User prompt
add score board
User prompt
add score tab
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'call')' in or related to this line: 'GameObject.prototype.update.call(this);' Line Number: 71
Code edit (1 edits merged)
Please save this source code
User prompt
Thief Escape: Police Pursuit
User prompt
bana polislerden kaçtığımız bir hırsız polis oyunu yapabilirmisin
Initial prompt
türkçe konuş
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1", {
highScore: 0
});
/****
* Classes
****/
var GameObject = Container.expand(function () {
var self = Container.call(this);
self.speed = 0;
self.active = true;
return self;
});
var PowerUp = GameObject.expand(function () {
var self = GameObject.call(this);
var powerup = self.attachAsset('powerup', {
anchorX: 0.5,
anchorY: 0.5
});
self.type = "speedBoost"; // Default type
self.update = function () {
GameObject.prototype.update.call(this);
// Add a pulsing effect to make it more noticeable
var scale = 1 + Math.sin(LK.ticks * 0.1) * 0.1;
powerup.scale.set(scale, scale);
};
self.checkCollision = function (player) {
if (!self.active) return false;
return player.intersects(self);
};
return self;
});
var Police = GameObject.expand(function () {
var self = GameObject.call(this);
var police = self.attachAsset('police', {
anchorX: 0.5,
anchorY: 0.5
});
self.targetLane = 1; // Middle lane by default
self.movementSpeed = 0.1;
self.xPositions = [624, 1024, 1424]; // Lane positions
self.update = function () {
GameObject.prototype.update.call(this);
// Gradually move towards target lane
var targetX = self.xPositions[self.targetLane];
self.x += (targetX - self.x) * self.movementSpeed;
// Change lane randomly if far from player
if (self.y < 500 && Math.random() < 0.01) {
self.targetLane = Math.floor(Math.random() * 3);
}
};
self.checkCollision = function (player) {
if (!self.active) return false;
return player.intersects(self);
};
return self;
});
var Obstacle = GameObject.expand(function () {
var self = GameObject.call(this);
var obstacle = self.attachAsset('obstacle', {
anchorX: 0.5,
anchorY: 0.5
});
self.checkCollision = function (player) {
if (!self.active) return false;
return player.intersects(self);
};
return self;
});
var Collectible = GameObject.expand(function () {
var self = GameObject.call(this);
var collectible = self.attachAsset('collectible', {
anchorX: 0.5,
anchorY: 0.5
});
self.value = 10;
self.update = function () {
GameObject.prototype.update.call(this);
// Add a slight rotation to make it more eye-catching
collectible.rotation += 0.03;
};
self.checkCollision = function (player) {
if (!self.active) return false;
return player.intersects(self);
};
return self;
});
var Player = Container.expand(function () {
var self = Container.call(this);
var thief = self.attachAsset('thief', {
anchorX: 0.5,
anchorY: 0.5
});
self.lane = 1; // Start in middle lane (0, 1, 2)
self.xPositions = [624, 1024, 1424]; // Lane positions
self.isJumping = false;
self.hasPowerUp = false;
self.powerUpType = "";
self.powerUpTimeLeft = 0;
self.moveTo = function (lane) {
if (lane < 0) lane = 0;
if (lane > 2) lane = 2;
self.lane = lane;
tween(self, {
x: self.xPositions[lane]
}, {
duration: 200,
easing: tween.easeOut
});
};
self.jump = function () {
if (self.isJumping) return;
self.isJumping = true;
LK.getSound('jump').play();
// Jump animation with tweens
tween(self, {
y: self.y - 150
}, {
duration: 400,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(self, {
y: self.y + 150
}, {
duration: 400,
easing: tween.easeIn,
onFinish: function onFinish() {
self.isJumping = false;
}
});
}
});
};
self.activatePowerUp = function (type) {
self.hasPowerUp = true;
self.powerUpType = type;
self.powerUpTimeLeft = 300; // 5 seconds (60fps)
// Visual feedback
tween(thief, {
tint: 0x00FFFF
}, {
duration: 300
});
};
self.updatePowerUp = function () {
if (!self.hasPowerUp) return;
self.powerUpTimeLeft--;
if (self.powerUpTimeLeft <= 0) {
self.hasPowerUp = false;
self.powerUpType = "";
tween(thief, {
tint: 0xFFFFFF
}, {
duration: 300
});
}
};
return self;
});
var RoadLine = Container.expand(function () {
var self = Container.call(this);
var line = self.attachAsset('roadLine', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 10;
self.update = function () {
self.y += self.speed;
if (self.y > 2732 + line.height / 2) {
self.y = -line.height / 2;
}
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x222222
});
/****
* Game Code
****/
// Game variables
// Character assets
// Environment assets
// Game effect sounds
// Game background music
GameObject.prototype.update = function () {
this.y += gameSpeed;
if (this.y > 2732 + 100) {
this.active = false;
}
};
var gameSpeed = 10;
var score = 0;
var distance = 0;
var difficulty = 1;
var gameRunning = false;
var roadLines = [];
var obstacles = [];
var collectibles = [];
var powerups = [];
var policeOfficers = [];
var spawnTimer = 0;
var roadWidth = 1200;
// Initialize player
var player = new Player();
player.x = 1024; // Middle of screen
player.y = 2200; // Near bottom of screen
// Create road
var road = LK.getAsset('road', {
anchorX: 0.5,
anchorY: 0.5,
x: 1024,
// Center of screen
y: 1366 // Center of screen
});
game.addChild(road);
// Create road lines
for (var i = 0; i < 20; i++) {
var roadLine = new RoadLine();
roadLine.x = 1024; // Center of screen
roadLine.y = i * 150 - 150; // Spaced evenly
roadLines.push(roadLine);
game.addChild(roadLine);
}
// Add player to game
game.addChild(player);
// Setup GUI
var scoreTxt = new Text2('Score: 0', {
size: 70,
fill: 0xFFFFFF
});
scoreTxt.anchor.set(0, 0); // Top left
LK.gui.topRight.addChild(scoreTxt);
// Add high score display
var highScoreTxt = new Text2('High Score: 0', {
size: 70,
fill: 0xFFD700 // Gold color
});
highScoreTxt.anchor.set(0, 0); // Top left
highScoreTxt.y = 80; // Position below score
LK.gui.topRight.addChild(highScoreTxt);
// Setup control for player movement
var touchStartX = 0;
var swipeThreshold = 100;
// Play background music
LK.playMusic('gameMusic');
// Start the game
startGame();
function startGame() {
// Reset variables
gameSpeed = 10;
score = 0;
distance = 0;
difficulty = 1;
gameRunning = true;
// Reset player
player.lane = 1;
player.x = 1024;
player.moveTo(1);
// Clear existing game objects
clearGameObjects();
// Update score display
updateScoreDisplay();
}
function updateScoreDisplay() {
scoreTxt.setText('Score: ' + score);
highScoreTxt.setText('High Score: ' + storage.highScore);
}
function clearGameObjects() {
// Remove all obstacles, collectibles, etc.
for (var i = obstacles.length - 1; i >= 0; i--) {
obstacles[i].destroy();
}
obstacles = [];
for (var i = collectibles.length - 1; i >= 0; i--) {
collectibles[i].destroy();
}
collectibles = [];
for (var i = powerups.length - 1; i >= 0; i--) {
powerups[i].destroy();
}
powerups = [];
for (var i = policeOfficers.length - 1; i >= 0; i--) {
policeOfficers[i].destroy();
}
policeOfficers = [];
}
function spawnObstacle() {
var obstacle = new Obstacle();
var lane = Math.floor(Math.random() * 3);
obstacle.x = player.xPositions[lane];
obstacle.y = -100; // Off-screen
obstacles.push(obstacle);
game.addChild(obstacle);
}
function spawnCollectible() {
var collectible = new Collectible();
var lane = Math.floor(Math.random() * 3);
collectible.x = player.xPositions[lane];
collectible.y = -100; // Off-screen
collectibles.push(collectible);
game.addChild(collectible);
}
function spawnPowerUp() {
var powerup = new PowerUp();
var lane = Math.floor(Math.random() * 3);
powerup.x = player.xPositions[lane];
powerup.y = -100; // Off-screen
// Random power-up type
var types = ["speedBoost", "invincibility", "magneticPull"];
powerup.type = types[Math.floor(Math.random() * types.length)];
powerups.push(powerup);
game.addChild(powerup);
}
function spawnPolice() {
var police = new Police();
// Police starts at random lane
var lane = Math.floor(Math.random() * 3);
police.x = player.xPositions[lane];
police.y = -100; // Off-screen
// Higher difficulty makes police faster and more accurate
police.movementSpeed = 0.1 + difficulty * 0.02;
policeOfficers.push(police);
game.addChild(police);
}
function checkCollisions() {
// Check obstacle collisions
for (var i = obstacles.length - 1; i >= 0; i--) {
if (obstacles[i].checkCollision(player) && !player.isJumping) {
if (!player.hasPowerUp || player.powerUpType !== "invincibility") {
gameOver();
LK.getSound('crash').play();
return;
}
}
if (!obstacles[i].active) {
obstacles[i].destroy();
obstacles.splice(i, 1);
}
}
// Check police collisions
for (var i = policeOfficers.length - 1; i >= 0; i--) {
if (policeOfficers[i].checkCollision(player) && !player.isJumping) {
if (!player.hasPowerUp || player.powerUpType !== "invincibility") {
gameOver();
LK.getSound('crash').play();
return;
}
}
if (!policeOfficers[i].active) {
policeOfficers[i].destroy();
policeOfficers.splice(i, 1);
}
}
// Check collectible collisions
for (var i = collectibles.length - 1; i >= 0; i--) {
if (collectibles[i].checkCollision(player)) {
// Collect the item
score += collectibles[i].value;
updateScoreDisplay();
LK.getSound('coin').play();
collectibles[i].destroy();
collectibles.splice(i, 1);
} else if (!collectibles[i].active) {
collectibles[i].destroy();
collectibles.splice(i, 1);
}
}
// Check power-up collisions
for (var i = powerups.length - 1; i >= 0; i--) {
if (powerups[i].checkCollision(player)) {
// Activate the power-up
player.activatePowerUp(powerups[i].type);
LK.getSound('powerup').play();
powerups[i].destroy();
powerups.splice(i, 1);
} else if (!powerups[i].active) {
powerups[i].destroy();
powerups.splice(i, 1);
}
}
}
function gameOver() {
gameRunning = false;
// Check if this is a high score
if (score > storage.highScore) {
storage.highScore = score;
}
// Show the game over screen
LK.showGameOver();
}
// Touch input handlers
game.down = function (x, y) {
touchStartX = x;
};
game.move = function (x, y) {
// Only handle horizontal swipes while the game is running
if (!gameRunning) return;
// Check for swipe
var swipeDist = x - touchStartX;
if (Math.abs(swipeDist) >= swipeThreshold) {
if (swipeDist > 0) {
// Swipe right
player.moveTo(player.lane + 1);
} else {
// Swipe left
player.moveTo(player.lane - 1);
}
// Reset touch start to prevent multiple swipes
touchStartX = x;
}
};
game.up = function (x, y) {
// Check if it was a tap (not a swipe)
if (Math.abs(x - touchStartX) < swipeThreshold) {
// Tap to jump
player.jump();
}
};
// Game update logic
game.update = function () {
if (!gameRunning) return;
// Update road lines
for (var i = 0; i < roadLines.length; i++) {
roadLines[i].update();
}
// Update player
player.updatePowerUp();
// Update all game objects
for (var i = 0; i < obstacles.length; i++) {
obstacles[i].update();
}
for (var i = 0; i < collectibles.length; i++) {
collectibles[i].update();
}
for (var i = 0; i < powerups.length; i++) {
powerups[i].update();
}
for (var i = 0; i < policeOfficers.length; i++) {
policeOfficers[i].update();
// Make police follow player's lane more aggressively as difficulty increases
if (Math.random() < 0.02 * difficulty) {
policeOfficers[i].targetLane = player.lane;
}
}
// Spawn game elements
spawnTimer++;
if (spawnTimer % 60 === 0) {
// Spawn obstacles more frequently as difficulty increases
if (Math.random() < 0.3 + difficulty * 0.1) {
spawnObstacle();
}
// Spawn collectibles
if (Math.random() < 0.4) {
spawnCollectible();
}
// Spawn power-ups rarely
if (Math.random() < 0.05) {
spawnPowerUp();
}
// Spawn police based on difficulty
if (Math.random() < 0.2 + difficulty * 0.1) {
spawnPolice();
}
}
// Increase distance and score
distance += gameSpeed;
if (distance % 1000 === 0) {
score += 5;
updateScoreDisplay();
}
// Increase difficulty over time
if (distance % 5000 === 0) {
difficulty += 0.2;
gameSpeed += 0.5;
}
// Check for collisions
checkCollisions();
// Apply power-up effects
if (player.hasPowerUp) {
if (player.powerUpType === "speedBoost") {
// Temporary speed boost
distance += gameSpeed;
} else if (player.powerUpType === "magneticPull") {
// Pull collectibles towards player
for (var i = 0; i < collectibles.length; i++) {
var dx = player.x - collectibles[i].x;
var dy = player.y - collectibles[i].y;
collectibles[i].x += dx * 0.05;
collectibles[i].y += dy * 0.05;
}
}
}
}; ===================================================================
--- original.js
+++ change.js
@@ -233,39 +233,22 @@
}
// Add player to game
game.addChild(player);
// Setup GUI
-var scoreTab = new Container();
-scoreTab.x = -10;
-scoreTab.y = 10;
-var scoreBackground = LK.getAsset('road', {
- anchorX: 0.5,
- anchorY: 0.5,
- width: 400,
- height: 160,
- alpha: 0.7,
- tint: 0x000000
-});
-scoreBackground.x = 200;
-scoreBackground.y = 80;
-scoreTab.addChild(scoreBackground);
var scoreTxt = new Text2('Score: 0', {
size: 70,
fill: 0xFFFFFF
});
-scoreTxt.anchor.set(1, 0); // Right-aligned
-scoreTxt.x = 380;
-scoreTxt.y = 20;
-scoreTab.addChild(scoreTxt);
-var highScoreTxt = new Text2('High: ' + storage.highScore, {
+scoreTxt.anchor.set(0, 0); // Top left
+LK.gui.topRight.addChild(scoreTxt);
+// Add high score display
+var highScoreTxt = new Text2('High Score: 0', {
size: 70,
- fill: 0xFFFFFF
+ fill: 0xFFD700 // Gold color
});
-highScoreTxt.anchor.set(1, 0); // Right-aligned
-highScoreTxt.x = 380;
-highScoreTxt.y = 90;
-scoreTab.addChild(highScoreTxt);
-LK.gui.topRight.addChild(scoreTab);
+highScoreTxt.anchor.set(0, 0); // Top left
+highScoreTxt.y = 80; // Position below score
+LK.gui.topRight.addChild(highScoreTxt);
// Setup control for player movement
var touchStartX = 0;
var swipeThreshold = 100;
// Play background music
@@ -289,9 +272,9 @@
updateScoreDisplay();
}
function updateScoreDisplay() {
scoreTxt.setText('Score: ' + score);
- highScoreTxt.setText('High: ' + storage.highScore);
+ highScoreTxt.setText('High Score: ' + storage.highScore);
}
function clearGameObjects() {
// Remove all obstacles, collectibles, etc.
for (var i = obstacles.length - 1; i >= 0; i--) {
@@ -410,10 +393,8 @@
gameRunning = false;
// Check if this is a high score
if (score > storage.highScore) {
storage.highScore = score;
- // Update high score display
- updateScoreDisplay();
}
// Show the game over screen
LK.showGameOver();
}