User prompt
Please fix the bug: 'NegativeItem is not defined' in or related to this line: 'var negItem = new NegativeItem();' Line Number: 196
User prompt
Please fix the bug: 'Coin is not defined' in or related to this line: 'var startCoin = new Coin();' Line Number: 147
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Please fix the bug: 'Platform is not defined' in or related to this line: 'var startPlat = new Platform();' Line Number: 124
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Please fix the bug: 'Platform is not defined' in or related to this line: 'var startPlat = new Platform();' Line Number: 124
User prompt
Please fix the bug: 'NegativeItem is not defined' in or related to this line: 'var negItem = new NegativeItem();' Line Number: 196
User prompt
Please fix the bug: 'NegativeItem is not defined' in or related to this line: 'var negItem = new NegativeItem();' Line Number: 196
User prompt
Please fix the bug: 'Coin is not defined' in or related to this line: 'var startCoin = new Coin();' Line Number: 147
User prompt
Please fix the bug: 'Platform is not defined' in or related to this line: 'var startPlat = new Platform();' Line Number: 124
User prompt
developing a game where certain platforms spawn objects that deduct points when collected by the player
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slow down the danger a little more
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Hazard should slow down a little but still follow the character
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add all the mechanics I wrote
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add all
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add all
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add all
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add all
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add
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add
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Update and handle coffee projectiles in game loop, including collision with player
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Initialize coffeeProjectiles array in game variables
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Reset coffee projectiles on game start
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Reset coffee projectiles on game start
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a little more space
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Increase distance between characters with hazard
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Let the hazard come from behind us but not touch the character
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Coin class var Coin = Container.expand(function () { var self = Container.call(this); var coinAsset = self.attachAsset('coinCircle', { anchorX: 0.5, anchorY: 0.5 }); self.width = coinAsset.width; self.height = coinAsset.height; return self; }); // Hazard (Starbucks coffee cup) class var Hazard = Container.expand(function () { var self = Container.call(this); var hazardAsset = self.attachAsset('hazard', { anchorX: 0.5, anchorY: 1 }); self.width = hazardAsset.width; self.height = hazardAsset.height; // Physics properties self.vx = 0; self.vy = 0; self.lastX = 0; self.lastY = 0; self.lastWasIntersecting = false; self.steamTween = null; self.warningTween = null; // For visual warning (shake/steam) self.warningActive = false; // Helper: trigger visual warning (shake) self.triggerWarning = function () { if (self.warningActive) return; self.warningActive = true; // Simple shake effect using correct tween API var origX = self.x; tween(self, { x: origX + 20 }, { duration: 80, easing: tween.linear, onFinish: function onFinish() { // Yoyo back tween(self, { x: origX }, { duration: 80, easing: tween.linear, onFinish: function onFinish() { // Repeat shake 2 more times tween(self, { x: origX + 20 }, { duration: 80, easing: tween.linear, onFinish: function onFinish() { tween(self, { x: origX }, { duration: 80, easing: tween.linear, onFinish: function onFinish() { tween(self, { x: origX + 20 }, { duration: 80, easing: tween.linear, onFinish: function onFinish() { tween(self, { x: origX }, { duration: 80, easing: tween.linear, onFinish: function onFinish() { self.x = origX; self.warningActive = false; } }); } }); } }); } }); } }); } }); }; // Helper: trigger steam (alpha pulse) self.triggerSteam = function () { if (self.steamTween) return; var asset = hazardAsset; // Animate alpha to 0.5, then back to 1, repeat twice var repeatCount = 2; var _pulse = function pulse(count) { if (count === 0) { asset.alpha = 1; self.steamTween = null; return; } self.steamTween = tween(asset, { alpha: 0.5 }, { duration: 120, easing: tween.linear, onFinish: function onFinish() { tween(asset, { alpha: 1 }, { duration: 120, easing: tween.linear, onFinish: function onFinish() { _pulse(count - 1); } }); } }); }; _pulse(repeatCount); }; // Update method (called every frame) self.update = function () { // Save last position for event triggers self.lastX = typeof self.lastX === "number" ? self.x : self.x; self.lastY = typeof self.lastY === "number" ? self.y : self.y; // Move horizontally toward player var targetX = player.x; if (self.x < targetX - 40) { // If far behind, speed up a bit self.vx = Math.min(PLAYER_SPEED * 0.9, (targetX - self.x) * 0.08 + 6); } else if (self.x > targetX + 40) { // If ahead (shouldn't happen), slow down self.vx = -6; } else { // Normal pace self.vx = PLAYER_SPEED * 0.7; } // Adaptive speed: if player is slow, hazard speeds up if (player.vx === 0 && self.x < player.x - 120) { self.vx += 4; } self.x += self.vx; // Follow player's Y/platform (find closest platform under player) var closestPlat = null; var minDist = 99999; for (var i = 0; i < platforms.length; i++) { var plat = platforms[i]; var dx = Math.abs(self.x - (plat.x + plat.width / 2)); if (dx < plat.width / 2 + 60) { var dy = Math.abs(player.y - plat.y); if (dy < minDist) { minDist = dy; closestPlat = plat; } } } if (closestPlat) { // Smoothly move to platform Y var targetY = closestPlat.y; self.y += (targetY - self.y) * 0.18; } // Visual warning if close to player if (Math.abs(self.x - player.x) < 350) { // Add hazard warning and steam effects when hazard is close to player (visual cue for avoidance strategy) self.triggerWarning(); self.triggerSteam(); } // Update lastX/lastY for event triggers self.lastX = self.x; self.lastY = self.y; }; return self; }); // Platform class var Platform = Container.expand(function () { var self = Container.call(this); var platAsset = self.attachAsset('platformBox', { anchorX: 0, anchorY: 0 }); self.width = platAsset.width; self.height = platAsset.height; return self; }); // Player character class var Player = Container.expand(function () { var self = Container.call(this); // Attach player asset (red box) var playerAsset = self.attachAsset('playerBox', { anchorX: 0.5, anchorY: 1 }); // Physics properties self.vx = 0; self.vy = 0; self.isOnGround = false; self.width = playerAsset.width; self.height = playerAsset.height; // For jump control self.jumpRequested = false; // Touch down on player (for jump) self.down = function (x, y, obj) { // Only allow jump if on ground if (self.isOnGround) { self.jumpRequested = true; } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x87ceeb // Sky blue }); /**** * Game Code ****/ // --- Game Variables --- // Tween for animations (jump, enemy movement, etc) // --- Asset Initialization (shapes) --- // Sun and cloud assets (example IDs, replace with real asset IDs as needed) var GRAVITY = 2.2; var JUMP_VELOCITY = -54; var PLAYER_SPEED = 16; var SCROLL_SPEED = 10; var LEVEL_LENGTH = 2048 * 3; // 3 screens wide var player; var platforms = []; var coins = []; var coffeeHouse = null; var hazard = null; // Starbucks coffee cup hazard (global) var cameraX = 0; var score = 0; var distance = 0; var gameOver = false; // --- GUI --- var scoreTxt = new Text2('0', { size: 100, fill: 0xFFF700 }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); var distTxt = new Text2('0m', { size: 60, fill: 0xFFFFFF }); distTxt.anchor.set(0.5, 0); LK.gui.top.addChild(distTxt); distTxt.y = 110; // --- Level Generation --- function createLevel() { // Clear old for (var i = 0; i < platforms.length; i++) platforms[i].destroy(); for (var i = 0; i < coins.length; i++) coins[i].destroy(); if (typeof coffeeHouse !== "undefined" && coffeeHouse) coffeeHouse.destroy(); platforms = []; coins = []; coffeeHouse = null; // Add sun to the sky var sun = LK.getAsset('sun', { anchorX: 0.5, anchorY: 0.5 }); sun.x = 300; sun.y = 300; game.addChild(sun); // Add a few clouds at different positions var cloud1 = LK.getAsset('cloud', { anchorX: 0.5, anchorY: 0.5 }); cloud1.x = 700; cloud1.y = 400; game.addChild(cloud1); var cloud2 = LK.getAsset('cloud', { anchorX: 0.5, anchorY: 0.5 }); cloud2.x = 1400; cloud2.y = 600; game.addChild(cloud2); var cloud3 = LK.getAsset('cloud', { anchorX: 0.5, anchorY: 0.5 }); cloud3.x = 2000; cloud3.y = 350; game.addChild(cloud3); // Platform layout: up/down, not fixed order, player can jump between them var numPlatforms = 50; var platSpacingX = 950; // Further increased horizontal spacing for much more space var platMinY = 800; // Lowered min Y for more vertical play area var platMaxY = 1900; // Raised max Y for more vertical play area // Calculate max jump height based on physics // vy = JUMP_VELOCITY, gravity = GRAVITY // maxJumpHeight = - (vy^2) / (2 * gravity) var maxJumpHeight = -(JUMP_VELOCITY * JUMP_VELOCITY) / (2 * GRAVITY); // Use 90% of maxJumpHeight for margin of error var platformGapY = Math.floor(maxJumpHeight * 0.9); var lastY = 1800; // Add start platform at the very beginning var startPlat = new Platform(); startPlat.x = 100; startPlat.y = 2000; platforms.push(startPlat); game.addChild(startPlat); // Place a coin above the start platform var startCoin = new Coin(); startCoin.x = startPlat.x + startPlat.width / 2; startCoin.y = startPlat.y - 80; coins.push(startCoin); game.addChild(startCoin); for (var i = 0; i < numPlatforms; i++) { var plat = new Platform(); plat.x = 600 + i * platSpacingX; // Alternate up/down, but keep within jumpable range if (i === 0) { plat.y = lastY; } else { // Randomly go up or down, but clamp to min/max var deltaY = (Math.random() > 0.5 ? -1 : 1) * (platformGapY + Math.floor(Math.random() * 40) - 20); // Small random offset plat.y = lastY + deltaY; if (plat.y < platMinY) plat.y = platMinY; if (plat.y > platMaxY) plat.y = platMaxY; lastY = plat.y; } platforms.push(plat); game.addChild(plat); // Place a coin above every platform var coin = new Coin(); coin.x = plat.x + plat.width / 2; coin.y = plat.y - 80; coins.push(coin); game.addChild(coin); } // Add coffee house on the last platform if (platforms.length > 0) { var lastPlat = platforms[platforms.length - 1]; coffeeHouse = LK.getAsset('coffeeHouse', { anchorX: 0.5, anchorY: 1 }); coffeeHouse.x = lastPlat.x + lastPlat.width / 2; coffeeHouse.y = lastPlat.y; game.addChild(coffeeHouse); } } // --- Player Initialization --- function resetPlayer() { if (player) player.destroy(); player = new Player(); // Place player on the start platform if it exists if (platforms.length > 0) { player.x = platforms[0].x + platforms[0].width / 2; player.y = platforms[0].y; } else { player.x = 200; player.y = 2200; } player.vx = 0; player.vy = 0; player.isOnGround = false; game.addChild(player); } // --- Camera --- function updateCamera() { // Camera follows player, but clamps to level bounds cameraX = player.x - 600; if (cameraX < 0) cameraX = 0; if (cameraX > LEVEL_LENGTH - 2048) cameraX = LEVEL_LENGTH - 2048; // Move all game objects (except GUI) by -cameraX for (var i = 0; i < platforms.length; i++) platforms[i].xScreen = platforms[i].x - cameraX; for (var i = 0; i < coins.length; i++) coins[i].xScreen = coins[i].x - cameraX; player.xScreen = player.x - cameraX; } // --- Utility: AABB collision --- function intersectsAABB(a, b) { return a.x < b.x + b.width && a.x + a.width > b.x && a.y < b.y + b.height && a.y + a.height > b.y; } // --- Touch Controls --- // --- Avoidance Strategies & Visual Cues --- // Players can avoid being caught by the hazard (Starbucks coffee cup) using the following methods: // - Keep moving forward to avoid hazard // - Jump between platforms to reposition // - Use platform layouts to create distance // - React to warning cues: // * Hazard shakes when close (visual warning) // * Hazard emits steam when close (visual warning) // * If hazard is close, speed up or jump to safer platform // - If the player is hit by the hazard, the game ends immediately (game over, red flash) // Environmental Integration: // - The hazard is present throughout the main level, always chasing the player // - No safe zones: player must always be aware of the hazard // - Visual cues (shake/steam) become more prominent as the hazard gets close // - The hazard remains a threat until the player reaches the coffee house (win condition) // (See Hazard class for implementation of warning/steam effects) var moveDir = 0; // -1 = left, 1 = right, 0 = none game.down = function (x, y, obj) { if (gameOver) return; // Convert to game coordinates var gx = x + cameraX; // Always allow jump on tap down, anywhere if (player.isOnGround) { player.jumpRequested = true; } // Hold left/right for movement if (x < 2048 / 2) { moveDir = -1; } else { moveDir = 1; } }; game.up = function (x, y, obj) { moveDir = 0; }; game.move = function (x, y, obj) { // Allow drag to change direction if (x < 2048 / 2) { moveDir = -1; } else { moveDir = 1; } }; // --- Game Update Loop --- game.update = function () { if (gameOver) return; // --- Player Movement --- // Horizontal movement player.vx = moveDir * PLAYER_SPEED; // Apply gravity player.vy += GRAVITY; // Jump if (player.jumpRequested) { player.vy = JUMP_VELOCITY; player.jumpRequested = false; player.isOnGround = false; } // Move horizontally, check collisions player.x += player.vx; var collidedX = false; for (var i = 0; i < platforms.length; i++) { var plat = platforms[i]; if (intersectsAABB({ x: player.x - player.width / 2, y: player.y - player.height, width: player.width, height: player.height }, { x: plat.x, y: plat.y, width: plat.width, height: plat.height })) { // Collided horizontally, push player out if (player.vx > 0) { player.x = plat.x - player.width / 2; } else if (player.vx < 0) { player.x = plat.x + plat.width + player.width / 2; } collidedX = true; } } // Move vertically, check collisions player.y += player.vy; var collidedY = false; player.isOnGround = false; for (var i = 0; i < platforms.length; i++) { var plat = platforms[i]; if (intersectsAABB({ x: player.x - player.width / 2, y: player.y - player.height, width: player.width, height: player.height }, { x: plat.x, y: plat.y, width: plat.width, height: plat.height })) { // Collided vertically if (player.vy > 0) { // Falling, land on platform player.y = plat.y; player.vy = 0; player.isOnGround = true; } else if (player.vy < 0) { // Hitting head player.y = plat.y + plat.height + player.height; player.vy = 0; } collidedY = true; } } // --- Coin Collection --- for (var i = coins.length - 1; i >= 0; i--) { var coin = coins[i]; if (intersectsAABB({ x: player.x - player.width / 2, y: player.y - player.height, width: player.width, height: player.height }, { x: coin.x - coin.width / 2, y: coin.y - coin.height / 2, width: coin.width, height: coin.height })) { // Collect coin score += 1; scoreTxt.setText(score); coin.destroy(); coins.splice(i, 1); } } // --- Hazard Update & Collision --- if (hazard) { hazard.update(); // Move hazard to screen position (do NOT overwrite world position) hazard.xScreen = hazard.x - cameraX; hazard.yScreen = hazard.y; // For rendering, set .x/.y to .xScreen/.yScreen hazard.x = hazard.xScreen; hazard.y = hazard.yScreen; // Check collision with player (AABB) using world positions var hazardBox = { x: hazard.xScreen + cameraX - hazard.width / 2, y: hazard.yScreen + 0 - hazard.height, width: hazard.width, height: hazard.height }; var playerBox = { x: player.xScreen + cameraX - player.width / 2, y: player.yScreen + 0 - player.height, width: player.width, height: player.height }; // Only trigger on the exact frame of collision if (!hazard.lastWasIntersecting && intersectsAABB(hazardBox, playerBox)) { // Player consequence: game over and red flash if hit by hazard LK.effects.flashScreen(0xff0000, 1000); gameOver = true; LK.showGameOver(); return; } hazard.lastWasIntersecting = intersectsAABB(hazardBox, playerBox); } // --- Camera & Distance --- updateCamera(); // Move all objects to screen position for (var i = 0; i < platforms.length; i++) { platforms[i].x = platforms[i].xScreen; } for (var i = 0; i < coins.length; i++) { coins[i].x = coins[i].xScreen; } player.x = player.xScreen; player.y = player.yScreen !== undefined ? player.yScreen : player.y; // --- Distance --- distance = Math.floor((player.x + cameraX) / 10); distTxt.setText(distance + "m"); // --- Win/Lose Conditions --- // Fall off screen if (player.y > 2732) { LK.effects.flashScreen(0xff0000, 1000); gameOver = true; LK.showGameOver(); return; } // Reached coffee house (win condition) if (coffeeHouse && intersectsAABB({ x: player.x - player.width / 2, y: player.y - player.height, width: player.width, height: player.height }, { x: coffeeHouse.x - coffeeHouse.width / 2, y: coffeeHouse.y - coffeeHouse.height, width: coffeeHouse.width, height: coffeeHouse.height })) { LK.effects.flashScreen(0x00ff00, 1000); LK.setScore(score); LK.showYouWin(); gameOver = true; return; } // Win condition: player reaches the last platform if (platforms.length > 0) { var lastPlat = platforms[platforms.length - 1]; if (player.x + player.width / 2 >= lastPlat.x && player.x - player.width / 2 <= lastPlat.x + lastPlat.width && player.y >= lastPlat.y && player.y - player.height <= lastPlat.y + lastPlat.height) { LK.effects.flashScreen(0x00ff00, 1000); LK.setScore(score); LK.showYouWin(); gameOver = true; return; } } }; // --- Game Start --- function startGame() { score = 0; distance = 0; gameOver = false; scoreTxt.setText(score); distTxt.setText(distance + "m"); createLevel(); resetPlayer(); // Spawn hazard at start of level if (hazard) { hazard.destroy(); hazard = null; } hazard = new Hazard(); if (platforms.length > 0) { // Place hazard a bit behind player on start platform (world coordinates) hazard.x = platforms[0].x + platforms[0].width / 2 - 400; hazard.y = platforms[0].y; hazard.xScreen = hazard.x; hazard.yScreen = hazard.y; } else { hazard.x = 100; hazard.y = 2000; hazard.xScreen = hazard.x; hazard.yScreen = hazard.y; } game.addChild(hazard); cameraX = 0; moveDir = 0; } // --- Start --- startGame();
===================================================================
--- original.js
+++ change.js
@@ -169,8 +169,9 @@
self.y += (targetY - self.y) * 0.18;
}
// Visual warning if close to player
if (Math.abs(self.x - player.x) < 350) {
+ // Add hazard warning and steam effects when hazard is close to player (visual cue for avoidance strategy)
self.triggerWarning();
self.triggerSteam();
}
// Update lastX/lastY for event triggers
@@ -388,14 +389,24 @@
function intersectsAABB(a, b) {
return a.x < b.x + b.width && a.x + a.width > b.x && a.y < b.y + b.height && a.y + a.height > b.y;
}
// --- Touch Controls ---
-// Touch controls: tap anywhere to jump, hold left/right for movement
-// Avoidance strategies:
+// --- Avoidance Strategies & Visual Cues ---
+// Players can avoid being caught by the hazard (Starbucks coffee cup) using the following methods:
// - Keep moving forward to avoid hazard
// - Jump between platforms to reposition
-// - Watch for visual cues (hazard shakes and steams when close)
-// - If hazard is close, speed up or jump to safer platform
+// - Use platform layouts to create distance
+// - React to warning cues:
+// * Hazard shakes when close (visual warning)
+// * Hazard emits steam when close (visual warning)
+// * If hazard is close, speed up or jump to safer platform
+// - If the player is hit by the hazard, the game ends immediately (game over, red flash)
+// Environmental Integration:
+// - The hazard is present throughout the main level, always chasing the player
+// - No safe zones: player must always be aware of the hazard
+// - Visual cues (shake/steam) become more prominent as the hazard gets close
+// - The hazard remains a threat until the player reaches the coffee house (win condition)
+// (See Hazard class for implementation of warning/steam effects)
var moveDir = 0; // -1 = left, 1 = right, 0 = none
game.down = function (x, y, obj) {
if (gameOver) return;
// Convert to game coordinates
@@ -523,21 +534,22 @@
hazard.x = hazard.xScreen;
hazard.y = hazard.yScreen;
// Check collision with player (AABB) using world positions
var hazardBox = {
- x: hazard.x + cameraX - hazard.width / 2,
- y: hazard.y + 0 - hazard.height,
+ x: hazard.xScreen + cameraX - hazard.width / 2,
+ y: hazard.yScreen + 0 - hazard.height,
width: hazard.width,
height: hazard.height
};
var playerBox = {
- x: player.x + cameraX - player.width / 2,
- y: player.y + 0 - player.height,
+ x: player.xScreen + cameraX - player.width / 2,
+ y: player.yScreen + 0 - player.height,
width: player.width,
height: player.height
};
// Only trigger on the exact frame of collision
if (!hazard.lastWasIntersecting && intersectsAABB(hazardBox, playerBox)) {
+ // Player consequence: game over and red flash if hit by hazard
LK.effects.flashScreen(0xff0000, 1000);
gameOver = true;
LK.showGameOver();
return;
@@ -553,8 +565,9 @@
for (var i = 0; i < coins.length; i++) {
coins[i].x = coins[i].xScreen;
}
player.x = player.xScreen;
+ player.y = player.yScreen !== undefined ? player.yScreen : player.y;
// --- Distance ---
distance = Math.floor((player.x + cameraX) / 10);
distTxt.setText(distance + "m");
// --- Win/Lose Conditions ---
@@ -613,11 +626,15 @@
if (platforms.length > 0) {
// Place hazard a bit behind player on start platform (world coordinates)
hazard.x = platforms[0].x + platforms[0].width / 2 - 400;
hazard.y = platforms[0].y;
+ hazard.xScreen = hazard.x;
+ hazard.yScreen = hazard.y;
} else {
hazard.x = 100;
hazard.y = 2000;
+ hazard.xScreen = hazard.x;
+ hazard.yScreen = hazard.y;
}
game.addChild(hazard);
cameraX = 0;
moveDir = 0;
cloud. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
sun. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
çay bardağı. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
a kebap. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
baba terliği. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
starbucks kahvesi ama kızgın ve canlı. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
geleneksel türk kıraathanesi. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
starbucks kahvesi ama kaslı ve kıravartı olan sinirli bir starbucks kahvesi. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
180 derece stabucks kahvesi . No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
kırmızı ok. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
okun ucu sola baksın ve hiçbirşey değişmesin
şimdi ok yine değişmesin sadece ucu sağa baksın
şiş in içine geçmiş bir şekilde play yazıcak ama domates biber ve etten yani gerçek kebab gibi ama harfler var. daha çizgifilmsel olacak mesela "p" et "l" biber "a" domates "y" et
"Kebab Runner" yaz ama 1 şiş kebab yazının üstünde duracak olacak yani oyunun
çaydanlık adam. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
buzlu bir americano ama stabucks kahvesi çevresi beyaz olsun içinde çok buz olsun No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat