User prompt
tambah 2 enemy lagi
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rubah text ball menjadi rose
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pertajam bacground
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perbaiki latar belakang agar muncul background
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fix background
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pindahkan labirin ke tengah
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Please fix the bug: 'Cannot read properties of undefined (reading 'baseTexture')' in or related to this line: 'background.texture.baseTexture.scaleMode = 0; // NEAREST filtering for crisp pixels' Line Number: 535
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saya ingin backgroundnya terlihat jelas
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buat gambar backgroundnya jelas
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Please fix the bug: 'Cannot read properties of undefined (reading 'baseTexture')' in or related to this line: 'background.texture.baseTexture.scaleMode = 0; // NEAREST filtering for crisp pixels' Line Number: 535
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make background sharp
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add background to game
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fix background
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background problem
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add background
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add background for game
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hapus bacground
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buat player bisa berbalik ke kanan atau ke kiri
User prompt
ubah animasi goldenball jadi melayang vertical ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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buat animasi enemy saat di tembak terpental jauh keluar dari maze ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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setelah enemy ditembak mati dalam 5 detik muncul lagi ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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perbaiki kontrol biar bisa player di kontrol tap dari luar maze
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perbaiki masalah game lagg
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buat ukuran maze lebih besar
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buat maze tanpa jalan buntu
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var Bullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); self.speedX = 0; self.speedY = 0; self.speed = 8; self.update = function () { // Store previous position for wall collision detection var prevX = self.x; var prevY = self.y; self.x += self.speedX; self.y += self.speedY; // Check if bullet hit a wall var mazeX = Math.floor((self.x - MAZE_START_X) / CELL_SIZE); var mazeY = Math.floor((self.y - MAZE_START_Y) / CELL_SIZE); // If bullet is inside maze bounds and hits a wall, destroy it if (mazeX >= 0 && mazeX < MAZE_WIDTH && mazeY >= 0 && mazeY < MAZE_HEIGHT) { if (maze[mazeY][mazeX] === 1) { self.destroy(); return; } } // Remove bullet if it goes off screen if (self.x < 0 || self.x > 2048 || self.y < 0 || self.y > 2732) { self.destroy(); } }; self.setDirection = function (dirX, dirY) { var length = Math.sqrt(dirX * dirX + dirY * dirY); if (length > 0) { self.speedX = dirX / length * self.speed; self.speedY = dirY / length * self.speed; } }; return self; }); var Enemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 2; self.targetX = 0; self.targetY = 0; self.moveTimer = 0; self.moveDelay = 60; // Change direction every 60 frames self.directions = [{ x: 0, y: -1 }, // up { x: 1, y: 0 }, // right { x: 0, y: 1 }, // down { x: -1, y: 0 } // left ]; self.update = function () { // Only update every 3 frames to reduce computation if (LK.ticks % 3 !== 0) return; // AI movement - change direction periodically self.moveTimer++; if (self.moveTimer >= self.moveDelay) { self.moveTimer = 0; self.chooseNewDirection(); } var dx = self.targetX - self.x; var dy = self.targetY - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 2) { // Simplified movement - don't check walls every frame self.x += dx > 0 ? self.speed : dx < 0 ? -self.speed : 0; self.y += dy > 0 ? self.speed : dy < 0 ? -self.speed : 0; } else { // Reached target, choose new direction self.chooseNewDirection(); } }; self.chooseNewDirection = function () { var currentMazeX = Math.floor((self.x - MAZE_START_X) / CELL_SIZE); var currentMazeY = Math.floor((self.y - MAZE_START_Y) / CELL_SIZE); var validDirections = []; // Check each direction for valid movement for (var i = 0; i < self.directions.length; i++) { var dir = self.directions[i]; var newMazeX = currentMazeX + dir.x; var newMazeY = currentMazeY + dir.y; if (newMazeX >= 0 && newMazeX < MAZE_WIDTH && newMazeY >= 0 && newMazeY < MAZE_HEIGHT) { if (maze[newMazeY][newMazeX] === 0) { validDirections.push(dir); } } } if (validDirections.length > 0) { var chosenDir = validDirections[Math.floor(Math.random() * validDirections.length)]; var targetMazeX = currentMazeX + chosenDir.x; var targetMazeY = currentMazeY + chosenDir.y; self.targetX = MAZE_START_X + targetMazeX * CELL_SIZE + CELL_SIZE / 2; self.targetY = MAZE_START_Y + targetMazeY * CELL_SIZE + CELL_SIZE / 2; } }; return self; }); var GoldenBall = Container.expand(function () { var self = Container.call(this); var ballGraphics = self.attachAsset('goldenBall', { anchorX: 0.5, anchorY: 0.5 }); self.collected = false; self.update = function () { // Initialize floating animation on first update if (!self.floatingInitialized && !self.collected) { self.floatingInitialized = true; self.baseY = self.y; // Start vertical floating animation tween(ballGraphics, { y: -20 }, { duration: 2000, easing: tween.easeInOut, onFinish: function onFinish() { // Float back down tween(ballGraphics, { y: 20 }, { duration: 2000, easing: tween.easeInOut, onFinish: function onFinish() { // Reset and repeat ballGraphics.y = 0; self.floatingInitialized = false; } }); } }); } }; self.collect = function () { if (!self.collected) { self.collected = true; tween(ballGraphics, { scaleX: 0, scaleY: 0, alpha: 0 }, { duration: 300, easing: tween.easeOut, onFinish: function onFinish() { self.visible = false; } }); } }; return self; }); var Player = Container.expand(function () { var self = Container.call(this); var playerGraphics = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 4; self.targetX = 0; self.targetY = 0; self.facingRight = true; // Track which direction player is facing self.update = function () { var dx = self.targetX - self.x; var dy = self.targetY - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 2) { // Update facing direction based on horizontal movement if (Math.abs(dx) > 1) { // Only change facing if significant horizontal movement if (dx > 0 && !self.facingRight) { // Moving right, currently facing left self.facingRight = true; tween(playerGraphics, { scaleX: 1 }, { duration: 200, easing: tween.easeOut }); } else if (dx < 0 && self.facingRight) { // Moving left, currently facing right self.facingRight = false; tween(playerGraphics, { scaleX: -1 }, { duration: 200, easing: tween.easeOut }); } } // Calculate next position var nextX = self.x + dx / distance * self.speed; var nextY = self.y + dy / distance * self.speed; // Check if next position is valid (not a wall) var mazeX = Math.floor((nextX - MAZE_START_X) / CELL_SIZE); var mazeY = Math.floor((nextY - MAZE_START_Y) / CELL_SIZE); // Check if next position is within maze bounds if (mazeX >= 0 && mazeX < MAZE_WIDTH && mazeY >= 0 && mazeY < MAZE_HEIGHT) { // Inside maze - only move if not a wall if (maze[mazeY][mazeX] === 0) { self.x = nextX; self.y = nextY; } } else { // Outside maze bounds - allow free movement anywhere on screen if (nextX >= 0 && nextX <= 2048 && nextY >= 0 && nextY <= 2732) { self.x = nextX; self.y = nextY; } } } }; self.setTarget = function (x, y) { self.targetX = x; self.targetY = y; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x1a1a1a }); /**** * Game Code ****/ // Set background color explicitly game.setBackgroundColor(0x1a1a1a); var CELL_SIZE = 48; var MAZE_WIDTH = 16; var MAZE_HEIGHT = 20; var MAZE_START_X = (2048 - MAZE_WIDTH * CELL_SIZE) / 2; var MAZE_START_Y = (2732 - MAZE_HEIGHT * CELL_SIZE) / 2; var maze = []; var walls = []; var floors = []; var player; var goldenBalls = []; var totalBalls = 0; var collectedBalls = 0; var bullets = []; var enemies = []; var enemyCount = 1; var swipeStart = { x: 0, y: 0 }; var isSwipping = false; // Tap controls - no drag node needed // Score display var scoreText = new Text2('Balls: 0/0', { size: 50, fill: 0xFFD700 }); scoreText.anchor.set(1, 0); LK.gui.topRight.addChild(scoreText); scoreText.x = -20; scoreText.y = 80; function generateMaze() { // Initialize maze with walls for (var y = 0; y < MAZE_HEIGHT; y++) { maze[y] = []; for (var x = 0; x < MAZE_WIDTH; x++) { maze[y][x] = 1; // 1 = wall, 0 = path } } // Generate maze without dead ends using modified algorithm var startX = 1; var startY = 1; maze[startY][startX] = 0; var directions = [{ x: 0, y: -2 }, // up { x: 2, y: 0 }, // right { x: 0, y: 2 }, // down { x: -2, y: 0 } // left ]; // First pass: create main paths using recursive backtracking var stack = []; stack.push({ x: startX, y: startY }); while (stack.length > 0) { var current = stack[stack.length - 1]; var neighbors = []; for (var i = 0; i < directions.length; i++) { var nx = current.x + directions[i].x; var ny = current.y + directions[i].y; if (nx > 0 && nx < MAZE_WIDTH - 1 && ny > 0 && ny < MAZE_HEIGHT - 1 && maze[ny][nx] === 1) { neighbors.push({ x: nx, y: ny, dir: directions[i] }); } } if (neighbors.length > 0) { var next = neighbors[Math.floor(Math.random() * neighbors.length)]; maze[next.y][next.x] = 0; maze[current.y + next.dir.y / 2][current.x + next.dir.x / 2] = 0; stack.push({ x: next.x, y: next.y }); } else { stack.pop(); } } // Second pass: add loops to eliminate dead ends for (var attempts = 0; attempts < 20; attempts++) { // Find all dead ends (cells with only one neighbor) var deadEnds = []; for (var y = 1; y < MAZE_HEIGHT - 1; y += 2) { for (var x = 1; x < MAZE_WIDTH - 1; x += 2) { if (maze[y][x] === 0) { var pathCount = 0; var possibleConnections = []; // Check all four directions if (y > 1 && maze[y - 1][x] === 0) pathCount++; if (y < MAZE_HEIGHT - 2 && maze[y + 1][x] === 0) pathCount++; if (x > 1 && maze[y][x - 1] === 0) pathCount++; if (x < MAZE_WIDTH - 2 && maze[y][x + 1] === 0) pathCount++; // If it's a dead end, try to connect it to another path if (pathCount === 1) { // Try to connect to nearby paths for (var i = 0; i < directions.length; i++) { var newX = x + directions[i].x; var newY = y + directions[i].y; if (newX > 0 && newX < MAZE_WIDTH - 1 && newY > 0 && newY < MAZE_HEIGHT - 1) { if (maze[newY][newX] === 0) { var wallX = x + directions[i].x / 2; var wallY = y + directions[i].y / 2; if (maze[wallY][wallX] === 1) { possibleConnections.push({ wallX: wallX, wallY: wallY }); } } } } if (possibleConnections.length > 0) { var connection = possibleConnections[Math.floor(Math.random() * possibleConnections.length)]; maze[connection.wallY][connection.wallX] = 0; } } } } } } // Create entrance var entranceX = Math.floor(Math.random() * (MAZE_WIDTH - 2)) + 1; maze[0][entranceX] = 0; return { x: entranceX, y: 0 }; } function createMazeVisuals() { for (var y = 0; y < MAZE_HEIGHT; y++) { for (var x = 0; x < MAZE_WIDTH; x++) { var cellX = MAZE_START_X + x * CELL_SIZE; var cellY = MAZE_START_Y + y * CELL_SIZE; if (maze[y][x] === 1) { var wall = game.addChild(LK.getAsset('wall', { x: cellX, y: cellY })); walls.push(wall); } else { var floor = game.addChild(LK.getAsset('floor', { x: cellX, y: cellY })); floors.push(floor); } } } } function spawnEnemies() { var spawnedEnemies = 0; var attempts = 0; var maxAttempts = 100; while (spawnedEnemies < enemyCount && attempts < maxAttempts) { var x = Math.floor(Math.random() * MAZE_WIDTH); var y = Math.floor(Math.random() * MAZE_HEIGHT); // Make sure enemy spawns in a path cell and not too close to player start if (maze[y][x] === 0 && (Math.abs(x - entrance.x) > 3 || Math.abs(y - entrance.y) > 3)) { var cellX = MAZE_START_X + x * CELL_SIZE + CELL_SIZE / 2; var cellY = MAZE_START_Y + y * CELL_SIZE + CELL_SIZE / 2; var enemy = game.addChild(new Enemy()); enemy.x = cellX; enemy.y = cellY; enemy.targetX = cellX; enemy.targetY = cellY; enemy.mazeX = x; enemy.mazeY = y; enemies.push(enemy); spawnedEnemies++; } attempts++; } } function placeholdenBalls() { var ballCount = Math.floor(MAZE_WIDTH * MAZE_HEIGHT * 0.02); // 2% of maze cells var placedBalls = 0; while (placedBalls < ballCount) { var x = Math.floor(Math.random() * MAZE_WIDTH); var y = Math.floor(Math.random() * MAZE_HEIGHT); if (maze[y][x] === 0) { var cellX = MAZE_START_X + x * CELL_SIZE + CELL_SIZE / 2; var cellY = MAZE_START_Y + y * CELL_SIZE + CELL_SIZE / 2; var ball = game.addChild(new GoldenBall()); ball.x = cellX; ball.y = cellY; ball.mazeX = x; ball.mazeY = y; goldenBalls.push(ball); placedBalls++; } } totalBalls = goldenBalls.length; updateScoreText(); } function updateScoreText() { scoreText.setText('Balls: ' + collectedBalls + '/' + totalBalls); } function isValidPosition(x, y) { var mazeX = Math.floor((x - MAZE_START_X) / CELL_SIZE); var mazeY = Math.floor((y - MAZE_START_Y) / CELL_SIZE); if (mazeX < 0 || mazeX >= MAZE_WIDTH || mazeY < 0 || mazeY >= MAZE_HEIGHT) { return false; } return maze[mazeY][mazeX] === 0; } function getValidTargetPosition(targetX, targetY) { var currentMazeX = Math.floor((player.x - MAZE_START_X) / CELL_SIZE); var currentMazeY = Math.floor((player.y - MAZE_START_Y) / CELL_SIZE); var targetMazeX = Math.floor((targetX - MAZE_START_X) / CELL_SIZE); var targetMazeY = Math.floor((targetY - MAZE_START_Y) / CELL_SIZE); if (targetMazeX < 0 || targetMazeX >= MAZE_WIDTH || targetMazeY < 0 || targetMazeY >= MAZE_HEIGHT) { return { x: player.x, y: player.y }; } if (maze[targetMazeY][targetMazeX] === 1) { return { x: player.x, y: player.y }; } var cellCenterX = MAZE_START_X + targetMazeX * CELL_SIZE + CELL_SIZE / 2; var cellCenterY = MAZE_START_Y + targetMazeY * CELL_SIZE + CELL_SIZE / 2; return { x: cellCenterX, y: cellCenterY }; } // Initialize maze var entrance = generateMaze(); createMazeVisuals(); // Create player player = game.addChild(new Player()); player.x = MAZE_START_X + entrance.x * CELL_SIZE + CELL_SIZE / 2; player.y = MAZE_START_Y + entrance.y * CELL_SIZE + CELL_SIZE / 2; player.setTarget(player.x, player.y); // Place golden balls placeholdenBalls(); // Spawn enemies spawnEnemies(); // Touch controls - swipe to shoot, tap to move game.down = function (x, y, obj) { swipeStart.x = x; swipeStart.y = y; isSwipping = true; }; game.move = function (x, y, obj) { // Track swipe movement but don't move player during swipe }; game.up = function (x, y, obj) { if (isSwipping) { var swipeEndX = x; var swipeEndY = y; var swipeDistanceX = swipeEndX - swipeStart.x; var swipeDistanceY = swipeEndY - swipeStart.y; var swipeDistance = Math.sqrt(swipeDistanceX * swipeDistanceX + swipeDistanceY * swipeDistanceY); if (swipeDistance > 30) { // Minimum swipe distance // Create bullet and shoot in swipe direction var bullet = game.addChild(new Bullet()); bullet.x = player.x; bullet.y = player.y; bullet.setDirection(swipeDistanceX, swipeDistanceY); bullets.push(bullet); LK.getSound('shoot').play(); } else { // Short tap - move player to tap position (no maze validation) player.setTarget(x, y); } isSwipping = false; } }; // Game update loop game.update = function () { // Clean up destroyed bullets for (var b = bullets.length - 1; b >= 0; b--) { var bullet = bullets[b]; if (!bullet.parent) { // Bullet has been destroyed bullets.splice(b, 1); } } // Only check collisions every other frame to reduce load if (LK.ticks % 2 === 0) { // Check player-enemy collision for (var e = 0; e < enemies.length; e++) { var enemy = enemies[e]; if (player.intersects(enemy)) { // Player touched enemy - game over LK.showGameOver(); return; } } } // Check bullet-enemy collision (keep this every frame for responsiveness) for (var b = bullets.length - 1; b >= 0; b--) { var bullet = bullets[b]; var hitEnemy = false; for (var e = enemies.length - 1; e >= 0; e--) { var enemy = enemies[e]; if (bullet.intersects(enemy)) { // Store enemy position for respawn var respawnX = enemy.x; var respawnY = enemy.y; var respawnMazeX = enemy.mazeX; var respawnMazeY = enemy.mazeY; // Calculate knockback direction (opposite to bullet direction) var knockbackX = -bullet.speedX * 15; // Amplify knockback distance var knockbackY = -bullet.speedY * 15; // Calculate final knockback position (outside maze) var finalX = enemy.x + knockbackX; var finalY = enemy.y + knockbackY; // Ensure knockback goes outside screen boundaries if (finalX > -100 && finalX < 2148) { finalX = finalX < 1024 ? -200 : 2248; } if (finalY > -100 && finalY < 2832) { finalY = finalY < 1366 ? -200 : 2932; } // Remove bullet immediately bullet.destroy(); bullets.splice(b, 1); // Add score for defeating enemy LK.setScore(LK.getScore() + 10); // Animate enemy knockback with tween tween(enemy, { x: finalX, y: finalY, rotation: Math.PI * 4, // Spin while being knocked back scaleX: 0.5, scaleY: 0.5, alpha: 0 }, { duration: 800, easing: tween.easeOut, onFinish: function onFinish() { // Remove enemy from arrays and destroy for (var idx = enemies.length - 1; idx >= 0; idx--) { if (enemies[idx] === enemy) { enemies.splice(idx, 1); break; } } enemy.destroy(); // Schedule enemy respawn after 5 seconds using tween var dummyObject = {}; tween(dummyObject, {}, { duration: 5000, onFinish: function onFinish() { // Respawn enemy at same position var newEnemy = game.addChild(new Enemy()); newEnemy.x = respawnX; newEnemy.y = respawnY; newEnemy.targetX = respawnX; newEnemy.targetY = respawnY; newEnemy.mazeX = respawnMazeX; newEnemy.mazeY = respawnMazeY; enemies.push(newEnemy); } }); } }); hitEnemy = true; break; } } if (hitEnemy) break; } // Check ball collection every 3 frames if (LK.ticks % 3 === 0) { for (var i = 0; i < goldenBalls.length; i++) { var ball = goldenBalls[i]; if (!ball.collected && player.intersects(ball)) { ball.collect(); collectedBalls++; LK.setScore(collectedBalls); updateScoreText(); LK.getSound('collect').play(); // Check win condition if (collectedBalls >= totalBalls) { LK.getSound('complete').play(); LK.setTimeout(function () { LK.showYouWin(); }, 500); } } } } };
===================================================================
--- original.js
+++ change.js
@@ -245,14 +245,16 @@
/****
* Initialize Game
****/
var game = new LK.Game({
- backgroundColor: 0x2c3e50
+ backgroundColor: 0x1a1a1a
});
/****
* Game Code
****/
+// Set background color explicitly
+game.setBackgroundColor(0x1a1a1a);
var CELL_SIZE = 48;
var MAZE_WIDTH = 16;
var MAZE_HEIGHT = 20;
var MAZE_START_X = (2048 - MAZE_WIDTH * CELL_SIZE) / 2;
2d side scroller bee. In-Game asset. 2d. High contrast. No shadows
big evil wasp. In-Game asset. 2d. High contrast. No shadows
2d side scroller rose fresh rose flower. In-Game asset. 2d. High contrast. No shadows
image 2d classic full warna tentang hamparan bunga bunga liar disuatu lembah. In-Game asset. 2d. High contrast. No shadows