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
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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
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kurangi jumlah wall di dalam maze
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hapus aturan logika level. saat satu level selesai beralih ke maze selanjutnya tanpa ada rule level
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add more enemy on maze
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fix music background
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kecilkan sedikit luas maze
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buat luas floor 2 kali luas dari yang awal
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buat tujuh background yang bisa random muncul
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perbaiki level yang problem yang tiba tiba meloncat ke atas
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buat karakter bisa berbalik kekanan atau ke kiri ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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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
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pindahkan maze di bawah tombol pause
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ubah maze bentuk horizontal
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double tap control player can shoot enemy
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hilangkan tembakkan saat swipe
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tap for shoot
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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; // Multi-directional movement pattern - can move in any direction self.moveTimer++; if (self.moveTimer > 120) { // Change direction every 2 seconds // Stop current tweens tween.stop(self, { x: true, y: true }); // Calculate movement range in all directions var leftBound = self.x - 100; var rightBound = self.x + 100; var upBound = self.y - 100; var downBound = self.y + 100; // Ensure bounds are within maze var gridLeftX = Math.floor(leftBound / cellSize); var gridRightX = Math.floor(rightBound / cellSize); var gridUpY = Math.floor((upBound - 150) / cellSize); var gridDownY = Math.floor((downBound - 150) / cellSize); var gridCurrentY = Math.floor((self.y - 150) / cellSize); var gridCurrentX = Math.floor(self.x / cellSize); // Adjust bounds to avoid walls while (gridLeftX >= 0 && maze[gridCurrentY] && maze[gridCurrentY][gridLeftX] === 1) { leftBound += cellSize; gridLeftX++; } while (gridRightX < mazeWidth && maze[gridCurrentY] && maze[gridCurrentY][gridRightX] === 1) { rightBound -= cellSize; gridRightX--; } while (gridUpY >= 0 && maze[gridUpY] && maze[gridUpY][gridCurrentX] === 1) { upBound += cellSize; gridUpY++; } while (gridDownY < mazeHeight && maze[gridDownY] && maze[gridDownY][gridCurrentX] === 1) { downBound -= cellSize; gridDownY--; } // Choose direction: 0 = right, 1 = left, 2 = up, 3 = down var direction = Math.floor(Math.random() * 4); var targetX = self.x; var targetY = self.y; switch (direction) { case 0: // right targetX = rightBound; // Flip to face right enemyGraphics.scaleX = Math.abs(enemyGraphics.scaleX); break; case 1: // left targetX = leftBound; // Flip to face left enemyGraphics.scaleX = -Math.abs(enemyGraphics.scaleX); break; case 2: // up targetY = upBound; break; case 3: // down targetY = downBound; break; } // Ensure target is valid if (!checkWallCollision(targetX, targetY)) { // Move to target position over 1 second tween(self, { x: targetX, y: targetY }, { duration: 1000, easing: tween.easeInOut, onFinish: function onFinish() { // After reaching target, choose a new random direction var newDirection = Math.floor(Math.random() * 4); var newTargetX = self.x; var newTargetY = self.y; switch (newDirection) { case 0: // right newTargetX = rightBound; // Flip to face right enemyGraphics.scaleX = Math.abs(enemyGraphics.scaleX); break; case 1: // left newTargetX = leftBound; // Flip to face left enemyGraphics.scaleX = -Math.abs(enemyGraphics.scaleX); break; case 2: // up newTargetY = upBound; break; case 3: // down newTargetY = downBound; break; } if (!checkWallCollision(newTargetX, newTargetY)) { tween(self, { x: newTargetX, y: newTargetY }, { duration: 1000, easing: tween.easeInOut }); } } }); } self.moveTimer = 0; } }; 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 = 26; var mazeHeight = 20; 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 + 150, 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 + 150 }; } attempts++; } // Fallback to a guaranteed floor position return { x: cellSize + cellSize / 2, y: cellSize + cellSize / 2 + 150 }; } function checkWallCollision(x, y) { var gridX = Math.floor(x / cellSize); var gridY = Math.floor((y - 150) / 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; // Double tap controls var lastTapTime = 0; var doubleTapDelay = 300; // milliseconds var lastTapX = 0; var lastTapY = 0; var tapDistance = 50; // max distance between taps to consider as double tap game.down = function (x, y, obj) { var currentTime = Date.now(); var timeDiff = currentTime - lastTapTime; var distanceDiff = Math.sqrt(Math.pow(x - lastTapX, 2) + Math.pow(y - lastTapY, 2)); // Check for double tap if (timeDiff < doubleTapDelay && distanceDiff < tapDistance) { // Double tap detected - shoot player.shoot(x, y); lastTapTime = 0; // Reset to prevent triple tap } else { // Single tap - prepare for swipe swipeStartX = x; swipeStartY = y; isSwipeActive = true; lastTapTime = currentTime; lastTapX = x; lastTapY = 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 < 150 || bullet.y > mazeHeight * cellSize + 150) { 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
@@ -105,14 +105,14 @@
break;
}
// Ensure target is valid
if (!checkWallCollision(targetX, targetY)) {
- // Move to target position over 2 seconds
+ // Move to target position over 1 second
tween(self, {
x: targetX,
y: targetY
}, {
- duration: 2000,
+ duration: 1000,
easing: tween.easeInOut,
onFinish: function onFinish() {
// After reaching target, choose a new random direction
var newDirection = Math.floor(Math.random() * 4);
@@ -144,9 +144,9 @@
tween(self, {
x: newTargetX,
y: newTargetY
}, {
- duration: 2000,
+ duration: 1000,
easing: tween.easeInOut
});
}
}
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