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
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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
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make the enemy can chase player and NPC
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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
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 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 = 6; self.update = function () { // Calculate the direction vector between enemy and NPCs var dxNpc = 0; var dyNpc = 0; var closestNpc = null; var closestDistance = Infinity; for (var i = 0; i < npcs.length; i++) { var dx = npcs[i].x - self.x; var dy = npcs[i].y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < closestDistance) { closestNpc = npcs[i]; closestDistance = distance; } } if (closestNpc) { dxNpc = closestNpc.x - self.x; dyNpc = closestNpc.y - self.y; var magnitudeNpc = Math.sqrt(dxNpc * dxNpc + dyNpc * dyNpc); // Normalize the direction vector dxNpc /= magnitudeNpc; dyNpc /= magnitudeNpc; // Move the enemy towards the closest NPC self.x += dxNpc * self.speed; self.y += dyNpc * self.speed; } else { // Calculate the direction vector between enemy and player var dxPlayer = player.x - self.x; var dyPlayer = player.y - self.y; var magnitudePlayer = Math.sqrt(dxPlayer * dxPlayer + dyPlayer * dyPlayer); // Normalize the direction vector dxPlayer /= magnitudePlayer; dyPlayer /= magnitudePlayer; // Move the enemy towards the player self.x += dxPlayer * self.speed; self.y += dyPlayer * 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 = 4; self.update = function () { // Randomly change direction every 60 frames if (LK.ticks % 60 == 0) { self.direction = Math.random() * Math.PI * 2; } // Calculate dx and dy based on the current direction var dx = Math.cos(self.direction); var dy = Math.sin(self.direction); // Move the NPC self.x += dx * self.speed; self.y += dy * self.speed; // Ensure NPC stays within game boundaries if (self.x < 0) { self.x = 0; self.direction = Math.PI - self.direction; } if (self.x > 2048) { self.x = 2048; self.direction = Math.PI - self.direction; } if (self.y < 0) { self.y = 0; self.direction = -self.direction; } if (self.y > 2732) { self.y = 2732; self.direction = -self.direction; } }; }); //<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 menu: { title: 'Night of the Massacre 2', buttons: [{ text: 'Start Game', action: function action() { game.start(); } }, { text: 'Instructions', action: function action() { game.showInstructions(); } }] } }); /**** * 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 NPCs var npcs = []; for (var i = 0; i < 20; i++) { var npc = game.addChild(new NPC()); npc.x = Math.random() * 2048; npc.y = Math.random() * 2732; npcs.push(npc); } game.move = function (x, y, obj) { player.x = x; player.y = y; }; // Handle shooting 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 if any NPC intersects with enemy for (var j = npcs.length - 1; j >= 0; j--) { if (npcs[j] && npcs[j].intersects(enemies[i])) { npcs[j].destroy(); // Destroy NPC npcs.splice(j, 1); // Remove NPC from array } } } // Update bullets }; game.start = function () { // 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 NPCs var npcs = []; for (var i = 0; i < 20; i++) { var npc = game.addChild(new NPC()); npc.x = Math.random() * 2048; npc.y = Math.random() * 2732; npcs.push(npc); } game.move = function (x, y, obj) { player.x = x; player.y = y; }; // Handle shooting 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 if any NPC intersects with enemy for (var j = npcs.length - 1; j >= 0; j--) { if (npcs[j] && npcs[j].intersects(enemies[i])) { npcs[j].destroy(); // Destroy NPC npcs.splice(j, 1); // Remove NPC from array } } } // Update bullets }; }; game.showInstructions = function () { var instructions = "Welcome to Night of the Massacre 2! \n\n" + "You are the yellow player. Use your mouse or touch to move around. \n\n" + "Click or tap to shoot bullets. \n\n" + "Your goal is to protect the NPCs (non-player characters) from the red enemies. \n\n" + "If an enemy touches you, it's game over! \n\n" + "Good luck!"; alert(instructions); };
===================================================================
--- original.js
+++ change.js
@@ -1,19 +1,7 @@
/****
* 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', {
@@ -221,24 +209,13 @@
npc.x = Math.random() * 2048;
npc.y = Math.random() * 2732;
npcs.push(npc);
}
-// 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();
@@ -254,24 +231,8 @@
}
}
}
// 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] && 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);
- }
- }
};
game.start = function () {
// Initialize player
var player = game.addChild(new Player());
@@ -299,24 +260,13 @@
npc.x = Math.random() * 2048;
npc.y = Math.random() * 2732;
npcs.push(npc);
}
- // 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();
@@ -332,24 +282,8 @@
}
}
}
// 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] && 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);
- }
- }
};
};
game.showInstructions = function () {
var instructions = "Welcome to Night of the Massacre 2! \n\n" + "You are the yellow player. Use your mouse or touch to move around. \n\n" + "Click or tap to shoot bullets. \n\n" + "Your goal is to protect the NPCs (non-player characters) from the red enemies. \n\n" + "If an enemy touches you, it's game over! \n\n" + "Good luck!";