User prompt
Please fix the bug: 'TypeError: Cannot set properties of undefined (setting 'fill')' in or related to this line: 'powerupIndicator.style.fill = "#00ffff";' Line Number: 271
User prompt
Set the ship movement to left/right using the mouse.
User prompt
Please fix the bug: 'TypeError: Cannot set properties of undefined (setting 'fill')' in or related to this line: 'powerupIndicator.style.fill = "#ff9900";' Line Number: 279
User prompt
Please fix the bug: 'TypeError: Cannot set properties of undefined (setting 'fill')' in or related to this line: 'powerupIndicator.style.fill = "#ff9900";' Line Number: 281
User prompt
Please fix the bug: 'TypeError: Cannot set properties of undefined (setting 'fill')' in or related to this line: 'powerupIndicator.style.fill = "#ff9900";' Line Number: 276
Code edit (1 edits merged)
Please save this source code
User prompt
Space Runner
Initial prompt
the game name is "space runner" and the game concept is the player controls a spaceship that must dodge asteroids and collect stars to earn points
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1", { highScore: 0 }); /**** * Classes ****/ var Asteroid = Container.expand(function (isSmall) { var self = Container.call(this); var assetType = isSmall ? 'smallAsteroid' : 'asteroid'; var asteroidGraphics = self.attachAsset(assetType, { anchorX: 0.5, anchorY: 0.5 }); self.width = asteroidGraphics.width; self.height = asteroidGraphics.height; self.rotation = Math.random() * Math.PI * 2; self.rotationSpeed = (Math.random() - 0.5) * 0.1; self.speedY = 3 + Math.random() * 5; self.speedX = (Math.random() - 0.5) * 3; self.update = function () { self.y += self.speedY; self.x += self.speedX; self.rotation += self.rotationSpeed; // Wrap horizontally if asteroid moves off screen if (self.x < -self.width) { self.x = 2048 + self.width; } else if (self.x > 2048 + self.width) { self.x = -self.width; } }; return self; }); var PowerUp = Container.expand(function () { var self = Container.call(this); var powerupGraphics = self.attachAsset('powerup', { anchorX: 0.5, anchorY: 0.5 }); self.width = powerupGraphics.width; self.height = powerupGraphics.height; self.speedY = 2 + Math.random() * 2; self.type = Math.random() < 0.5 ? 'shield' : 'slowTime'; // Color based on type if (self.type === 'shield') { powerupGraphics.tint = 0x00ffff; // Cyan for shield } else { powerupGraphics.tint = 0xff9900; // Orange for slow time } // Rotation effect tween(powerupGraphics, { rotation: Math.PI * 2 }, { duration: 2000, onFinish: function onFinish() { if (self.parent) { powerupGraphics.rotation = 0; tween(powerupGraphics, { rotation: Math.PI * 2 }, { duration: 2000 }); } } }); self.update = function () { self.y += self.speedY; }; return self; }); var Ship = Container.expand(function () { var self = Container.call(this); var shipGraphics = self.attachAsset('ship', { anchorX: 0.5, anchorY: 0.5 }); self.width = shipGraphics.width; self.height = shipGraphics.height; self.speed = 8; self.isInvulnerable = false; self.setInvulnerable = function (duration) { self.isInvulnerable = true; // Flash effect for invulnerability var flashInterval = LK.setInterval(function () { shipGraphics.alpha = shipGraphics.alpha === 1 ? 0.4 : 1; }, 100); LK.setTimeout(function () { self.isInvulnerable = false; shipGraphics.alpha = 1; LK.clearInterval(flashInterval); }, duration); }; self.update = function () { // Ship movement logic will be handled in game's update }; self.reset = function () { self.x = 2048 / 2; self.y = 2732 - 300; }; return self; }); var Star = Container.expand(function () { var self = Container.call(this); var starGraphics = self.attachAsset('star', { anchorX: 0.5, anchorY: 0.5 }); self.width = starGraphics.width; self.height = starGraphics.height; self.speedY = 3 + Math.random() * 3; // Pulsing effect tween(starGraphics, { scaleX: 0.8, scaleY: 0.8 }, { duration: 800, easing: tween.sinOut, onFinish: function onFinish() { tween(starGraphics, { scaleX: 1, scaleY: 1 }, { duration: 800, easing: tween.sinIn, onFinish: function onFinish() { // Recursive call to create continuous pulse if (self.parent) { tween(starGraphics, { scaleX: 0.8, scaleY: 0.8 }, { duration: 800, easing: tween.sinOut }); } } }); } }); self.update = function () { self.y += self.speedY; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000022 }); /**** * Game Code ****/ // Game variables var ship; var asteroids = []; var stars = []; var powerups = []; var score = 0; var highScore = storage.highScore || 0; var gameActive = true; var difficultyLevel = 1; var lastAsteroidTime = 0; var lastStarTime = 0; var lastPowerupTime = 0; var asteroidSpawnRate = 1500; // ms var starSpawnRate = 2000; // ms var powerupSpawnRate = 15000; // ms var gameTime = 0; var isSlowTimeActive = false; var slowTimeFactor = 0.5; var slowTimeRemaining = 0; // Create background var background = LK.getAsset('background', { anchorX: 0, anchorY: 0, width: 2048, height: 2732 }); game.addChild(background); // Create ship ship = new Ship(); ship.reset(); game.addChild(ship); // Create UI elements var scoreTxt = new Text2('Score: 0', { size: 80, fill: 0xFFFFFF }); scoreTxt.anchor.set(0, 0); LK.gui.top.addChild(scoreTxt); scoreTxt.x = 120; // Avoid top-left corner scoreTxt.y = 20; var highScoreTxt = new Text2('High Score: ' + highScore, { size: 60, fill: 0xFFCC00 }); highScoreTxt.anchor.set(1, 0); LK.gui.topRight.addChild(highScoreTxt); highScoreTxt.x = -20; highScoreTxt.y = 20; // UI for powerups var powerupIndicator = new Text2('', { size: 60, fill: 0x00FFFF }); powerupIndicator.anchor.set(0.5, 0); LK.gui.top.addChild(powerupIndicator); powerupIndicator.x = 2048 / 2; powerupIndicator.y = 20; // Game controls var dragMode = false; var targetX = ship.x; function updateScoreDisplay() { scoreTxt.setText('Score: ' + score); if (score > highScore) { highScore = score; storage.highScore = highScore; highScoreTxt.setText('High Score: ' + highScore); } } function spawnAsteroid() { var isSmall = Math.random() < 0.3; var asteroid = new Asteroid(isSmall); asteroid.x = Math.random() * 2048; asteroid.y = -asteroid.height; // Increase speed based on difficulty asteroid.speedY *= 1 + (difficultyLevel - 1) * 0.1; asteroids.push(asteroid); game.addChild(asteroid); } function spawnStar() { var star = new Star(); star.x = Math.random() * 2048; star.y = -star.height; stars.push(star); game.addChild(star); } function spawnPowerup() { var powerup = new PowerUp(); powerup.x = Math.random() * 2048; powerup.y = -powerup.height; powerups.push(powerup); game.addChild(powerup); } function activatePowerup(type) { LK.getSound('powerup').play(); if (type === 'shield') { ship.setInvulnerable(8000); powerupIndicator.setText('SHIELD ACTIVE'); powerupIndicator.setStyle({ fill: 0x00ffff }); LK.setTimeout(function () { powerupIndicator.setText(''); }, 8000); } else if (type === 'slowTime') { isSlowTimeActive = true; slowTimeRemaining = 5000; powerupIndicator.setText('SLOW TIME ACTIVE'); powerupIndicator.setStyle({ fill: 0xFF9900 }); LK.setTimeout(function () { isSlowTimeActive = false; powerupIndicator.setText(''); }, 5000); } } function checkCollisions() { // Check asteroid collisions for (var i = asteroids.length - 1; i >= 0; i--) { var asteroid = asteroids[i]; if (ship.intersects(asteroid) && !ship.isInvulnerable) { // Game over on collision LK.effects.flashScreen(0xff0000, 1000); LK.getSound('explosion').play(); LK.showGameOver(); gameActive = false; return; } // Remove asteroids that have moved off screen if (asteroid.y > 2732 + asteroid.height) { asteroid.destroy(); asteroids.splice(i, 1); } } // Check star collections for (var j = stars.length - 1; j >= 0; j--) { var star = stars[j]; if (ship.intersects(star)) { score += 10; updateScoreDisplay(); LK.setScore(score); star.destroy(); stars.splice(j, 1); LK.getSound('collect').play(); continue; } // Remove stars that have moved off screen if (star.y > 2732 + star.height) { star.destroy(); stars.splice(j, 1); } } // Check powerup collections for (var k = powerups.length - 1; k >= 0; k--) { var powerup = powerups[k]; if (ship.intersects(powerup)) { activatePowerup(powerup.type); powerup.destroy(); powerups.splice(k, 1); continue; } // Remove powerups that have moved off screen if (powerup.y > 2732 + powerup.height) { powerup.destroy(); powerups.splice(k, 1); } } } // Event handlers game.down = function (x, y, obj) { dragMode = true; targetX = x; }; game.up = function (x, y, obj) { dragMode = false; }; game.move = function (x, y, obj) { if (dragMode) { targetX = x; // Ensure the ship only moves horizontally ship.x = targetX; } }; // Main game update game.update = function () { if (!gameActive) { return; } gameTime += 16.67; // Approximate ms per frame at 60fps // Increase difficulty over time difficultyLevel = 1 + Math.floor(gameTime / 30000); // Increase every 30 seconds // Update ship position (smooth movement) var speedFactor = isSlowTimeActive ? ship.speed * 0.7 : ship.speed; if (Math.abs(ship.x - targetX) > speedFactor) { if (ship.x < targetX) { ship.x += speedFactor; } else { ship.x -= speedFactor; } } // Keep ship on screen if (ship.x < ship.width / 2) { ship.x = ship.width / 2; } else if (ship.x > 2048 - ship.width / 2) { ship.x = 2048 - ship.width / 2; } // Update slow time effect if (isSlowTimeActive) { slowTimeRemaining -= 16.67; if (slowTimeRemaining <= 0) { isSlowTimeActive = false; } } // Spawn game objects var spawnSpeedFactor = isSlowTimeActive ? slowTimeFactor : 1; var currentTime = gameTime; if (currentTime - lastAsteroidTime > asteroidSpawnRate * spawnSpeedFactor) { spawnAsteroid(); lastAsteroidTime = currentTime; // Gradually decrease spawn rate with difficulty asteroidSpawnRate = Math.max(500, 1500 - (difficultyLevel - 1) * 200); } if (currentTime - lastStarTime > starSpawnRate) { spawnStar(); lastStarTime = currentTime; } if (currentTime - lastPowerupTime > powerupSpawnRate) { spawnPowerup(); lastPowerupTime = currentTime; } // Update all game objects for (var i = 0; i < asteroids.length; i++) { asteroids[i].update(); } for (var j = 0; j < stars.length; j++) { stars[j].update(); } for (var k = 0; k < powerups.length; k++) { powerups[k].update(); } // Check for collisions checkCollisions(); }; // Play background music LK.playMusic('gameMusic');
===================================================================
--- original.js
+++ change.js
@@ -253,9 +253,11 @@
LK.getSound('powerup').play();
if (type === 'shield') {
ship.setInvulnerable(8000);
powerupIndicator.setText('SHIELD ACTIVE');
- powerupIndicator.style.fill = "#00ffff";
+ powerupIndicator.setStyle({
+ fill: 0x00ffff
+ });
LK.setTimeout(function () {
powerupIndicator.setText('');
}, 8000);
} else if (type === 'slowTime') {
background image like ultra hd space or galaxy. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
2d interactive and dynamic asteroid images. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
give me a good and high quality 2d spaceship. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
a single 2d star image. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
a shield power up. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
a single asteriod texture. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows