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
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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
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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
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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 = 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); } } };
===================================================================
--- original.js
+++ change.js
@@ -73,10 +73,23 @@
npcLegs.y = 40;
self.speed = 5;
self.update = function () {
// NPC moves randomly across the game
- self.x += (Math.random() - 0.5) * self.speed;
- self.y += (Math.random() - 0.5) * self.speed;
+ 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;
}