User prompt
There are 2 red players, fix it
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There should not be 2 players of the same color.
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Make additions to other players such as cowardly, very fast, cautious, so that they have a more realistic artificial intelligence. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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The number written on the other 3 players should be different from 456
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set countdown time to 3 minutes
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Please fix the bug: 'TypeError: Cannot set properties of undefined (setting 'fill')' in or related to this line: 'countdownTxt.style.fill = 0xFFFF00; // Yellow color for warning' Line Number: 473
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Add 3 more players along with the character and create competition. Challenge the character. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Put a countdown from 45 seconds ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Random 1 or 0 obstacles will temporarily move the character ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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make all trigger points invisible
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set the trigger color of the obstacles to disappear to green
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30% of the obstacles will disappear with a melting effect if the character stays on the trigger point for 2 seconds. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Place trigger points 5 pixels below the bottom center of obstacles
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When placing obstacles randomly, make sure that they are spaced apart from each other.
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Decrease the trigger point on the obstacle by 20 pixels
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Decrease the trigger point on the obstacle by 30 pixels
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create a trigger point that I can see for each type of obstacle
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the number of obstacles in the asset does not increase
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Add 19 different obstacles
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Increase obstacle type to 20
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reduce the number of obstacles to 1
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Increase the number of obstacles to 20. Set all of them as separate objects
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Separate the fake walls so that each one has a separate trigger point ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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When you get 25 pixels closer to fake walls, they will collapse. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Make the fake walls look the same as the real ones
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var AIPlayer = Container.expand(function (playerIndex) { var self = Container.call(this); var playerGraphics = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5 }); // Different tints for each AI player var playerColors = [0xFFFF00, 0xFF00FF, 0x00FFFF]; // Yellow, Magenta, Cyan playerGraphics.tint = playerColors[playerIndex % 3]; // Add number display for each AI player with different numbers (not 456) var playerNumbers = ['123', '789', '321']; // Different numbers for each AI player var numberText = new Text2(playerNumbers[playerIndex], { size: 40, fill: 0x000000 // Black text }); numberText.anchor.set(0.5, 0.5); numberText.x = 0; numberText.y = 0; self.addChild(numberText); self.targetX = 0; self.targetY = 0; self.isMoving = false; self.health = 3; self.moveTimer = 0; self.nextMoveTime = Math.random() * 120 + 60; // Random 1-3 seconds self.playerIndex = playerIndex; // AI Personality traits var personalityTypes = ['cowardly', 'fast', 'cautious']; self.personality = personalityTypes[playerIndex % 3]; self.riskLevel = 0; // Track current risk assessment self.safetyTimer = 0; // Time since last risky action self.panicMode = false; // Emergency state for cowardly AI self.moveTo = function (x, y) { // Calculate distance from current position var dx = x - self.x; var dy = y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); // Personality-based movement adjustments var maxDistance = 180; var moveDuration = 350; var animationDuration = 150; if (self.personality === 'cowardly') { // Cowardly AI: smaller, more cautious movements maxDistance = self.panicMode ? 80 : 120; moveDuration = 450; // Slower movement } else if (self.personality === 'fast') { // Fast AI: larger, quicker movements maxDistance = 220; moveDuration = 250; // Faster movement animationDuration = 100; // Quicker animation } else if (self.personality === 'cautious') { // Cautious AI: moderate but calculated movements maxDistance = self.riskLevel > 5 ? 100 : 160; moveDuration = 380; } if (distance > maxDistance) { // Scale down the movement to fit within max distance var scale = maxDistance / distance; x = self.x + dx * scale; y = self.y + dy * scale; } self.targetX = x; self.targetY = y; self.isMoving = true; // Personality-based animation variations var scaleVariation = 0.9; var rotationVariation = 0.1; if (self.personality === 'fast') { scaleVariation = 0.8; // More dramatic scaling rotationVariation = 0.15; } else if (self.personality === 'cowardly') { scaleVariation = 0.95; // Less dramatic scaling rotationVariation = 0.05; } // Add walking animation tween(playerGraphics, { scaleX: scaleVariation, scaleY: 1.1, rotation: rotationVariation }, { duration: animationDuration, easing: tween.easeInOut }); tween(self, { x: x, y: y }, { duration: moveDuration, easing: tween.easeOut, onFinish: function onFinish() { self.isMoving = false; // Reset player graphics to normal state after movement tween(playerGraphics, { scaleX: 1, scaleY: 1, rotation: 0 }, { duration: animationDuration, easing: tween.easeOut }); } }); }; self.takeDamage = function () { self.health--; LK.effects.flashObject(self, 0xFF0000, 500); LK.getSound('caught').play(); if (self.health <= 0) { // AI player is eliminated but game continues self.visible = false; self.isMoving = false; } }; self.update = function () { // Update personality-specific timers and states self.safetyTimer++; if (self.personality === 'cowardly' && self.health < 3) { self.panicMode = true; } // Only move if alive and singer is facing away if (self.health > 0 && !self.isMoving && singer.facingAway) { self.moveTimer++; // Personality-based timing adjustments var moveThreshold = self.nextMoveTime; if (self.personality === 'cowardly') { // Cowardly AI waits longer and is more hesitant moveThreshold = self.panicMode ? self.nextMoveTime * 0.7 : self.nextMoveTime * 1.5; } else if (self.personality === 'fast') { // Fast AI moves more frequently moveThreshold = self.nextMoveTime * 0.6; } else if (self.personality === 'cautious') { // Cautious AI timing depends on risk level moveThreshold = self.nextMoveTime * (1 + self.riskLevel * 0.1); } if (self.moveTimer >= moveThreshold) { var targetX, targetY; var validMove = false; var attempts = 0; var maxAttempts = 10; while (!validMove && attempts < maxAttempts) { if (self.personality === 'cowardly') { // Cowardly AI: small, safe movements, prefers staying back if (self.panicMode) { // In panic mode, try to move away from singer targetX = self.x + (Math.random() - 0.5) * 150; targetY = self.y + Math.random() * 100 + 20; // Move away from win line } else { // Normal cowardly behavior: very small forward movements targetX = self.x + (Math.random() - 0.5) * 200; targetY = self.y - Math.random() * 80 - 20; } } else if (self.personality === 'fast') { // Fast AI: aggressive movements towards win line targetX = self.x + (Math.random() - 0.5) * 400; targetY = self.y - Math.random() * 200 - 80; } else if (self.personality === 'cautious') { // Cautious AI: calculated movements, avoids risky areas var forwardness = Math.max(50, 120 - self.riskLevel * 15); targetX = self.x + (Math.random() - 0.5) * 250; targetY = self.y - Math.random() * forwardness - 30; } // Keep within bounds targetX = Math.max(200, Math.min(1848, targetX)); targetY = Math.max(500, targetY); // Enhanced obstacle avoidance with personality considerations validMove = true; var obstacleRiskCount = 0; for (var i = 0; i < obstacles.length; i++) { var obstacle = obstacles[i]; var dx = targetX - obstacle.x; var dy = targetY - obstacle.y; var distance = Math.sqrt(dx * dx + dy * dy); // Personality-based safety margins var safetyMargin = 100; if (self.personality === 'cowardly') { safetyMargin = 150; // Larger safety margin } else if (self.personality === 'fast') { safetyMargin = 80; // Smaller safety margin, more risk-taking } else if (self.personality === 'cautious') { safetyMargin = 120; // Moderate safety margin } if (distance < safetyMargin) { if (self.personality === 'cautious') { obstacleRiskCount++; } validMove = false; break; } } // Update risk level for cautious AI if (self.personality === 'cautious') { self.riskLevel = Math.max(0, self.riskLevel + obstacleRiskCount - 1); if (self.safetyTimer > 300) { // Reset risk after 5 seconds of safety self.riskLevel = Math.max(0, self.riskLevel - 1); self.safetyTimer = 0; } } attempts++; } if (validMove) { self.moveTo(targetX, targetY); if (self.personality === 'cautious') { self.safetyTimer = 0; // Reset safety timer on movement } } self.moveTimer = 0; // Personality-based next move timing if (self.personality === 'cowardly') { self.nextMoveTime = Math.random() * 180 + 120; // 2-5 seconds, more cautious } else if (self.personality === 'fast') { self.nextMoveTime = Math.random() * 60 + 30; // 0.5-1.5 seconds, very aggressive } else if (self.personality === 'cautious') { self.nextMoveTime = Math.random() * 120 + 80; // 1.3-3.3 seconds, measured } } } }; return self; }); var Obstacle = Container.expand(function (assetId) { var self = Container.call(this); var obstacleGraphics = self.attachAsset(assetId || 'obstacle1', { anchorX: 0.5, anchorY: 0.5 }); // Add trigger point visualization var triggerPoint = self.attachAsset('triggerPoint', { anchorX: 0.5, anchorY: 0.5 }); triggerPoint.alpha = 0; // Make it completely invisible triggerPoint.x = 0; // Center it horizontally on the obstacle triggerPoint.y = obstacleGraphics.height / 2 + 5; // Position 5 pixels below bottom center // 30% chance this obstacle can melt self.canMelt = Math.random() < 0.3; // Random chance (50%) this obstacle can move the character self.canMoveCharacter = Math.random() < 0.5; // Set trigger point color to green for meltable obstacles if (self.canMelt) { triggerPoint.tint = 0x00ff00; // Green color for meltable obstacles } self.isPlayerOnTrigger = false; self.lastPlayerOnTrigger = false; self.triggerTimer = 0; self.melted = false; self.lastPlayerColliding = false; // Store reference to trigger point for collision detection self.triggerPoint = triggerPoint; return self; }); var Player = Container.expand(function () { var self = Container.call(this); var playerGraphics = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5 }); // Apply blue tint to main player to differentiate from AI players playerGraphics.tint = 0x0000FF; // Blue color for main player // Add number display for main player showing 456 var numberText = new Text2('456', { size: 40, fill: 0x000000 // Black text }); numberText.anchor.set(0.5, 0.5); numberText.x = 0; numberText.y = 0; self.addChild(numberText); self.targetX = 0; self.targetY = 0; self.isMoving = false; self.health = 3; self.moveTo = function (x, y) { // Calculate distance from current position var dx = x - self.x; var dy = y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); // Limit maximum movement distance to 200 pixels var maxDistance = 200; if (distance > maxDistance) { // Scale down the movement to fit within max distance var scale = maxDistance / distance; x = self.x + dx * scale; y = self.y + dy * scale; } self.targetX = x; self.targetY = y; self.isMoving = true; // Add walking animation - slight scaling and rotation tween(playerGraphics, { scaleX: 0.9, scaleY: 1.1, rotation: 0.1 }, { duration: 150, easing: tween.easeInOut }); tween(self, { x: x, y: y }, { duration: 300, easing: tween.easeOut, onFinish: function onFinish() { self.isMoving = false; // Reset player graphics to normal state after movement tween(playerGraphics, { scaleX: 1, scaleY: 1, rotation: 0 }, { duration: 150, easing: tween.easeOut }); } }); }; self.takeDamage = function () { self.health--; LK.effects.flashObject(self, 0xFF0000, 500); LK.getSound('caught').play(); if (self.health <= 0) { LK.showGameOver(); } }; return self; }); var Singer = Container.expand(function () { var self = Container.call(this); var singerAwayGraphics = self.attachAsset('singerAway', { anchorX: 0.5, anchorY: 0.5 }); var singerLookingGraphics = self.attachAsset('singerLooking', { anchorX: 0.5, anchorY: 0.5 }); singerLookingGraphics.visible = false; // Start with looking image hidden self.facingAway = true; self.turnTimer = 0; self.nextTurnTime = 180; // 3 seconds at 60fps self.lookingTime = 0; self.maxLookingTime = 120; // 2 seconds looking self.update = function () { self.turnTimer++; if (self.facingAway) { // Singer is facing away, count down to turn around if (self.turnTimer >= self.nextTurnTime) { self.turnAround(); } } else { // Singer is looking, count down to face away again self.lookingTime++; if (self.lookingTime >= self.maxLookingTime) { self.faceAway(); } } }; self.turnAround = function () { self.facingAway = false; self.lookingTime = 0; // Switch to looking image singerAwayGraphics.visible = false; singerLookingGraphics.visible = true; LK.getSound('turn').play(); // Start playing looping music when looking up LK.playMusic('singerLookingMusic'); // Check if player is moving and apply damage if (player.isMoving) { player.takeDamage(); } }; self.faceAway = function () { self.facingAway = true; self.turnTimer = 0; self.nextTurnTime = Math.random() * 180 + 120; // Random 2-5 seconds // Switch to away image singerAwayGraphics.visible = true; singerLookingGraphics.visible = false; // Stop music when facing away LK.stopMusic(); // Play 'song' audio file on loop when facing away LK.getSound('song').play(); }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x87CEEB }); /**** * Game Code ****/ // Create win line at top var winLine = game.addChild(LK.getAsset('winLine', { anchorX: 0.5, anchorY: 0.5 })); winLine.x = 2048 / 2; winLine.y = 450; // Create singer at top var singer = game.addChild(new Singer()); singer.x = 2048 / 2; singer.y = 300; // Start playing 'song' audio since singer starts facing away LK.getSound('song').play(); // Create player at bottom var player = game.addChild(new Player()); player.x = 2048 / 2; player.y = 2400; player.targetX = player.x; player.targetY = player.y; // Create 3 AI players for competition var aiPlayers = []; var startPositions = [{ x: 2048 / 2 - 300, y: 2400 }, // Left of main player { x: 2048 / 2 + 300, y: 2400 }, // Right of main player { x: 2048 / 2, y: 2350 } // Behind main player ]; for (var ai = 0; ai < 3; ai++) { var aiPlayer = game.addChild(new AIPlayer(ai)); aiPlayer.x = startPositions[ai].x; aiPlayer.y = startPositions[ai].y; aiPlayer.targetX = aiPlayer.x; aiPlayer.targetY = aiPlayer.y; aiPlayers.push(aiPlayer); } // Create obstacles var obstacles = []; // Generate 20 obstacles using different assets var obstacleAssets = ['obstacle1', 'obstacle2', 'obstacle3', 'obstacle4', 'obstacle5', 'obstacle6', 'obstacle7', 'obstacle8', 'obstacle9', 'obstacle10', 'obstacle11', 'obstacle12', 'obstacle13', 'obstacle14', 'obstacle15', 'obstacle16', 'obstacle17', 'obstacle18', 'obstacle19', 'obstacle20']; // Function to check if a position is too close to existing obstacles function isPositionValid(x, y, minDistance) { for (var j = 0; j < obstacles.length; j++) { var existingObstacle = obstacles[j]; var dx = x - existingObstacle.x; var dy = y - existingObstacle.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < minDistance) { return false; } } return true; } for (var i = 0; i < 20; i++) { var obstacle = game.addChild(new Obstacle(obstacleAssets[i])); var validPosition = false; var attempts = 0; var maxAttempts = 100; // Prevent infinite loops var minSpacing = 250; // Minimum distance between obstacles // Try to find a valid position while (!validPosition && attempts < maxAttempts) { // Random x position between 200 and 1800 (avoiding edges) var newX = Math.random() * 1600 + 200; // Random y position between 600 and 2200 (between singer area and player start) var newY = Math.random() * 1600 + 600; if (isPositionValid(newX, newY, minSpacing)) { obstacle.x = newX; obstacle.y = newY; validPosition = true; } attempts++; } // If we couldn't find a valid position after max attempts, place it anyway // but try to space it out from the center if (!validPosition) { obstacle.x = Math.random() * 1600 + 200; obstacle.y = Math.random() * 1600 + 600; } obstacles.push(obstacle); } // Create health display var healthTxt = new Text2('Health: 3', { size: 60, fill: 0xFFFFFF }); healthTxt.anchor.set(0, 0); LK.gui.topRight.addChild(healthTxt); // Create countdown timer display var countdownTxt = new Text2('180', { size: 80, fill: 0xFFFFFF }); countdownTxt.anchor.set(0.5, 0); LK.gui.top.addChild(countdownTxt); // Game state var pendingMove = null; var moveDelay = 15; // 0.25 seconds at 60fps var delayTimer = 0; // Countdown timer state var countdownSeconds = 180; // 3 minutes = 180 seconds var countdownTimer = 0; var countdownFramesPerSecond = 60; // 60 frames per second // Touch input with delay game.down = function (x, y, obj) { // Only allow movement if not already moving and singer is facing away if (!player.isMoving && singer.facingAway) { pendingMove = { x: x, y: y }; delayTimer = moveDelay; } }; // Track game over state var gameEnded = false; var lastGameEndedState = false; game.update = function () { // Handle delayed movement if (pendingMove && delayTimer > 0) { delayTimer--; if (delayTimer <= 0) { // Check if target position is valid (not inside obstacles) var validMove = true; for (var i = 0; i < obstacles.length; i++) { var obstacle = obstacles[i]; var dx = pendingMove.x - obstacle.x; var dy = pendingMove.y - obstacle.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < 100) { // Collision detection validMove = false; break; } } if (validMove) { player.moveTo(pendingMove.x, pendingMove.y); } pendingMove = null; } } // Update health display healthTxt.setText('Health: ' + player.health); // Update countdown timer countdownTimer++; if (countdownTimer >= countdownFramesPerSecond) { countdownTimer = 0; countdownSeconds--; countdownTxt.setText(countdownSeconds.toString()); // Change color when time is running low if (countdownSeconds <= 10) { countdownTxt.fill = 0xFF0000; // Red color for urgency } else if (countdownSeconds <= 20) { countdownTxt.fill = 0xFFFF00; // Yellow color for warning } // Game over when countdown reaches 0 if (countdownSeconds <= 0) { LK.showGameOver(); } } // Check for game end state transitions var currentGameEnded = player.health <= 0 || player.y <= winLine.y + 50; if (!lastGameEndedState && currentGameEnded) { // Game just ended, spawn random obstacles for (var j = 0; j < 8; j++) { var randomAssetIndex = Math.floor(Math.random() * obstacleAssets.length); var newObstacle = game.addChild(new Obstacle(obstacleAssets[randomAssetIndex])); newObstacle.x = Math.random() * 1800 + 200; // Random x between 200 and 2000 newObstacle.y = Math.random() * 1800 + 600; // Random y between 600 and 2400 obstacles.push(newObstacle); } } lastGameEndedState = currentGameEnded; // Check win condition if (player.y <= winLine.y + 50) { LK.showYouWin(); } // Check obstacle collisions for (var k = 0; k < obstacles.length; k++) { var obstacle = obstacles[k]; // Check if player is colliding with obstacle var obstacleDx = player.x - obstacle.x; var obstacleDy = player.y - obstacle.y; var obstacleDistance = Math.sqrt(obstacleDx * obstacleDx + obstacleDy * obstacleDy); var isPlayerCollidingWithObstacle = obstacleDistance < 100; // Check for obstacles that can move the character if (obstacle.canMoveCharacter && !obstacle.melted) { // Check for collision transition (just started colliding) if (!obstacle.lastPlayerColliding && isPlayerCollidingWithObstacle) { // Move player to a random nearby position var randomAngle = Math.random() * Math.PI * 2; var moveDistance = 150 + Math.random() * 100; // Random distance between 150-250 var newX = player.x + Math.cos(randomAngle) * moveDistance; var newY = player.y + Math.sin(randomAngle) * moveDistance; // Keep player within game bounds newX = Math.max(100, Math.min(1948, newX)); newY = Math.max(500, Math.min(2600, newY)); // Use tween to move player smoothly tween(player, { x: newX, y: newY }, { duration: 400, easing: tween.easeOut }); } obstacle.lastPlayerColliding = isPlayerCollidingWithObstacle; } // Check trigger point collisions for melting obstacles if (obstacle.canMelt && !obstacle.melted) { // Check if player is on trigger point var triggerX = obstacle.x + obstacle.triggerPoint.x; var triggerY = obstacle.y + obstacle.triggerPoint.y; var dx = player.x - triggerX; var dy = player.y - triggerY; var distance = Math.sqrt(dx * dx + dy * dy); obstacle.isPlayerOnTrigger = distance < 75; // Half of trigger point size // Check for transition from not on trigger to on trigger if (!obstacle.lastPlayerOnTrigger && obstacle.isPlayerOnTrigger) { obstacle.triggerTimer = 0; // Reset timer when player enters trigger } // If player is on trigger, increment timer if (obstacle.isPlayerOnTrigger) { obstacle.triggerTimer++; // If player has been on trigger for 2 seconds (120 frames at 60fps) if (obstacle.triggerTimer >= 120) { // Start melting effect obstacle.melted = true; // Melting animation - scale down and fade out tween(obstacle, { scaleX: 0, scaleY: 0, alpha: 0 }, { duration: 1000, easing: tween.easeInOut, onFinish: function onFinish() { // Remove from obstacles array and destroy var index = obstacles.indexOf(obstacle); if (index > -1) { obstacles.splice(index, 1); } obstacle.destroy(); } }); } } else { obstacle.triggerTimer = 0; // Reset timer if player leaves trigger } obstacle.lastPlayerOnTrigger = obstacle.isPlayerOnTrigger; } } // Update AI players for (var ai = 0; ai < aiPlayers.length; ai++) { var aiPlayer = aiPlayers[ai]; if (aiPlayer.health > 0) { aiPlayer.update(); // Check AI player obstacle collisions for (var m = 0; m < obstacles.length; m++) { var obstacle = obstacles[m]; var aiObstacleDx = aiPlayer.x - obstacle.x; var aiObstacleDy = aiPlayer.y - obstacle.y; var aiObstacleDistance = Math.sqrt(aiObstacleDx * aiObstacleDx + aiObstacleDy * aiObstacleDy); var isAICollidingWithObstacle = aiObstacleDistance < 100; // Check for obstacles that can move the AI character if (obstacle.canMoveCharacter && !obstacle.melted) { if (!obstacle['lastAIColliding' + ai] && isAICollidingWithObstacle) { // Move AI player to a random nearby position var randomAngle = Math.random() * Math.PI * 2; var moveDistance = 150 + Math.random() * 100; var newX = aiPlayer.x + Math.cos(randomAngle) * moveDistance; var newY = aiPlayer.y + Math.sin(randomAngle) * moveDistance; // Keep AI player within game bounds newX = Math.max(100, Math.min(1948, newX)); newY = Math.max(500, Math.min(2600, newY)); tween(aiPlayer, { x: newX, y: newY }, { duration: 400, easing: tween.easeOut }); } obstacle['lastAIColliding' + ai] = isAICollidingWithObstacle; } } // Check if AI player wins if (aiPlayer.y <= winLine.y + 50) { LK.showGameOver(); // AI player wins, human player loses } } } // Check if player is caught moving when singer turns if (!singer.facingAway && player.isMoving) { // This is handled in the singer's turnAround method // but we also check continuously in case of timing issues if (LK.ticks % 30 === 0) { // Check every half second player.takeDamage(); } } // Check if AI players are caught moving when singer turns if (!singer.facingAway) { for (var aiIndex = 0; aiIndex < aiPlayers.length; aiIndex++) { var aiPlayer = aiPlayers[aiIndex]; if (aiPlayer.isMoving && aiPlayer.health > 0) { if (LK.ticks % 30 === 0) { // Check every half second aiPlayer.takeDamage(); } } } } };
===================================================================
--- original.js
+++ change.js
@@ -262,10 +262,10 @@
var playerGraphics = self.attachAsset('player', {
anchorX: 0.5,
anchorY: 0.5
});
- // Apply red tint to main player to differentiate from AI players
- playerGraphics.tint = 0xFF0000; // Red color for main player
+ // Apply blue tint to main player to differentiate from AI players
+ playerGraphics.tint = 0x0000FF; // Blue color for main player
// Add number display for main player showing 456
var numberText = new Text2('456', {
size: 40,
fill: 0x000000 // Black text
evil little girl looking down. In-Game asset. 2d. High contrast. No shadows
downward looking devil little girl turned back
Cat with 456 written on its back. In-Game asset. 2d. High contrast. No shadows
fence. In-Game asset
hedgerow. In-Game asset
tree. In-Game asset
mud and stone. In-Game asset
mud and stone front view. In-Game asset
mold fungus. In-Game asset
robot monkey. In-Game asset
outgoing gas infrastructure system. In-Game asset
outgoing gasoline infrastructure system. In-Game asset