; var initialHandSize = 7; // Card draw function function drawCard() { // For now, just use a generic card back as a placeholder var card = LK.getAsset('cardBack', { anchorX: 0.5, anchorY: 0.5 }); hand.push(card); return card; } // Draw initial hand for (var i = 0; i < initialHandSize; i++) { var card = drawCard(); // Display cards in a fan at the bottom of the screen card.x = 2048 / 2 - (initialHandSize - 1) * 60 / 2 + i * 60; card.y = 2732 - 120; game.addChild(card); }
===================================================================
--- original.js
+++ change.js
@@ -80,8 +80,16 @@
if (playerPiece.lastY <= 800 && playerPiece.y > 800 && playerPiece.lastX <= 1500 && playerPiece.x > 1500) {
// Example: flash screen yellow for 500ms
LK.effects.flashScreen(0xffff00, 500);
}
+// Money counter setup
+var moneyCounter = LK.getAsset('moneyCounterDisplay', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ x: 2048 - 200,
+ y: 200
+});
+game.addChild(moneyCounter);
// Event: trigger when playerPiece intersects with moneyCounter (exact collision moment)
if (playerPiece.lastWasIntersectingMoney !== true && playerPiece.intersects(moneyCounter)) {
// Example: flash screen magenta for 500ms
LK.effects.flashScreen(0xff00ff, 500);
Healthbar. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Player. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Opponent. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
EnergyBar. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Board. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Anomaly. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Button. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
animal. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
SCP. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
SCP card. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
anomalyneutralizer card. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
containmentfield card. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
cardFront. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
barBackground. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
darknessbetweendimensions. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
manual. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
moneyCounterDisplay. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Wondertainment product. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
EndTurnButton. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
randomscp. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Attack. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Containment. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
White Card called “Panacea” which was used to heal. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
modified Colt AR-15. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
giant flaming angel's sword. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
hidden golden anomaly. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Orangutan. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows