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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
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Please fix the bug: 'Uncaught ReferenceError: player is not defined' in or related to this line: 'player.x = x;' Line Number: 262
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Please fix the bug: 'Uncaught ReferenceError: player is not defined' in or related to this line: 'player.x = x;' Line Number: 262
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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
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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
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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
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make a menu screen
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remove bullet
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add menu screen
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increase enemy speed and NPC to 20
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make enemy chase all of the NPCs then chase player after killing all of the NPCs
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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
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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
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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
/**** * 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 = 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 MenuScreen class var MenuScreen = Container.expand(function () { var self = Container.call(this); // Create a title text var titleText = new Text2('Night of the Massacre', { size: 200, fill: "#ffffff" }); titleText.anchor.set(0.5, 0.5); titleText.x = 2048 / 2; titleText.y = 2732 / 4; self.addChild(titleText); // Create a start button var startButton = new Text2('Start Game', { size: 150, fill: "#00ff00" }); startButton.anchor.set(0.5, 0.5); startButton.x = 2048 / 2; startButton.y = 2732 / 2; self.addChild(startButton); // Add event listener to start button startButton.down = function () { self.destroy(); // Remove menu screen initializeGame(); // Start the game }; }); // 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 }); /**** * Game Code ****/ var enemies = []; var player; // Add the menu screen to the game var menuScreen = game.addChild(new MenuScreen()); function initializeGame() { // Initialize player player = game.addChild(new Player()); player.x = 2048 / 2; player.y = 2732 - 150; // Initialize 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); } 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 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 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); } } };
===================================================================
--- original.js
+++ change.js
@@ -237,9 +237,8 @@
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) {