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 * 0.05; self.y += dy * 0.05; } // 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 }); }); // EnemyCar class var EnemyCar = Container.expand(function () { var self = Container.call(this); var enemyCarGraphics = self.attachAsset('enemyCar', { anchorX: 0.5, anchorY: 0.5 }); self.timer = 180; // 3 seconds in ticks (60 ticks per second) self.speed = 0; // Initial speed self.move = function () { if (self.timer > 0) { // Wait for 3 seconds self.timer--; if (self.timer === 0) { // After 3 seconds, start moving at high speed self.speed = 30; // High speed } } else { // Move the enemy car to the left at high speed self.x -= self.speed; } }; }); // 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 }; }); // GoldenFish class var GoldenFish = Container.expand(function () { var self = Container.call(this); var goldenFishGraphics = self.attachAsset('goldenFish', { anchorX: 0.5, anchorY: 0.5 }); self.move = function () { // GoldenFish movement logic here self.x -= 5; // The golden fish moves forward }; }); // MegaDog class var MegaDog = Container.expand(function () { var self = Container.call(this); var megaDogGraphics = self.attachAsset('megaDog', { anchorX: 0.5, anchorY: 0.5 }); self.move = function () { // MegaDog movement logic here self.x -= 2; // The mega dog 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 enemyCars = []; 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 goldenFishes = []; var clouds = []; var obeseDogs = []; var megaDogs = []; // 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 if (score % 10 == 0 && score != 0) { var newMegaDog = new MegaDog(); newMegaDog.x = 2048; newMegaDog.y = Math.random() * 2732; megaDogs.push(newMegaDog); game.addChild(newMegaDog); } 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); } } // Move golden fishes and check for collision with the character for (var l = goldenFishes.length - 1; l >= 0; l--) { goldenFishes[l].move(); if (goldenFishes[l].intersects(character)) { // Remove one obese dog if (obeseDogs.length > 0) { obeseDogs[0].destroy(); obeseDogs.splice(0, 1); } goldenFishes[l].destroy(); goldenFishes.splice(l, 1); } // Remove off-screen golden fishes if (goldenFishes[l] && goldenFishes[l].x < -100) { goldenFishes[l].destroy(); goldenFishes.splice(l, 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 golden fishes if (LK.ticks % 900 == 0) { // Every 15 seconds var newGoldenFish = new GoldenFish(); newGoldenFish.x = 2048; newGoldenFish.y = Math.random() * 2732; goldenFishes.push(newGoldenFish); game.addChild(newGoldenFish); } // 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); } // Move mega dogs and check for collision with the character for (var n = megaDogs.length - 1; n >= 0; n--) { megaDogs[n].move(); if (megaDogs[n].intersects(character)) { // Game over logic LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } // Remove off-screen mega dogs if (megaDogs[n].x < -100) { megaDogs[n].destroy(); megaDogs.splice(n, 1); } } } // Move enemy cars, check for off-screen, and end game on collision with character for (var i = enemyCars.length - 1; i >= 0; i--) { enemyCars[i].move(); if (enemyCars[i].intersects(character)) { // End game if character touches the car LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } if (enemyCars[i].x < -300) { // Assuming the width of the car is 300 enemyCars[i].destroy(); enemyCars.splice(i, 1); } } // Spawn enemy cars if (LK.ticks % 600 == 0) { // Every 10 seconds var newEnemyCar = new EnemyCar(); newEnemyCar.x = 2048; // Start from the right edge newEnemyCar.y = Math.random() * 2732; // Position randomly on the vertical axis game.addChild(newEnemyCar); enemyCars.push(newEnemyCar); // Add the newEnemyCar to the global enemyCars array for tracking } // 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); } });
===================================================================
--- original.js
+++ change.js
@@ -347,11 +347,16 @@
megaDogs.splice(n, 1);
}
}
}
- // Move enemy cars and check for off-screen
+ // Move enemy cars, check for off-screen, and end game on collision with character
for (var i = enemyCars.length - 1; i >= 0; i--) {
enemyCars[i].move();
+ if (enemyCars[i].intersects(character)) {
+ // End game if character touches the car
+ LK.effects.flashScreen(0xff0000, 1000);
+ LK.showGameOver();
+ }
if (enemyCars[i].x < -300) {
// Assuming the width of the car is 300
enemyCars[i].destroy();
enemyCars.splice(i, 1);
@@ -361,9 +366,9 @@
if (LK.ticks % 600 == 0) {
// Every 10 seconds
var newEnemyCar = new EnemyCar();
newEnemyCar.x = 2048; // Start from the right edge
- newEnemyCar.y = 2732 - newEnemyCar.height; // Position where the dog on the right initially stands
+ newEnemyCar.y = Math.random() * 2732; // Position randomly on the vertical axis
game.addChild(newEnemyCar);
enemyCars.push(newEnemyCar); // Add the newEnemyCar to the global enemyCars array for tracking
}
// Spawn collectibles
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.