User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'destroy')' in or related to this line: 'enemies[j].destroy();' Line Number: 525
User prompt
buat aturan player menang setelah membunuh semua enemy
User prompt
add new wall asset
User prompt
create an animation of the enemy spinning around when shot ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
buat animasi player terpental saat terkena enemy ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
rubah maze menjadi lebih simple
User prompt
kurangi jumlah wall di dalam maze
User prompt
hapus aturan logika level. saat satu level selesai beralih ke maze selanjutnya tanpa ada rule level
User prompt
add more enemy on maze
User prompt
fix music background
User prompt
kecilkan sedikit luas maze
User prompt
buat luas floor 2 kali luas dari yang awal
User prompt
buat tujuh background yang bisa random muncul
User prompt
perbaiki level yang problem yang tiba tiba meloncat ke atas
User prompt
buat karakter bisa berbalik kekanan atau ke kiri ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
make enemy 2 times move faster ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
the enemy can flip turn to move right or left ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
enemy bisa berbalik ke kanan atau ke kiri ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
enemy bisa bergerak berbalik ke depan dan belakang ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
pindahkan maze di bawah tombol pause
User prompt
ubah maze bentuk horizontal
User prompt
double tap control player can shoot enemy
User prompt
hilangkan tembakkan saat swipe
User prompt
tap for shoot
User prompt
ubah kontrol pelayer ke swipe
/**** * 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.speed = 8; self.directionX = 0; self.directionY = 0; self.lastX = 0; self.lastY = 0; self.update = function () { self.lastX = self.x; self.lastY = self.y; self.x += self.directionX * self.speed; self.y += self.directionY * 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.health = 1; self.moveTimer = 0; self.moveDirection = 0; // 0=up, 1=right, 2=down, 3=left self.speed = 1; self.lastX = 0; self.lastY = 0; self.update = function () { self.lastX = self.x; self.lastY = self.y; // Simple AI movement self.moveTimer++; if (self.moveTimer > 60) { self.moveDirection = Math.floor(Math.random() * 4); self.moveTimer = 0; } var newX = self.x; var newY = self.y; if (self.moveDirection === 0) newY -= self.speed; // up else if (self.moveDirection === 1) newX += self.speed; // right else if (self.moveDirection === 2) newY += self.speed; // down else if (self.moveDirection === 3) newX -= self.speed; // left // Check if new position would collide with walls if (!checkWallCollision(newX, newY)) { self.x = newX; self.y = newY; } else { self.moveDirection = Math.floor(Math.random() * 4); } }; return self; }); var Player = Container.expand(function () { var self = Container.call(this); var playerGraphics = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5 }); self.health = 3; self.speed = 3; self.shootCooldown = 0; self.lastX = 0; self.lastY = 0; self.update = function () { self.lastX = self.x; self.lastY = self.y; if (self.shootCooldown > 0) { self.shootCooldown--; } }; self.shoot = function (targetX, targetY) { if (self.shootCooldown > 0) return; var dx = targetX - self.x; var dy = targetY - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 0) { var bullet = new Bullet(); bullet.x = self.x; bullet.y = self.y; bullet.directionX = dx / distance; bullet.directionY = dy / distance; bullet.lastX = bullet.x; bullet.lastY = bullet.y; bullets.push(bullet); game.addChild(bullet); self.shootCooldown = 15; LK.getSound('shoot').play(); } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x222222 }); /**** * Game Code ****/ // Game variables var player; var enemies = []; var bullets = []; var walls = []; var currentLevel = 1; var mazeWidth = 20; var mazeHeight = 26; var cellSize = 50; var maze = []; // UI elements var levelText = new Text2('Level: 1', { size: 60, fill: 0xFFFFFF }); levelText.anchor.set(0.5, 0); LK.gui.top.addChild(levelText); var healthText = new Text2('Health: 3', { size: 50, fill: 0xFF0000 }); healthText.anchor.set(0, 0); healthText.x = 150; healthText.y = 20; LK.gui.topLeft.addChild(healthText); var enemyCountText = new Text2('Enemies: 0', { size: 50, fill: 0xFFFF00 }); enemyCountText.anchor.set(1, 0); LK.gui.topRight.addChild(enemyCountText); // Maze generation function generateMaze() { // Initialize maze with walls maze = []; for (var y = 0; y < mazeHeight; y++) { maze[y] = []; for (var x = 0; x < mazeWidth; x++) { maze[y][x] = 1; // 1 = wall, 0 = floor } } // Simple maze generation - create random paths function carvePath(x, y) { maze[y][x] = 0; var directions = [[0, -2], [2, 0], [0, 2], [-2, 0]]; // Shuffle directions for (var i = directions.length - 1; i > 0; i--) { var j = Math.floor(Math.random() * (i + 1)); var temp = directions[i]; directions[i] = directions[j]; directions[j] = temp; } for (var i = 0; i < directions.length; i++) { var nx = x + directions[i][0]; var ny = y + directions[i][1]; if (nx > 0 && nx < mazeWidth - 1 && ny > 0 && ny < mazeHeight - 1 && maze[ny][nx] === 1) { maze[y + directions[i][1] / 2][x + directions[i][0] / 2] = 0; carvePath(nx, ny); } } } // Start carving from top-left area carvePath(1, 1); // Add some random openings for (var i = 0; i < currentLevel * 5; i++) { var rx = Math.floor(Math.random() * (mazeWidth - 2)) + 1; var ry = Math.floor(Math.random() * (mazeHeight - 2)) + 1; maze[ry][rx] = 0; } } function createMazeWalls() { // Clear existing walls for (var i = walls.length - 1; i >= 0; i--) { walls[i].destroy(); } walls = []; // Create wall objects for (var y = 0; y < mazeHeight; y++) { for (var x = 0; x < mazeWidth; x++) { if (maze[y][x] === 1) { var wall = LK.getAsset('wall', { x: x * cellSize + cellSize / 2, y: y * cellSize + cellSize / 2, anchorX: 0.5, anchorY: 0.5 }); walls.push(wall); game.addChild(wall); } } } } function findFloorPosition() { var attempts = 0; while (attempts < 100) { var x = Math.floor(Math.random() * mazeWidth); var y = Math.floor(Math.random() * mazeHeight); if (maze[y][x] === 0) { return { x: x * cellSize + cellSize / 2, y: y * cellSize + cellSize / 2 }; } attempts++; } // Fallback to a guaranteed floor position return { x: cellSize + cellSize / 2, y: cellSize + cellSize / 2 }; } function checkWallCollision(x, y) { var gridX = Math.floor(x / cellSize); var gridY = Math.floor(y / cellSize); if (gridX < 0 || gridX >= mazeWidth || gridY < 0 || gridY >= mazeHeight) { return true; } return maze[gridY][gridX] === 1; } function spawnEnemies() { // Clear existing enemies for (var i = enemies.length - 1; i >= 0; i--) { enemies[i].destroy(); } enemies = []; var enemyCount = Math.min(currentLevel + 2, 15); for (var i = 0; i < enemyCount; i++) { var pos = findFloorPosition(); var enemy = new Enemy(); enemy.x = pos.x; enemy.y = pos.y; enemy.lastX = enemy.x; enemy.lastY = enemy.y; enemies.push(enemy); game.addChild(enemy); } updateEnemyCount(); } function initLevel() { generateMaze(); createMazeWalls(); // Position player var playerPos = findFloorPosition(); player.x = playerPos.x; player.y = playerPos.y; player.lastX = player.x; player.lastY = player.y; spawnEnemies(); levelText.setText('Level: ' + currentLevel); } function updateEnemyCount() { enemyCountText.setText('Enemies: ' + enemies.length); } function updateHealthText() { healthText.setText('Health: ' + player.health); } function nextLevel() { currentLevel++; // Clear bullets for (var i = bullets.length - 1; i >= 0; i--) { bullets[i].destroy(); bullets.splice(i, 1); } initLevel(); } // Initialize player player = new Player(); game.addChild(player); // Initialize first level initLevel(); updateHealthText(); // Swipe controls var swipeStartX = 0; var swipeStartY = 0; var isSwipeActive = false; var moveX = 0; var moveY = 0; var minSwipeDistance = 30; game.down = function (x, y, obj) { swipeStartX = x; swipeStartY = y; isSwipeActive = true; // Tap to shoot - shoot towards tap location player.shoot(x, y); }; game.move = function (x, y, obj) { if (isSwipeActive) { var swipeDeltaX = x - swipeStartX; var swipeDeltaY = y - swipeStartY; var swipeDistance = Math.sqrt(swipeDeltaX * swipeDeltaX + swipeDeltaY * swipeDeltaY); if (swipeDistance > minSwipeDistance) { // Normalize swipe direction and apply player speed moveX = swipeDeltaX / swipeDistance * player.speed; moveY = swipeDeltaY / swipeDistance * player.speed; } } }; game.up = function (x, y, obj) { isSwipeActive = false; moveX = 0; moveY = 0; }; // Main game loop game.update = function () { // Move player if (moveX !== 0 || moveY !== 0) { var newX = player.x + moveX; var newY = player.y + moveY; if (!checkWallCollision(newX, newY)) { player.x = newX; player.y = newY; } } // Update bullets for (var i = bullets.length - 1; i >= 0; i--) { var bullet = bullets[i]; // Check wall collision if (checkWallCollision(bullet.x, bullet.y)) { bullet.destroy(); bullets.splice(i, 1); continue; } // Check bounds if (bullet.x < 0 || bullet.x > mazeWidth * cellSize || bullet.y < 0 || bullet.y > mazeHeight * cellSize) { bullet.destroy(); bullets.splice(i, 1); continue; } // Check enemy collision var hitEnemy = false; for (var j = enemies.length - 1; j >= 0; j--) { if (bullet.intersects(enemies[j])) { LK.getSound('enemyHit').play(); LK.effects.flashObject(enemies[j], 0xffffff, 200); enemies[j].destroy(); enemies.splice(j, 1); bullet.destroy(); bullets.splice(i, 1); hitEnemy = true; updateEnemyCount(); break; } } if (hitEnemy) continue; } // Check player-enemy collision for (var i = enemies.length - 1; i >= 0; i--) { if (player.intersects(enemies[i])) { LK.getSound('playerHit').play(); LK.effects.flashObject(player, 0xff0000, 500); player.health--; updateHealthText(); // Move enemy away to prevent multiple hits enemies[i].x += (Math.random() - 0.5) * 60; enemies[i].y += (Math.random() - 0.5) * 60; if (player.health <= 0) { LK.showGameOver(); return; } } } // Check win condition if (enemies.length === 0) { LK.setTimeout(function () { nextLevel(); }, 500); } };
===================================================================
--- original.js
+++ change.js
@@ -293,9 +293,9 @@
game.down = function (x, y, obj) {
swipeStartX = x;
swipeStartY = y;
isSwipeActive = true;
- // Also shoot when touching
+ // Tap to shoot - shoot towards tap location
player.shoot(x, y);
};
game.move = function (x, y, obj) {
if (isSwipeActive) {
2d big size side scroller wild warthog image. In-Game asset. 2d. High contrast. No shadows
2d hroizontal sidescroller average year country man is the hunter. holld shootgun and ready shoot. In-Game asset. 2d. High contrast. No shadows
2d side scroller anime green bushs asset. In-Game asset. 2d. High contrast. No shadows