User prompt
Make the car appear randomly on some part of the horizontal line, and when you touch the cat, the game ends
User prompt
In the game's main tick loop, iterate over the array containing the enemy cars and call the `move` method on each instance. This ensures that the logic for waiting and then moving at high speed is executed every tick for each car.
User prompt
Please fix the bug: 'ReferenceError: enemyCars is not defined' in or related to this line: 'enemyCars.push(newEnemyCar); // Add the newEnemyCar to the global enemyCars array for tracking' Line Number: 372
User prompt
Make sure that instances of the `EnemyCar` class are being created and added to the game at the intended intervals. This involves pushing new instances of `EnemyCar` into a global array and adding them to the game's display list so they can be rendered and updated.
User prompt
Add the car to move at high speed to the left
User prompt
Add a new enemy car, it will appear where the dog on the right will initially stand for 3 seconds and then drive at a very high speed
User prompt
Please fix the bug: 'Timeout.tick error: newCar is not defined' in or related to this line: 'newCar.x = 0; // Start from the left edge' Line Number: 179
User prompt
Add: The car is moving horizontally at a very high speed, before it goes it will appear in the part from where it will go, after 3 seconds it will go.
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'length')' in or related to this line: 'for (var o = cars.length - 1; o >= 0; o--) {' Line Number: 161
User prompt
Add a car (new enemy) his speed is very fast, he moves horizontally, "!" appears first. and then after 3 seconds "!" a car disappears and appears
User prompt
Make it so that at the beginning the bird is not visible to the player, only after 20 seconds it begins its flight and is visible
User prompt
Until the bird appears it is not displayed
User prompt
Bird appears every 20 seconds
User prompt
The bird, like a cloud, appears at the top and moves in zigzags at the bottom and when it reaches the end it disappears
User prompt
Add a bird (a new enemy) that appears every 25 seconds, when you touch the cat the player loses, the bird moves in a zig-zag pattern.
User prompt
Add that every 15 points a new police enemy will appear who will follow the cat (player) for 4 seconds and then disappear
User prompt
The policeman must go after the cat
User prompt
Add that every 15 points a policeman (a new enemy) will appear who will chase the player for 4 seconds and then disappear
User prompt
Please fix the bug: 'ReferenceError: megaDogs is not defined' in or related to this line: 'for (var n = megaDogs.length - 1; n >= 0; n--) {' Line Number: 327
User prompt
Change: that the mega dog does not appear when there are 10 points, but every 10 points, that is: at 10, 20, 30, 40, 50, 60, 70, 80, 90, 100
User prompt
When the score reaches 10 points, a mega dog (a new enemy) appears that is larger than a cat
User prompt
Add that a golden fish appears every 15 seconds
User prompt
Add new golden fish, which has a very small chance of matching, when the cat touches it, then one fat dog disappears, the golden fish moves like an ordinary one
User prompt
Reduce the cat's speed a little
User prompt
Add that the cat now walks smoothly
/****
* Classes
****/
// Assets will be automatically created based on usage in the code.
// Character class
var Character = Container.expand(function () {
var self = Container.call(this);
var characterGraphics = self.attachAsset('character', {
anchorX: 0.5,
anchorY: 0.5
});
self.targetX = self.x; // Initialize targetX
self.targetY = self.y; // Initialize targetY
self.update = function () {
// Smoothly move the character towards the target position
var dx = self.targetX - self.x;
var dy = self.targetY - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance > 1) {
self.x += dx * 0.1;
self.y += dy * 0.1;
}
// Keep the character within the game boundaries
if (self.x < 0) {
self.x = 0;
} else if (self.x > 2048) {
self.x = 2048;
}
if (self.y < 0) {
self.y = 0;
} else if (self.y > 2732) {
self.y = 2732;
}
};
});
// Cloud class
var Cloud = Container.expand(function () {
var self = Container.call(this);
var cloudGraphics = self.attachAsset('cloud', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 2,
scaleY: 2
});
self.move = function () {
// Cloud movement logic here
self.y += 5; // The cloud moves downwards
};
});
// Collectible class
var Collectible = Container.expand(function () {
var self = Container.call(this);
var collectibleGraphics = self.attachAsset('collectible', {
anchorX: 0.5,
anchorY: 0.5
});
});
// Fish class
var Fish = Container.expand(function () {
var self = Container.call(this);
var fishGraphics = self.attachAsset('fish', {
anchorX: 0.5,
anchorY: 0.5
});
self.move = function () {
// Fish movement logic here
self.x -= 5; // The fish moves forward
};
});
// ObeseDog class
var ObeseDog = Container.expand(function () {
var self = Container.call(this);
var obeseDogGraphics = self.attachAsset('obeseDog', {
anchorX: 0.5,
anchorY: 0.5
});
self.direction = 'left';
self.move = function () {
// ObeseDog movement logic here
if (self.direction === 'left') {
self.x -= 5; // The obese dog moves left
} else {
self.x += 5; // The obese dog moves right
}
};
});
// Obstacle class
var Obstacle = Container.expand(function () {
var self = Container.call(this);
var obstacleGraphics = self.attachAsset('obstacle', {
anchorX: 0.5,
anchorY: 0.5
});
self.move = function () {
// Obstacle movement logic here
self.x -= 5; // The obstacle (dog) moves forward
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x87CEEB // Light blue background to represent the sky
});
/****
* Game Code
****/
var character = game.addChild(new Character());
character.x = 200;
character.y = 2732 / 2; // Start in the middle of the screen vertically
var obstacles = [];
var collectibles = [];
var score = 0;
// Score display
var scoreTxt = new Text2(score.toString(), {
size: 150,
fill: "#ffffff"
});
LK.gui.top.addChild(scoreTxt);
// Touch event to move the character
game.on('down', function (obj) {
var pos = obj.event.getLocalPosition(game);
character.targetX = pos.x; // Set target position for character
character.targetY = pos.y; // Set target position for character
});
var fishes = [];
var clouds = [];
var obeseDogs = [];
// Game tick event
LK.on('tick', function () {
character.update();
// Move obstacles and check for collision with the character
for (var i = obstacles.length - 1; i >= 0; i--) {
obstacles[i].move();
if (obstacles[i].intersects(character)) {
// Game over logic
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
}
// Check for collision with clouds
for (var j = clouds.length - 1; j >= 0; j--) {
if (obstacles[i].intersects(clouds[j])) {
// Create an obese dog
var newObeseDog = new ObeseDog();
newObeseDog.x = obstacles[i].x;
newObeseDog.y = obstacles[i].y;
obeseDogs.push(newObeseDog);
game.addChild(newObeseDog);
// Remove the obstacle and the cloud
obstacles[i].destroy();
obstacles.splice(i, 1);
clouds[j].destroy();
clouds.splice(j, 1);
break;
}
}
// Remove off-screen obstacles
if (obstacles[i] && obstacles[i].x < -100) {
obstacles[i].destroy();
obstacles.splice(i, 1);
}
}
// Spawn obstacles
if (LK.ticks % 120 == 0) {
// Every 2 seconds
var newObstacle = new Obstacle();
newObstacle.x = 2048;
// Prevent dogs from appearing in the lane where the wall is
do {
newObstacle.y = Math.random() * 2732;
} while (Math.abs(newObstacle.y - character.y) < character.height);
obstacles.push(newObstacle);
game.addChild(newObstacle);
}
// Check for collectible collision
for (var j = collectibles.length - 1; j >= 0; j--) {
if (collectibles[j].intersects(character)) {
score += 10; // Increase score
scoreTxt.setText(score.toString()); // Update score display
collectibles[j].destroy();
collectibles.splice(j, 1);
}
}
// Move fishes and check for collision with the character
for (var k = fishes.length - 1; k >= 0; k--) {
fishes[k].move();
if (fishes[k].intersects(character)) {
score += 1; // Increase score
scoreTxt.setText(score.toString()); // Update score display
fishes[k].destroy();
fishes.splice(k, 1);
}
// Remove off-screen fishes
if (fishes[k] && fishes[k].x < -100) {
fishes[k].destroy();
fishes.splice(k, 1);
}
}
// Spawn fishes
if (LK.ticks % 240 == 0) {
// Every 4 seconds
var newFish = new Fish();
newFish.x = 2048;
newFish.y = Math.random() * 2732;
fishes.push(newFish);
game.addChild(newFish);
}
// Spawn clouds
if (LK.ticks % 300 == 0) {
// Every 5 seconds
var newCloud = new Cloud();
newCloud.x = Math.random() * 2048;
newCloud.y = 0;
clouds.push(newCloud);
game.addChild(newCloud);
}
// Move clouds and check for collision with the character
for (var l = clouds.length - 1; l >= 0; l--) {
clouds[l].move();
if (clouds[l].intersects(character)) {
// Game over logic
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
}
// Remove off-screen clouds
if (clouds[l].y > 2732) {
clouds[l].destroy();
clouds.splice(l, 1);
}
}
// Move obese dogs and check for collision with the character
for (var m = obeseDogs.length - 1; m >= 0; m--) {
obeseDogs[m].move();
if (obeseDogs[m].intersects(character)) {
// Game over logic
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
}
// Change direction when the obese dog reaches the edge of the screen
if (obeseDogs[m].x <= 0 && obeseDogs[m].direction === 'left') {
obeseDogs[m].direction = 'right';
} else if (obeseDogs[m].x >= 2048 && obeseDogs[m].direction === 'right') {
obeseDogs[m].direction = 'left';
}
// Remove off-screen obese dogs
if (obeseDogs[m].x < -100 || obeseDogs[m].x > 2148) {
obeseDogs[m].destroy();
obeseDogs.splice(m, 1);
}
}
// Spawn collectibles
if (LK.ticks % 180 == 0) {
// Every 3 seconds
var newCollectible = new Collectible();
newCollectible.x = 2048;
newCollectible.y = Math.random() * 2732;
collectibles.push(newCollectible);
game.addChild(newCollectible);
}
});
cat. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Dog which goes to the left. 2D, Without background
Wall. 2D, Without background
cartoon fish. 2D, Without background
cartoon cloud. 2D, Without background
Cloud Dog. 2D
cartoon golden fish. 2D
Mega dog. 2D cartoon, no background
Bird. 2D cartoon, no background
Red car 2D. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Puffer fish. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
teleport 2D. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.