User prompt
Ajusta el apartado de códigos ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Haz las letras más grandes y separadas ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Haz que las letras y números estén simétricas y bonitas ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Hazlo más grande
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Haz las letras y números más grandes en el apartado de códigos
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Mejora el diseño del apartado de codigos ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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En el apartado de códigos añade números del 0 al 9
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Haz que las letras en el apartado de códigos sea más grandes para que se puedan pulsar más fácilmente
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Mejora el apartado de códigos, de forma que sea simétrico y bonito ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
En el menú principal pon un apartado que se llame códigos, en el que se pueda escribir, y si pones “ZKUIT1gamesstaffmode” se te active un modo administrador durante 15 minutos en el que puedas ir a un nivel determinado ↪💡 Consider importing and using the following plugins: @upit/storage.v1
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Haz que de fondo pasen nubes y demás ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Please fix the bug: 'TypeError: setTimeout is not a function. (In 'setTimeout(function () { __$(410); tween(game, { x: originalX }, { duration: 200, easing: tween.easeOut }); }, 600)', 'setTimeout' is undefined)' in or related to this line: 'setTimeout(function () {' Line Number: 776 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Mejora todo lo que puedas el juego ↪💡 Consider importing and using the following plugins: @upit/tween.v1, @upit/storage.v1
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Haz que el avión sea lo más realista posible
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ZK Haz que en el nivel 1 el progreso sea 5, en el nivel 2 sea 10, en el tres 15 y así sucesivamente
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Haz un menú principal, en el que ahí puedas darle a jugar y ver el leaderboard
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Please fix the bug: 'Error: Invalid value. Only literals or 1-level deep objects/arrays containing literals are allowed.' in or related to this line: 'storage.leaderboard = leaderboard;' Line Number: 490 ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Haz un leadertop en el que salga un top del 1 al 100 con las personas a las que más nivel a llegado ↪💡 Consider importing and using the following plugins: @upit/storage.v1
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Haz que el nivel 1 sea más fácil
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Haz que cuando llegue al final de un nivel haya una línea de meta, y que cuando la cruce salga un menú que en el que puedas reintentar el nivel, ir al siguiente nivel, o volver al nivel 1
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Haz que cuando pierda, no tenga que volver al nivel 1, sino no que empiece en el nivel que he perdido ↪💡 Consider importing and using the following plugins: @upit/storage.v1
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Please fix the bug: 'TypeError: undefined is not an object (evaluating 'tower.lastX')' in or related to this line: 'if (tower.lastX >= -200 && tower.x < -200) {' Line Number: 219
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Haz que el nivel 1 sea más fácil
User prompt
El avión vuelve a ir más rápido que la cámara
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Me gustaría que fuese un avión más realista y que vaya hacia delante y no de lado, también quiero que las torres sean más realistas
/**** * Plugins ****/ var storage = LK.import("@upit/storage.v1"); /**** * Classes ****/ var Aircraft = Container.expand(function () { var self = Container.call(this); // Main aircraft body var aircraftGraphics = self.attachAsset('aircraft', { anchorX: 0.5, anchorY: 0.5 }); // Aircraft wings var leftWing = self.attachAsset('aircraftWing', { anchorX: 0.5, anchorY: 0.5 }); leftWing.x = -10; leftWing.y = 8; leftWing.rotation = -0.2; var rightWing = self.attachAsset('aircraftWing', { anchorX: 0.5, anchorY: 0.5 }); rightWing.x = -10; rightWing.y = -8; rightWing.rotation = 0.2; // Aircraft tail var tail = self.attachAsset('aircraftTail', { anchorX: 0.5, anchorY: 0.5 }); tail.x = -45; tail.y = 0; self.speed = 3; self.lastY = 0; self.update = function () { // Update last position for collision detection self.lastY = self.y; }; return self; }); var FinishLine = Container.expand(function () { var self = Container.call(this); // Main finish line var lineGraphics = self.attachAsset('finishLine', { anchorX: 0.5, anchorY: 0.5 }); // Add flags at top and bottom for visibility var topFlag = self.attachAsset('finishFlag', { anchorX: 0.5, anchorY: 0.5 }); topFlag.y = -1300; var bottomFlag = self.attachAsset('finishFlag', { anchorX: 0.5, anchorY: 0.5 }); bottomFlag.y = 1300; self.lastX = 0; self.crossed = false; self.update = function () { // Update last position before moving self.lastX = self.x; // Move finish line from right to left var speed = Math.max(1.5, 3 - (5 - currentLevel) * 0.3); // Match tower speed self.x -= speed; }; return self; }); var Tower = Container.expand(function () { var self = Container.call(this); // Tower base var towerBase = self.attachAsset('towerBase', { anchorX: 0.5, anchorY: 0.5 }); // Tower top var towerTop = self.attachAsset('towerTop', { anchorX: 0.5, anchorY: 0.5 }); towerTop.y = -420; // Position at top of tower // Add windows to make it look more realistic for (var w = 0; w < 3; w++) { var window1 = self.attachAsset('towerWindow', { anchorX: 0.5, anchorY: 0.5 }); window1.x = -30; window1.y = -300 + w * 150; var window2 = self.attachAsset('towerWindow', { anchorX: 0.5, anchorY: 0.5 }); window2.x = 30; window2.y = -300 + w * 150; } self.lastX = 0; self.passed = false; self.update = function () { // Update last position before moving self.lastX = self.x; // Move tower from right to left (much slower for level 1) var speed = Math.max(1.5, 3 - (5 - currentLevel) * 0.3); // Very slow for level 1 self.x -= speed; }; return self; }); /**** * Initialize Game ****/ // Game variables var game = new LK.Game({ backgroundColor: 0x87CEFA // More realistic sky blue background }); /**** * Game Code ****/ //Storage plugin for persistent game data // Game variables // Initialize assets for the tower dodge flight game var aircraft; var towers = []; var finishLine = null; var showingMenu = false; var currentLevel = storage.currentLevel || 1; var levelScore = 0; var towersToComplete = 3; // Much fewer towers needed for level 1 var towerSpawnTimer = 0; var gameStarted = false; var menuContainer = null; // UI Elements var levelText = new Text2('Level: 1', { size: 60, fill: 0xFFFFFF }); levelText.anchor.set(0, 0); LK.gui.topLeft.addChild(levelText); levelText.x = 120; // Avoid top-left menu area levelText.y = 20; var scoreText = new Text2('Score: 0', { size: 60, fill: 0xFFFFFF }); scoreText.anchor.set(1, 0); LK.gui.topRight.addChild(scoreText); var progressText = new Text2('Progress: 0/10', { size: 50, fill: 0xFFFFFF }); progressText.anchor.set(0.5, 0); LK.gui.top.addChild(progressText); progressText.y = 100; // Initialize aircraft aircraft = game.addChild(new Aircraft()); aircraft.x = 300; aircraft.y = 1366; // Center vertically aircraft.lastIntersecting = false; // Touch controls for aircraft movement var dragActive = false; game.down = function (x, y, obj) { dragActive = true; gameStarted = true; }; game.up = function (x, y, obj) { dragActive = false; }; game.move = function (x, y, obj) { if (dragActive) { aircraft.y = y; // Keep aircraft within screen bounds if (aircraft.y < 50) aircraft.y = 50; if (aircraft.y > 2680) aircraft.y = 2680; } }; // Function to spawn tower function spawnTower() { var tower = new Tower(); tower.x = 2200; // Start from right edge // Random height position with gap for aircraft to pass var gapSize = Math.max(400, 700 - currentLevel * 40); // Much larger gap for level 1, reduce more gradually var gapPosition = Math.random() * (2732 - gapSize - 200) + 100; // Create top tower var topTower = game.addChild(new Tower()); topTower.x = tower.x; topTower.y = gapPosition / 2; topTower.lastIntersecting = false; towers.push(topTower); // Create bottom tower var bottomTower = game.addChild(new Tower()); bottomTower.x = tower.x; bottomTower.y = gapPosition + gapSize + (2732 - gapPosition - gapSize) / 2; bottomTower.lastIntersecting = false; towers.push(bottomTower); } // Function to spawn finish line function spawnFinishLine() { if (finishLine) return; // Don't spawn if already exists finishLine = game.addChild(new FinishLine()); finishLine.x = 2500; // Start further right than towers finishLine.y = 1366; // Center vertically finishLine.lastIntersecting = false; } // Function to create level completion menu function createLevelMenu() { showingMenu = true; menuContainer = new Container(); game.addChild(menuContainer); // Semi-transparent background var menuBg = LK.getAsset('towerBase', { anchorX: 0.5, anchorY: 0.5, scaleX: 8, scaleY: 2, alpha: 0.8 }); menuBg.x = 1024; menuBg.y = 1366; menuContainer.addChild(menuBg); // Title text var titleText = new Text2('Level ' + currentLevel + ' Complete!', { size: 80, fill: 0xFFFFFF }); titleText.anchor.set(0.5, 0.5); titleText.x = 1024; titleText.y = 1200; menuContainer.addChild(titleText); // Retry button var retryText = new Text2('Retry Level', { size: 60, fill: 0x00FF00 }); retryText.anchor.set(0.5, 0.5); retryText.x = 1024; retryText.y = 1300; retryText.interactive = true; retryText.down = function () { restartCurrentLevel(); }; menuContainer.addChild(retryText); // Next level button var nextText = new Text2('Next Level', { size: 60, fill: 0x0080FF }); nextText.anchor.set(0.5, 0.5); nextText.x = 1024; nextText.y = 1400; nextText.interactive = true; nextText.down = function () { goToNextLevel(); }; menuContainer.addChild(nextText); // Return to level 1 button var returnText = new Text2('Return to Level 1', { size: 60, fill: 0xFF8000 }); returnText.anchor.set(0.5, 0.5); returnText.x = 1024; returnText.y = 1500; returnText.interactive = true; returnText.down = function () { returnToLevel1(); }; menuContainer.addChild(returnText); } // Function to restart current level function restartCurrentLevel() { hideMenu(); levelScore = 0; // Clear existing towers and finish line clearLevel(); // Reset aircraft position aircraft.x = 300; aircraft.y = 1366; // Update UI progressText.setText('Progress: 0/' + towersToComplete); } // Function to go to next level function goToNextLevel() { hideMenu(); completeLevel(); } // Function to return to level 1 function returnToLevel1() { hideMenu(); currentLevel = 1; storage.currentLevel = 1; levelScore = 0; towersToComplete = 3; // Clear existing towers and finish line clearLevel(); // Reset aircraft position aircraft.x = 300; aircraft.y = 1366; // Update UI levelText.setText('Level: ' + currentLevel); progressText.setText('Progress: 0/' + towersToComplete); } // Function to hide menu function hideMenu() { if (menuContainer) { menuContainer.destroy(); menuContainer = null; } showingMenu = false; gameStarted = true; } // Function to clear level objects function clearLevel() { // Clear existing towers for (var i = towers.length - 1; i >= 0; i--) { towers[i].destroy(); towers.splice(i, 1); } // Clear finish line if (finishLine) { finishLine.destroy(); finishLine = null; } } // Function to complete level function completeLevel() { currentLevel++; // Save progress to storage storage.currentLevel = currentLevel; levelScore = 0; towersToComplete = Math.min(15, 3 + currentLevel * 2); // Start with only 3 for level 1, increase by 2 each level // Clear existing towers and finish line clearLevel(); // Reset aircraft position aircraft.x = 300; aircraft.y = 1366; // Update UI levelText.setText('Level: ' + currentLevel); progressText.setText('Progress: 0/' + towersToComplete); // Flash screen green for level completion LK.effects.flashScreen(0x00ff00, 1000); } // Function to handle game over function gameOver() { // Save current level to storage so player can restart from this level storage.currentLevel = currentLevel; LK.effects.flashScreen(0xff0000, 1000); LK.getSound('crash').play(); LK.showGameOver(); } // Main game update loop game.update = function () { if (!gameStarted || showingMenu) return; // Spawn towers based on level difficulty var spawnRate = Math.max(120, 300 - currentLevel * 20); // Much slower spawning for level 1 if (LK.ticks % spawnRate === 0) { spawnTower(); } // Check if we should spawn finish line var progress = Math.floor(levelScore / 2); if (progress >= towersToComplete && !finishLine) { spawnFinishLine(); } // Update finish line if (finishLine) { // Check if finish line went off screen if (finishLine.lastX >= -200 && finishLine.x < -200) { finishLine.destroy(); finishLine = null; } // Check if aircraft crossed finish line if (!finishLine.crossed && finishLine.x < aircraft.x) { finishLine.crossed = true; createLevelMenu(); return; } } // Update towers for (var i = towers.length - 1; i >= 0; i--) { var tower = towers[i]; // Check if tower went off screen if (tower.lastX >= -200 && tower.x < -200) { tower.destroy(); towers.splice(i, 1); continue; } // Check collision with aircraft var currentIntersecting = aircraft.intersects(tower); if (!tower.lastIntersecting && currentIntersecting) { gameOver(); return; } tower.lastIntersecting = currentIntersecting; // Check if aircraft passed tower (score point) if (!tower.passed && tower.x < aircraft.x - 100) { tower.passed = true; levelScore++; LK.setScore(LK.getScore() + 10 * currentLevel); // More points per level LK.getSound('dodge').play(); // Update progress var progress = Math.floor(levelScore / 2); // Two towers per obstacle progressText.setText('Progress: ' + progress + '/' + towersToComplete); scoreText.setText('Score: ' + LK.getScore()); } } // Aircraft stays stationary while towers move to create forward movement illusion };
===================================================================
--- original.js
+++ change.js
@@ -66,9 +66,10 @@
self.update = function () {
// Update last position before moving
self.lastX = self.x;
// Move finish line from right to left
- self.x -= 3;
+ var speed = Math.max(1.5, 3 - (5 - currentLevel) * 0.3); // Match tower speed
+ self.x -= speed;
};
return self;
});
var Tower = Container.expand(function () {
@@ -103,10 +104,11 @@
self.passed = false;
self.update = function () {
// Update last position before moving
self.lastX = self.x;
- // Move tower from right to left (slower for easier gameplay)
- self.x -= 3;
+ // Move tower from right to left (much slower for level 1)
+ var speed = Math.max(1.5, 3 - (5 - currentLevel) * 0.3); // Very slow for level 1
+ self.x -= speed;
};
return self;
});
@@ -129,9 +131,9 @@
var finishLine = null;
var showingMenu = false;
var currentLevel = storage.currentLevel || 1;
var levelScore = 0;
-var towersToComplete = 5; // Fewer towers needed for level 1
+var towersToComplete = 3; // Much fewer towers needed for level 1
var towerSpawnTimer = 0;
var gameStarted = false;
var menuContainer = null;
// UI Elements
@@ -182,9 +184,9 @@
function spawnTower() {
var tower = new Tower();
tower.x = 2200; // Start from right edge
// Random height position with gap for aircraft to pass
- var gapSize = Math.max(300, 500 - currentLevel * 30); // Start with larger gap, reduce more gradually
+ var gapSize = Math.max(400, 700 - currentLevel * 40); // Much larger gap for level 1, reduce more gradually
var gapPosition = Math.random() * (2732 - gapSize - 200) + 100;
// Create top tower
var topTower = game.addChild(new Tower());
topTower.x = tower.x;
@@ -293,9 +295,9 @@
hideMenu();
currentLevel = 1;
storage.currentLevel = 1;
levelScore = 0;
- towersToComplete = 5;
+ towersToComplete = 3;
// Clear existing towers and finish line
clearLevel();
// Reset aircraft position
aircraft.x = 300;
@@ -331,9 +333,9 @@
currentLevel++;
// Save progress to storage
storage.currentLevel = currentLevel;
levelScore = 0;
- towersToComplete = Math.min(15, 5 + currentLevel * 2); // Start with 5, increase by 2 each level
+ towersToComplete = Math.min(15, 3 + currentLevel * 2); // Start with only 3 for level 1, increase by 2 each level
// Clear existing towers and finish line
clearLevel();
// Reset aircraft position
aircraft.x = 300;
@@ -355,9 +357,9 @@
// Main game update loop
game.update = function () {
if (!gameStarted || showingMenu) return;
// Spawn towers based on level difficulty
- var spawnRate = Math.max(90, 180 - currentLevel * 15); // Slower spawning, especially for level 1
+ var spawnRate = Math.max(120, 300 - currentLevel * 20); // Much slower spawning for level 1
if (LK.ticks % spawnRate === 0) {
spawnTower();
}
// Check if we should spawn finish line