User prompt
make enemy chase all of the NPCs then chase player after killing all of the NPCs
User prompt
increase NPC count to 19
User prompt
MAKE THE enemy chasing NPC and after enemy killing NPC, then chase player
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Please fix the bug: 'TypeError: Cannot read properties of null (reading 'x')' in or related to this line: 'var dxNpc = npc.x - self.x;' Line Number: 58
User prompt
please fix any bugs
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make the enemy can chase player and NPC
User prompt
make the enemy can chasing NPC
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make the enemy can killing NPC
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make the NPC walk everywhere across the screen
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make the NPC run away from enemy
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make the NPC spawned same as player
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make the NPC not bounced because of the trees
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make the NPC not detect the tree
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make the NPC speed looks like enemy
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make the NPC cant collide with the trees
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add the NPC to the game
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make the NPC move everywhere
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make a NPCs shape like player
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decrease enemy speed to 5X more slower
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make the enemy 10X faster
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make the enemy boosted when touching trees
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Please fix the bug: 'ReferenceError: dx is not defined' in or related to this line: 'var dx = trees[t].x - enemies[i].x;' Line Number: 171
User prompt
Please fix the bug: 'ReferenceError: dx is not defined' in or related to this line: 'enemies[i].x -= dx * enemies[i].speed;' Line Number: 170
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'x')' in or related to this line: 'self.x -= dx * self.speed;' Line Number: 169
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'x')' in or related to this line: 'self.x -= dx * self.speed;' Line Number: 169
/**** * Classes ****/ // Define a Bullet class var Bullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = -10; self.update = function () { self.y += self.speed; }; }); // Define an Enemy class var Enemy = Container.expand(function () { var self = Container.call(this); var enemyBody = self.attachAsset('enemyBody', { anchorX: 0.5, anchorY: 0.5 }); var enemyArms = self.attachAsset('enemyArms', { anchorX: 0.5, anchorY: 0.5 }); var enemyLegs = self.attachAsset('enemyLegs', { anchorX: 0.5, anchorY: 0.5 }); var enemyHead = self.attachAsset('enemyHead', { anchorX: 0.5, anchorY: 0.5 }); enemyArms.y = -enemyBody.height / 4; enemyLegs.y = enemyBody.height / 2; enemyHead.y = -enemyBody.height / 2; self.speed = 2; self.update = function () { // Calculate the direction vector between enemy and player var dx = player.x - self.x; var dy = player.y - self.y; var magnitude = Math.sqrt(dx * dx + dy * dy); // Normalize the direction vector dx /= magnitude; dy /= magnitude; // Move the enemy towards the player self.x += dx * self.speed; self.y += dy * self.speed; }; }); //<Assets used in the game will automatically appear here> // Define a Player class var Player = Container.expand(function () { var self = Container.call(this); var playerHead = self.attachAsset('playerHead', { anchorX: 0.5, anchorY: 0.5 }); playerHead.y = -80; var playerBody = self.attachAsset('playerBody', { anchorX: 0.5, anchorY: 0.5 }); var playerArms = self.attachAsset('playerArms', { anchorX: 0.5, anchorY: 0.5 }); playerArms.y = -30; var playerLegs = self.attachAsset('playerLegs', { anchorX: 0.5, anchorY: 0.5 }); playerLegs.y = 40; self.speed = 5; self.update = function () { // Player update logic }; }); // Define a Tree class var Tree = Container.expand(function () { var self = Container.call(this); var treeTrunk = self.attachAsset('treeTrunk', { anchorX: 0.5, anchorY: 1 }); var treeLeaves = self.attachAsset('treeLeaves', { anchorX: 0.5, anchorY: 1 }); treeLeaves.y = -treeTrunk.height; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x0000FF //Init game with blue background }); /**** * Game Code ****/ // Initialize player var player = game.addChild(new Player()); player.x = 2048 / 2; player.y = 2732 - 150; // Initialize enemies var enemies = []; var enemy = new Enemy(); enemy.x = Math.random() * 2048; enemy.y = Math.random() * 1000; enemies.push(enemy); game.addChild(enemy); // Initialize 30 trees and spread them across the game var trees = []; for (var i = 0; i < 30; i++) { var tree = game.addChild(new Tree()); tree.x = Math.random() * 2048; tree.y = Math.random() * 2732; trees.push(tree); } // Initialize bullets var bullets = []; // Handle player movement game.move = function (x, y, obj) { player.x = x; player.y = y; }; // Handle shooting game.down = function (x, y, obj) { var bullet = new Bullet(); bullet.x = player.x; bullet.y = player.y; bullets.push(bullet); game.addChild(bullet); }; // Game update loop game.update = function () { // Update enemies for (var i = 0; i < enemies.length; i++) { enemies[i].update(); if (player.intersects(enemies[i])) { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } // Check for collision with trees for (var t = 0; t < trees.length; t++) { if (enemies[i].intersects(trees[t])) { // Handle collision with tree // Reverse the enemy direction when it collides with a tree if (self) { self.x -= dx * self.speed; self.y -= dy * self.speed; } } } } // Update bullets for (var j = bullets.length - 1; j >= 0; j--) { bullets[j].update(); for (var k = enemies.length - 1; k >= 0; k--) { if (bullets[j].intersects(enemies[k])) { bullets[j].destroy(); bullets.splice(j, 1); enemies[k].destroy(); enemies.splice(k, 1); break; } } if (bullets[j] && bullets[j].y < -50) { bullets[j].destroy(); bullets.splice(j, 1); } } };
/****
* Classes
****/
// Define a Bullet class
var Bullet = Container.expand(function () {
var self = Container.call(this);
var bulletGraphics = self.attachAsset('bullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = -10;
self.update = function () {
self.y += self.speed;
};
});
// Define an Enemy class
var Enemy = Container.expand(function () {
var self = Container.call(this);
var enemyBody = self.attachAsset('enemyBody', {
anchorX: 0.5,
anchorY: 0.5
});
var enemyArms = self.attachAsset('enemyArms', {
anchorX: 0.5,
anchorY: 0.5
});
var enemyLegs = self.attachAsset('enemyLegs', {
anchorX: 0.5,
anchorY: 0.5
});
var enemyHead = self.attachAsset('enemyHead', {
anchorX: 0.5,
anchorY: 0.5
});
enemyArms.y = -enemyBody.height / 4;
enemyLegs.y = enemyBody.height / 2;
enemyHead.y = -enemyBody.height / 2;
self.speed = 2;
self.update = function () {
// Calculate the direction vector between enemy and player
var dx = player.x - self.x;
var dy = player.y - self.y;
var magnitude = Math.sqrt(dx * dx + dy * dy);
// Normalize the direction vector
dx /= magnitude;
dy /= magnitude;
// Move the enemy towards the player
self.x += dx * self.speed;
self.y += dy * self.speed;
};
});
//<Assets used in the game will automatically appear here>
// Define a Player class
var Player = Container.expand(function () {
var self = Container.call(this);
var playerHead = self.attachAsset('playerHead', {
anchorX: 0.5,
anchorY: 0.5
});
playerHead.y = -80;
var playerBody = self.attachAsset('playerBody', {
anchorX: 0.5,
anchorY: 0.5
});
var playerArms = self.attachAsset('playerArms', {
anchorX: 0.5,
anchorY: 0.5
});
playerArms.y = -30;
var playerLegs = self.attachAsset('playerLegs', {
anchorX: 0.5,
anchorY: 0.5
});
playerLegs.y = 40;
self.speed = 5;
self.update = function () {
// Player update logic
};
});
// Define a Tree class
var Tree = Container.expand(function () {
var self = Container.call(this);
var treeTrunk = self.attachAsset('treeTrunk', {
anchorX: 0.5,
anchorY: 1
});
var treeLeaves = self.attachAsset('treeLeaves', {
anchorX: 0.5,
anchorY: 1
});
treeLeaves.y = -treeTrunk.height;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x0000FF //Init game with blue background
});
/****
* Game Code
****/
// Initialize player
var player = game.addChild(new Player());
player.x = 2048 / 2;
player.y = 2732 - 150;
// Initialize enemies
var enemies = [];
var enemy = new Enemy();
enemy.x = Math.random() * 2048;
enemy.y = Math.random() * 1000;
enemies.push(enemy);
game.addChild(enemy);
// Initialize 30 trees and spread them across the game
var trees = [];
for (var i = 0; i < 30; i++) {
var tree = game.addChild(new Tree());
tree.x = Math.random() * 2048;
tree.y = Math.random() * 2732;
trees.push(tree);
}
// Initialize bullets
var bullets = [];
// Handle player movement
game.move = function (x, y, obj) {
player.x = x;
player.y = y;
};
// Handle shooting
game.down = function (x, y, obj) {
var bullet = new Bullet();
bullet.x = player.x;
bullet.y = player.y;
bullets.push(bullet);
game.addChild(bullet);
};
// Game update loop
game.update = function () {
// Update enemies
for (var i = 0; i < enemies.length; i++) {
enemies[i].update();
if (player.intersects(enemies[i])) {
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
}
// Check for collision with trees
for (var t = 0; t < trees.length; t++) {
if (enemies[i].intersects(trees[t])) {
// Handle collision with tree
// Reverse the enemy direction when it collides with a tree
if (self) {
self.x -= dx * self.speed;
self.y -= dy * self.speed;
}
}
}
}
// Update bullets
for (var j = bullets.length - 1; j >= 0; j--) {
bullets[j].update();
for (var k = enemies.length - 1; k >= 0; k--) {
if (bullets[j].intersects(enemies[k])) {
bullets[j].destroy();
bullets.splice(j, 1);
enemies[k].destroy();
enemies.splice(k, 1);
break;
}
}
if (bullets[j] && bullets[j].y < -50) {
bullets[j].destroy();
bullets.splice(j, 1);
}
}
};