User prompt
Please fix the bug: 'ReferenceError: bullets is not defined' in or related to this line: 'npcs.splice(j, 1); // Remove NPC from array' Line Number: 287
User prompt
Please fix the bug: 'Uncaught ReferenceError: player is not defined' in or related to this line: 'player.x = x;' Line Number: 262
User prompt
Please fix the bug: 'Uncaught ReferenceError: player is not defined' in or related to this line: 'player.x = x;' Line Number: 262
User prompt
Please fix the bug: 'ReferenceError: enemies is not defined' in or related to this line: 'for (var i = 0; i < enemies.length; i++) {' Line Number: 276
User prompt
Please fix the bug: 'ReferenceError: enemies is not defined' in or related to this line: 'for (var i = 0; i < enemies.length; i++) {' Line Number: 276
User prompt
Please fix the bug: 'ReferenceError: enemies is not defined' in or related to this line: 'for (var i = 0; i < enemies.length; i++) {' Line Number: 276
User prompt
make a menu screen
User prompt
remove bullet
User prompt
add menu screen
User prompt
increase enemy speed and NPC to 20
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
User prompt
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
User prompt
make the enemy can chase player and NPC
User prompt
make the enemy can chasing NPC
User prompt
make the enemy can killing NPC
User prompt
make the NPC walk everywhere across the screen
User prompt
make the NPC run away from enemy
User prompt
make the NPC spawned same as player
User prompt
make the NPC not bounced because of the trees
User prompt
make the NPC not detect the tree
User prompt
make the NPC speed looks like enemy
User prompt
make the NPC cant collide with the trees
/****
* 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 = 4;
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;
};
});
// Define a NPC class
var NPC = Container.expand(function () {
var self = Container.call(this);
var npcHead = self.attachAsset('playerHead', {
anchorX: 0.5,
anchorY: 0.5
});
npcHead.y = -80;
var npcBody = self.attachAsset('playerBody', {
anchorX: 0.5,
anchorY: 0.5
});
var npcArms = self.attachAsset('playerArms', {
anchorX: 0.5,
anchorY: 0.5
});
npcArms.y = -30;
var npcLegs = self.attachAsset('playerLegs', {
anchorX: 0.5,
anchorY: 0.5
});
npcLegs.y = 40;
self.speed = 5;
self.update = function () {
// NPC moves randomly across the game
var newX = self.x + (Math.random() - 0.5) * self.speed;
var newY = self.y + (Math.random() - 0.5) * self.speed;
// Check for collision with trees
for (var i = 0; i < trees.length; i++) {
var dx = newX - trees[i].x;
var dy = newY - trees[i].y;
var distance = Math.sqrt(dx * dx + dy * dy);
// If the distance is less than the sum of their radii (collision detected)
if (distance < self.width / 2 + trees[i].width / 2) {
return; // Skip this movement
}
}
// Update NPC position
self.x = newX;
self.y = newY;
// Ensure NPC stays within game boundaries
if (self.x < 0) {
self.x = 0;
}
if (self.x > 2048) {
self.x = 2048;
}
if (self.y < 0) {
self.y = 0;
}
if (self.y > 2732) {
self.y = 2732;
}
};
});
//<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 NPC
var npc = game.addChild(new NPC());
npc.x = 2048 / 2;
npc.y = 2732 / 2;
// 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();
}
}
// 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);
}
}
};