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
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
User prompt
slow down the danger a little more
User prompt
Hazard should slow down a little but still follow the character
User prompt
add all the mechanics I wrote
User prompt
add all
User prompt
add all
User prompt
add all
User prompt
add all
User prompt
add
User prompt
add
User prompt
Update and handle coffee projectiles in game loop, including collision with player
User prompt
Initialize coffeeProjectiles array in game variables
User prompt
Reset coffee projectiles on game start
User prompt
Reset coffee projectiles on game start
User prompt
a little more space
User prompt
Increase distance between characters with hazard
User prompt
Let the hazard come from behind us but not touch the character
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x87ceeb // Sky blue
});
/****
* Game Code
****/
// Sun and cloud assets (example IDs, replace with real asset IDs as needed)
// --- Asset Initialization (shapes) ---
// Tween for animations (jump, enemy movement, etc)
// --- Game Variables ---
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 negativeItems !== "undefined") {
for (var i = 0; i < negativeItems.length; i++) negativeItems[i].destroy();
}
if (typeof coffeeHouse !== "undefined" && coffeeHouse) coffeeHouse.destroy();
platforms = [];
coins = [];
negativeItems = [];
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);
// Place a negative item on every 5th platform (except start and last)
if (i > 0 && i < numPlatforms - 1 && i % 5 === 0) {
if (typeof negativeItems === "undefined") negativeItems = [];
var negItem = new NegativeItem();
negItem.x = plat.x + plat.width / 2 + 80; // Offset to the right of the coin
negItem.y = plat.y - 80;
negativeItems.push(negItem);
game.addChild(negItem);
}
}
// 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 ---
// Touch controls: tap anywhere to jump, hold left/right for movement
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);
}
}
// --- Negative Item Collection (deduct points) ---
if (typeof negativeItems !== "undefined") {
for (var i = negativeItems.length - 1; i >= 0; i--) {
var neg = negativeItems[i];
if (intersectsAABB({
x: player.x - player.width / 2,
y: player.y - player.height,
width: player.width,
height: player.height
}, {
x: neg.x - neg.width / 2,
y: neg.y - neg.height / 2,
width: neg.width,
height: neg.height
})) {
// Deduct point, but don't go below zero
score = Math.max(0, score - 1);
scoreTxt.setText(score);
neg.destroy();
negativeItems.splice(i, 1);
}
}
}
// --- Hazard Update & Collision ---
if (hazard) {
hazard.update();
// Move hazard to screen position
hazard.xScreen = hazard.x - cameraX;
hazard.yScreen = hazard.y;
hazard.x = hazard.xScreen;
hazard.y = hazard.yScreen;
// Check collision with player (AABB)
var hazardBox = {
x: hazard.x - hazard.width / 2,
y: hazard.y - hazard.height,
width: hazard.width,
height: hazard.height
};
var playerBox = {
x: player.x - player.width / 2,
y: player.y - player.height,
width: player.width,
height: player.height
};
// Only trigger on the exact frame of collision
if (!hazard.lastWasIntersecting && intersectsAABB(hazardBox, playerBox)) {
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;
// --- 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
hazard.x = platforms[0].x + platforms[0].width / 2 - 400;
hazard.y = platforms[0].y;
} else {
hazard.x = 100;
hazard.y = 2000;
}
game.addChild(hazard);
cameraX = 0;
moveDir = 0;
}
// --- Start ---
startGame(); ===================================================================
--- original.js
+++ change.js
@@ -3,213 +3,8 @@
****/
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, but lag behind a bit
- var targetX = player.x;
- var lagAmount = 0.07; // Lower = more lag, higher = more responsive (slowed down further)
- var maxSpeed = PLAYER_SPEED * 0.5; // Lower max speed for hazard
- var dx = targetX - self.x;
- self.vx = dx * lagAmount;
- if (self.vx > maxSpeed) self.vx = maxSpeed;
- if (self.vx < -maxSpeed) self.vx = -maxSpeed;
- 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) {
- 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
@@ -254,11 +49,15 @@
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 negativeItems !== "undefined") {
+ for (var i = 0; i < negativeItems.length; i++) negativeItems[i].destroy();
+ }
if (typeof coffeeHouse !== "undefined" && coffeeHouse) coffeeHouse.destroy();
platforms = [];
coins = [];
+ negativeItems = [];
coffeeHouse = null;
// Add sun to the sky
var sun = LK.getAsset('sun', {
anchorX: 0.5,
@@ -334,8 +133,17 @@
coin.x = plat.x + plat.width / 2;
coin.y = plat.y - 80;
coins.push(coin);
game.addChild(coin);
+ // Place a negative item on every 5th platform (except start and last)
+ if (i > 0 && i < numPlatforms - 1 && i % 5 === 0) {
+ if (typeof negativeItems === "undefined") negativeItems = [];
+ var negItem = new NegativeItem();
+ negItem.x = plat.x + plat.width / 2 + 80; // Offset to the right of the coin
+ negItem.y = plat.y - 80;
+ negativeItems.push(negItem);
+ game.addChild(negItem);
+ }
}
// Add coffee house on the last platform
if (platforms.length > 0) {
var lastPlat = platforms[platforms.length - 1];
@@ -499,8 +307,31 @@
coin.destroy();
coins.splice(i, 1);
}
}
+ // --- Negative Item Collection (deduct points) ---
+ if (typeof negativeItems !== "undefined") {
+ for (var i = negativeItems.length - 1; i >= 0; i--) {
+ var neg = negativeItems[i];
+ if (intersectsAABB({
+ x: player.x - player.width / 2,
+ y: player.y - player.height,
+ width: player.width,
+ height: player.height
+ }, {
+ x: neg.x - neg.width / 2,
+ y: neg.y - neg.height / 2,
+ width: neg.width,
+ height: neg.height
+ })) {
+ // Deduct point, but don't go below zero
+ score = Math.max(0, score - 1);
+ scoreTxt.setText(score);
+ neg.destroy();
+ negativeItems.splice(i, 1);
+ }
+ }
+ }
// --- Hazard Update & Collision ---
if (hazard) {
hazard.update();
// Move hazard to screen position
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