User prompt
remove the powerup
User prompt
Add explosion animation and sound effect when a falling powerup is clicked ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
show the message "oops" when the spell is incorrect
User prompt
can you add the clickable animation and change the color when i click the spell button ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'speak')' in or related to this line: 'this.owl.speak("Welcome, young wizard! Collect falling letters to spell words and defeat monsters!");' Line Number: 392
User prompt
remove the owl asset
User prompt
show the success meaasge in the center of the game
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'speak')' in or related to this line: 'this.owl.speak("A monster appeared! Spell \"" + randomWord + "\" to defeat it!");' Line Number: 490
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'speak')' in or related to this line: 'this.owl.speak("A monster appeared! Spell \"" + randomWord + "\" to defeat it!");' Line Number: 482
User prompt
remove the owl asset and related code and show the success meaasge in the center of the game
User prompt
Change monster's word display text color to purple
Code edit (1 edits merged)
Please save this source code
User prompt
add yellow color text in monster
User prompt
change the font weight and text color inside the monster
User prompt
✅ Change letter text color to black
User prompt
✅ Change letter text color to red
User prompt
add bright pink color letter
User prompt
add pink color letters
User prompt
increase the letter slot boxes
User prompt
when i click the falling letter it should be explores i need that animation and create sound effect and asset for that ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
add white color letrrtes
User prompt
can you change the letter slot according the word
User prompt
create background asset and assign it to the game
User prompt
remove the background asset and code
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1", { difficultyLevel: 1, highScore: 0 }); /**** * Classes ****/ var Letter = Container.expand(function () { var self = Container.call(this); self.value = ''; self.isCollected = false; self.fallSpeed = 3 + Math.random() * 2; var letterGraphic = self.attachAsset('letter', { anchorX: 0.5, anchorY: 0.5 }); self.textDisplay = new Text2('A', { size: 60, fill: 0x000000 }); self.textDisplay.anchor.set(0.5, 0.5); self.addChild(self.textDisplay); self.setValue = function (letter) { self.value = letter; self.textDisplay.setText(letter); }; self.collect = function () { self.isCollected = true; LK.getSound('collectLetter').play(); LK.effects.flashObject(self, 0xFFFFFF, 300); // Create explosion animation tween(self, { scaleX: 2, scaleY: 2, alpha: 0 }, { duration: 500, easing: tween.easeOut, onFinish: function onFinish() { self.visible = false; } }); }; self.update = function () { if (!self.isCollected) { self.y += self.fallSpeed; // Slight side-to-side movement self.x += Math.sin(LK.ticks / 20) * 0.8; } }; self.down = function (x, y, obj) { if (!self.isCollected) { gameState.collectLetter(self); } }; return self; }); var LetterSlot = Container.expand(function () { var self = Container.call(this); self.letter = ''; self.isFilled = false; var slotGraphic = self.attachAsset('letterSlot', { anchorX: 0.5, anchorY: 0.5 }); self.textDisplay = new Text2('', { size: 50, fill: 0x000000 }); self.textDisplay.anchor.set(0.5, 0.5); self.addChild(self.textDisplay); self.setLetter = function (letter) { self.letter = letter; self.isFilled = true; self.textDisplay.setText(letter); tween(slotGraphic, { tint: 0xAAFFAA }, { duration: 300 }); }; self.clear = function () { self.letter = ''; self.isFilled = false; self.textDisplay.setText(''); tween(slotGraphic, { tint: 0xFFFFFF }, { duration: 300 }); }; self.down = function (x, y, obj) { if (self.isFilled) { self.clear(); gameState.removeLetter(self.index); } }; return self; }); var Monster = Container.expand(function () { var self = Container.call(this); self.word = ''; self.health = 100; self.isDefeated = false; var monsterGraphic = self.attachAsset('monster', { anchorX: 0.5, anchorY: 0.5 }); self.wordDisplay = new Text2('', { size: 100, fill: 0x800080, // Bright red color fontWeight: 'bold' // Set font weight to bold }); self.wordDisplay.anchor.set(0.5, 0.5); self.addChild(self.wordDisplay); self.healthDisplay = new Text2('', { size: 30, fill: 0xFFFFFF }); self.healthDisplay.anchor.set(0.5, 0.5); self.healthDisplay.y = -80; self.addChild(self.healthDisplay); self.setWord = function (word) { self.word = word.toUpperCase(); self.wordDisplay.setText(self.word); }; self.takeDamage = function (amount) { self.health -= amount; if (self.health <= 0) { self.health = 0; self.defeat(); } self.healthDisplay.setText(self.health + '%'); // Flash red when taking damage LK.effects.flashObject(monsterGraphic, 0xFF0000, 300); }; self.defeat = function () { if (!self.isDefeated) { self.isDefeated = true; LK.getSound('defeatMonster').play(); LK.effects.flashObject(self, 0xFFFFFF, 500); tween(self, { alpha: 0, scaleX: 0, scaleY: 0 }, { duration: 1000, easing: tween.easeInOut, onFinish: function onFinish() { self.visible = false; } }); } }; self.update = function () { if (!self.isDefeated) { // Breathing animation monsterGraphic.scaleX = 1 + Math.sin(LK.ticks / 30) * 0.05; monsterGraphic.scaleY = 1 + Math.sin(LK.ticks / 30) * 0.05; } }; return self; }); var Owl = Container.expand(function () { var self = Container.call(this); self.speak = function (message) { console.log("Owl says: " + message); }; return self; }); var SpellButton = Container.expand(function () { var self = Container.call(this); var buttonGraphic = self.attachAsset('spellButton', { anchorX: 0.5, anchorY: 0.5 }); self.textDisplay = new Text2('CAST SPELL', { size: 50, fill: 0xFFFFFF }); self.textDisplay.anchor.set(0.5, 0.5); self.addChild(self.textDisplay); self.isEnabled = true; self.setEnabled = function (enabled) { self.isEnabled = enabled; buttonGraphic.alpha = enabled ? 1 : 0.5; self.textDisplay.alpha = enabled ? 1 : 0.5; }; self.down = function (x, y, obj) { if (self.isEnabled) { // Button press effect with color change tween(buttonGraphic, { scaleX: 0.95, scaleY: 0.95, tint: 0xFFFF00 // Change color to yellow }, { duration: 100 }); } }; self.up = function (x, y, obj) { if (self.isEnabled) { // Button release effect with color reset tween(buttonGraphic, { scaleX: 1, scaleY: 1, tint: 0xFFFFFF // Reset color to white }, { duration: 100, onFinish: function onFinish() { gameState.castSpell(); } }); } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ // Add background to the game var background = LK.getAsset('background', { anchorX: 0.5, anchorY: 0.5 }); background.x = 2048 / 2; background.y = 2732 / 2; game.addChild(background); // Create owl helper function _toConsumableArray(r) { return _arrayWithoutHoles(r) || _iterableToArray(r) || _unsupportedIterableToArray(r) || _nonIterableSpread(); } function _nonIterableSpread() { throw new TypeError("Invalid attempt to spread non-iterable instance.\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method."); } function _unsupportedIterableToArray(r, a) { if (r) { if ("string" == typeof r) { return _arrayLikeToArray(r, a); } var t = {}.toString.call(r).slice(8, -1); return "Object" === t && r.constructor && (t = r.constructor.name), "Map" === t || "Set" === t ? Array.from(r) : "Arguments" === t || /^(?:Ui|I)nt(?:8|16|32)(?:Clamped)?Array$/.test(t) ? _arrayLikeToArray(r, a) : void 0; } } function _iterableToArray(r) { if ("undefined" != typeof Symbol && null != r[Symbol.iterator] || null != r["@@iterator"]) { return Array.from(r); } } function _arrayWithoutHoles(r) { if (Array.isArray(r)) { return _arrayLikeToArray(r); } } function _arrayLikeToArray(r, a) { (null == a || a > r.length) && (a = r.length); for (var e = 0, n = Array(a); e < a; e++) { n[e] = r[e]; } return n; } var gameState = { level: 1, score: 0, highScore: storage.highScore || 0, difficultyLevel: storage.difficultyLevel || 1, collectedLetters: [], currentWord: '', wordSlots: [], availableLetters: [], monsters: [], powerups: [], spawnLetterTimer: null, spawnPowerupTimer: null, gameActive: false, // Word lists for different difficulty levels wordLists: { 1: ['CAT', 'DOG', 'HAT', 'RUN', 'SUN', 'FUN', 'MAP', 'BIG', 'PET', 'RED', 'BAT', 'JAR', 'PEN', 'RAT', 'BOX'], 2: ['MAGIC', 'SPELL', 'POWER', 'WITCH', 'WAND', 'FAIRY', 'POTION', 'CHARM', 'BOOK', 'MYSTIC', 'GHOST', 'CURSE', 'BROOM', 'ELIXIR', 'WIZARD'], 3: ['WIZARD', 'SORCERER', 'ENCHANTED', 'MAGICAL', 'LEVITATE', 'TRANSFORM', 'VANISHING', 'CONJURE', 'TELEPORT', 'MYSTICAL', 'ILLUSION', 'PHANTOM', 'APPARITION', 'METAMORPHOSIS', 'INCANTATION'] }, // Available letters by difficulty letterSets: { 1: 'ABCDEFGHIJKLMNOPQRSTUVWXYZ', 2: 'ABCDEFGHIJKLMNOPQRSTUVWXYZ', 3: 'ABCDEFGHIJKLMNOPQRSTUVWXYZ' }, initialize: function initialize() { // Reset game state this.score = 0; this.collectedLetters = []; this.availableLetters = []; this.monsters = []; this.gameActive = true; // Store original word lists for resetting if (!storage.originalWordLists) { storage.originalWordLists = JSON.parse(JSON.stringify(this.wordLists)); } // Create spell button this.spellButton = new SpellButton(); this.spellButton.x = 2048 / 2; this.spellButton.y = 2732 - 100; game.addChild(this.spellButton); this.spellButton.setEnabled(false); // Set up word slots this.setupWordSlots(); // Spawn first monster this.spawnMonster(); // Start letter spawning this.startLetterSpawning(); // Start powerup spawning // Initialize owl this.owl = new Owl(); this.owl.speak("Welcome, young wizard! Collect falling letters to spell words and defeat monsters!"); // Update score display this.updateScoreDisplay(); // Play background music LK.playMusic('gameMusic'); }, setupWordSlots: function setupWordSlots() { this.wordSlots = []; // Create slots for letters based on the current monster's word length var currentWordLength = this.monsters[0] ? this.monsters[0].word.length : 8; var slotWidth = 120; var totalWidth = slotWidth * currentWordLength; var startX = (2048 - totalWidth) / 2 + slotWidth / 2; for (var i = 0; i < currentWordLength; i++) { var slot = new LetterSlot(); slot.x = startX + i * slotWidth; slot.y = 2732 - 300; slot.index = i; this.wordSlots.push(slot); game.addChild(slot); } }, startLetterSpawning: function startLetterSpawning() { if (this.spawnLetterTimer) { LK.clearInterval(this.spawnLetterTimer); } this.spawnLetterTimer = LK.setInterval(function () { if (gameState.gameActive && gameState.availableLetters.length < 10) { gameState.spawnLetter(); } }, 500); }, spawnLetter: function spawnLetter() { var letter = new Letter(); // Position randomly along top of screen letter.x = Math.random() * (2048 - 200) + 100; letter.y = -50; // Choose a letter that's in the current monster's word var currentWord = this.monsters[0] ? this.monsters[0].word : ''; var letterSet = this.letterSets[this.difficultyLevel]; if (currentWord && Math.random() < 0.7) { // 70% chance to spawn a letter from the current word var letterIndex = Math.floor(Math.random() * currentWord.length); letter.setValue(currentWord[letterIndex]); } else { // 30% chance to spawn a random letter var randomIndex = Math.floor(Math.random() * letterSet.length); letter.setValue(letterSet[randomIndex]); } game.addChild(letter); this.availableLetters.push(letter); }, spawnMonster: function spawnMonster() { var monster = new Monster(); monster.x = 2048 / 2; monster.y = 500; // Choose a word based on difficulty // Reset word list if all words have been used if (this.wordLists[this.difficultyLevel].length === 0) { this.wordLists[this.difficultyLevel] = _toConsumableArray(storage.originalWordLists[this.difficultyLevel]); } var wordList = this.wordLists[this.difficultyLevel]; // Select a random word that hasn't been used yet var randomIndex = Math.floor(Math.random() * wordList.length); var randomWord = wordList.splice(randomIndex, 1)[0]; monster.setWord(randomWord); game.addChild(monster); this.monsters.push(monster); }, collectLetter: function collectLetter(letter) { if (this.collectedLetters.length < 8) { // Add letter to collection this.collectedLetters.push(letter.value); // Find next empty slot for (var i = 0; i < this.wordSlots.length; i++) { if (!this.wordSlots[i].isFilled) { this.wordSlots[i].setLetter(letter.value); break; } } // Enable spell button if we have at least one letter this.spellButton.setEnabled(true); // Mark letter as collected letter.collect(); // Remove from available letters var index = this.availableLetters.indexOf(letter); if (index !== -1) { this.availableLetters.splice(index, 1); } } }, removeLetter: function removeLetter(index) { // Remove letter from collection if (index < this.collectedLetters.length) { this.collectedLetters.splice(index, 1); // Shift all letters in slots after the removed one for (var i = index; i < this.wordSlots.length - 1; i++) { if (i + 1 < this.collectedLetters.length) { this.wordSlots[i].setLetter(this.collectedLetters[i]); } else { this.wordSlots[i].clear(); } } // Disable spell button if no letters remaining if (this.collectedLetters.length === 0) { this.spellButton.setEnabled(false); } } }, castSpell: function castSpell() { // Form word from collected letters var word = this.collectedLetters.join(''); // Check if word matches current monster's word if (this.monsters.length > 0) { var monster = this.monsters[0]; if (word === monster.word) { // Correct word! Defeat monster // Removed reference to undefined wizard object monster.defeat(); // Calculate score based on word length and difficulty var scoreIncrease = word.length * 10 * this.difficultyLevel; this.score += scoreIncrease; this.updateScoreDisplay(); // Show success message // Create and display success message in the center of the game var successMessage = new Text2("Great job! You defeated the monster with your spell!", { size: 80, fill: 0xFFFFFF }); successMessage.anchor.set(0.5, 0.5); successMessage.x = 2048 / 2; successMessage.y = 2732 / 2; game.addChild(successMessage); // Hide the message after 3 seconds LK.setTimeout(function () { game.removeChild(successMessage); }, 3000); // Clear collected letters and slots this.collectedLetters = []; for (var i = 0; i < this.wordSlots.length; i++) { this.wordSlots[i].clear(); } this.spellButton.setEnabled(false); // Remove monster from array LK.setTimeout(function () { var index = gameState.monsters.indexOf(monster); if (index !== -1) { gameState.monsters.splice(index, 1); } // Spawn next monster after a delay LK.setTimeout(function () { gameState.spawnMonster(); }, 2000); }, 1500); } else { // Wrong word LK.effects.flashScreen(0xFF0000, 300); // Show 'oops' message var oopsMessage = new Text2("Oops! That's not the right spell.", { size: 80, fill: 0xFF0000 }); oopsMessage.anchor.set(0.5, 0.5); oopsMessage.x = 2048 / 2; oopsMessage.y = 2732 / 2; game.addChild(oopsMessage); // Hide the message after 2 seconds LK.setTimeout(function () { game.removeChild(oopsMessage); }, 2000); // Clear collected letters and slots this.collectedLetters = []; for (var i = 0; i < this.wordSlots.length; i++) { this.wordSlots[i].clear(); } this.spellButton.setEnabled(false); } } }, updateScoreDisplay: function updateScoreDisplay() { // Update score display scoreTxt.setText("SCORE: " + this.score); // Update high score if needed if (this.score > this.highScore) { this.highScore = this.score; storage.highScore = this.highScore; } }, checkCollisions: function checkCollisions() { // Remove letters that fall off screen for (var i = this.availableLetters.length - 1; i >= 0; i--) { var letter = this.availableLetters[i]; if (letter.y > 2732 + 50) { letter.destroy(); this.availableLetters.splice(i, 1); } } }, checkGameOver: function checkGameOver() { // Game over logic // For example, if all monsters are defeated or time runs out if (this.score >= 500) { this.gameActive = false; // Show you win message LK.setTimeout(function () { LK.showYouWin(); }, 2000); } } }; // Initialize GUI elements var scoreTxt = new Text2("SCORE: 0", { size: 70, fill: 0xFFFFFF }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // Set up level selector UI (for difficulty) var levelText = new Text2("LEVEL: " + gameState.difficultyLevel, { size: 40, fill: 0xFFFFFF }); levelText.anchor.set(0, 0); levelText.x = 120; levelText.y = 20; LK.gui.topLeft.addChild(levelText); // Level buttons var levelDecrease = new Text2("◀", { size: 50, fill: 0xFFFFFF }); levelDecrease.anchor.set(0.5, 0.5); levelDecrease.x = 350; levelDecrease.y = 40; levelDecrease.interactive = true; levelDecrease.down = function () { if (gameState.difficultyLevel > 1) { gameState.difficultyLevel--; storage.difficultyLevel = gameState.difficultyLevel; levelText.setText("LEVEL: " + gameState.difficultyLevel); } }; LK.gui.topLeft.addChild(levelDecrease); var levelIncrease = new Text2("▶", { size: 50, fill: 0xFFFFFF }); levelIncrease.anchor.set(0.5, 0.5); levelIncrease.x = 400; levelIncrease.y = 40; levelIncrease.interactive = true; levelIncrease.down = function () { if (gameState.difficultyLevel < 3) { gameState.difficultyLevel++; storage.difficultyLevel = gameState.difficultyLevel; levelText.setText("LEVEL: " + gameState.difficultyLevel); } }; LK.gui.topLeft.addChild(levelIncrease); // Main game loop game.update = function () { if (!gameState.gameActive) { return; } // Update all entities // Update available letters for (var i = 0; i < gameState.availableLetters.length; i++) { gameState.availableLetters[i].update(); } // Update monsters for (var j = 0; j < gameState.monsters.length; j++) { gameState.monsters[j].update(); } // Check for collisions gameState.checkCollisions(); // Check for game over conditions gameState.checkGameOver(); }; // Initialize the game state gameState.initialize();
===================================================================
--- original.js
+++ change.js
@@ -173,68 +173,8 @@
console.log("Owl says: " + message);
};
return self;
});
-var PowerUp = Container.expand(function () {
- var self = Container.call(this);
- self.type = '';
- self.isCollected = false;
- self.fallSpeed = 2;
- var powerupGraphic = self.attachAsset('powerup', {
- anchorX: 0.5,
- anchorY: 0.5
- });
- self.textDisplay = new Text2('?', {
- size: 40,
- fill: 0xFFFFFF
- });
- self.textDisplay.anchor.set(0.5, 0.5);
- self.addChild(self.textDisplay);
- self.setType = function (type) {
- self.type = type;
- if (type === 'hint') {
- self.textDisplay.setText('H');
- powerupGraphic.tint = 0x00AAFF;
- } else if (type === 'time') {
- self.textDisplay.setText('T');
- powerupGraphic.tint = 0xFFAA00;
- } else if (type === 'score') {
- self.textDisplay.setText('S');
- powerupGraphic.tint = 0xAA00FF;
- }
- };
- self.collect = function () {
- if (!self.isCollected) {
- self.isCollected = true;
- LK.getSound('powerup').play();
- LK.effects.flashObject(self, 0xFFFFFF, 300);
- // Create explosion animation
- tween(self, {
- alpha: 0,
- scaleX: 2,
- scaleY: 2
- }, {
- duration: 500,
- easing: tween.easeOut,
- onFinish: function onFinish() {
- self.visible = false;
- }
- });
- }
- };
- self.update = function () {
- if (!self.isCollected) {
- self.y += self.fallSpeed;
- // Rotate slowly
- self.rotation += 0.01;
- // Pulsing effect
- var scale = 1 + Math.sin(LK.ticks / 15) * 0.1;
- powerupGraphic.scaleX = scale;
- powerupGraphic.scaleY = scale;
- }
- };
- return self;
-});
var SpellButton = Container.expand(function () {
var self = Container.call(this);
var buttonGraphic = self.attachAsset('spellButton', {
anchorX: 0.5,
@@ -364,9 +304,8 @@
this.score = 0;
this.collectedLetters = [];
this.availableLetters = [];
this.monsters = [];
- this.powerups = [];
this.gameActive = true;
// Store original word lists for resetting
if (!storage.originalWordLists) {
storage.originalWordLists = JSON.parse(JSON.stringify(this.wordLists));
@@ -383,9 +322,8 @@
this.spawnMonster();
// Start letter spawning
this.startLetterSpawning();
// Start powerup spawning
- this.startPowerupSpawning();
// Initialize owl
this.owl = new Owl();
this.owl.speak("Welcome, young wizard! Collect falling letters to spell words and defeat monsters!");
// Update score display
@@ -418,18 +356,8 @@
gameState.spawnLetter();
}
}, 500);
},
- startPowerupSpawning: function startPowerupSpawning() {
- if (this.spawnPowerupTimer) {
- LK.clearInterval(this.spawnPowerupTimer);
- }
- this.spawnPowerupTimer = LK.setInterval(function () {
- if (gameState.gameActive && Math.random() < 0.3) {
- gameState.spawnPowerup();
- }
- }, 10000);
- },
spawnLetter: function spawnLetter() {
var letter = new Letter();
// Position randomly along top of screen
letter.x = Math.random() * (2048 - 200) + 100;
@@ -448,20 +376,8 @@
}
game.addChild(letter);
this.availableLetters.push(letter);
},
- spawnPowerup: function spawnPowerup() {
- var powerup = new PowerUp();
- // Position randomly along top of screen
- powerup.x = Math.random() * (2048 - 200) + 100;
- powerup.y = -50;
- // Choose powerup type
- var types = ['hint', 'time', 'score'];
- var randomType = types[Math.floor(Math.random() * types.length)];
- powerup.setType(randomType);
- game.addChild(powerup);
- this.powerups.push(powerup);
- },
spawnMonster: function spawnMonster() {
var monster = new Monster();
monster.x = 2048 / 2;
monster.y = 500;
@@ -587,39 +503,8 @@
this.spellButton.setEnabled(false);
}
}
},
- usePowerup: function usePowerup(powerup) {
- powerup.collect();
- if (powerup.type === 'hint') {
- // Hint powerup - reveal first letter of monster's word
- if (this.monsters.length > 0) {
- var monster = this.monsters[0];
- }
- } else if (powerup.type === 'time') {
- // Time powerup - slow down letters
- for (var i = 0; i < this.availableLetters.length; i++) {
- this.availableLetters[i].fallSpeed *= 0.5;
- }
- this.owl.speak("Time slowed down!");
- // Return to normal speed after 10 seconds
- LK.setTimeout(function () {
- for (var i = 0; i < gameState.availableLetters.length; i++) {
- gameState.availableLetters[i].fallSpeed *= 2;
- }
- }, 10000);
- } else if (powerup.type === 'score') {
- // Score powerup - bonus points
- this.score += 50;
- this.updateScoreDisplay();
- this.owl.speak("Bonus 50 points!");
- }
- // Remove from powerups array
- var index = this.powerups.indexOf(powerup);
- if (index !== -1) {
- this.powerups.splice(index, 1);
- }
- },
updateScoreDisplay: function updateScoreDisplay() {
// Update score display
scoreTxt.setText("SCORE: " + this.score);
// Update high score if needed
@@ -636,16 +521,8 @@
letter.destroy();
this.availableLetters.splice(i, 1);
}
}
- // Remove powerups that fall off screen
- for (var j = this.powerups.length - 1; j >= 0; j--) {
- var powerup = this.powerups[j];
- if (powerup.y > 2732 + 50) {
- powerup.destroy();
- this.powerups.splice(j, 1);
- }
- }
},
checkGameOver: function checkGameOver() {
// Game over logic
// For example, if all monsters are defeated or time runs out
@@ -720,12 +597,8 @@
// Update monsters
for (var j = 0; j < gameState.monsters.length; j++) {
gameState.monsters[j].update();
}
- // Update powerups
- for (var k = 0; k < gameState.powerups.length; k++) {
- gameState.powerups[k].update();
- }
// Check for collisions
gameState.checkCollisions();
// Check for game over conditions
gameState.checkGameOver();