Code edit (1 edits merged)
Please save this source code
User prompt
Please fix the bug: 'Uncaught TypeError: LK.Button is not a constructor' in or related to this line: 'var pauseButton = new LK.Button({' Line Number: 130
User prompt
add pause button with menu
User prompt
Movement with the keyboard still doesnt work
Code edit (1 edits merged)
Please save this source code
User prompt
i want movement bound to the wasd not the mouse
User prompt
the hero movement still does not work
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'addEventListener')' in or related to this line: 'document.addEventListener('keydown', function (event) {' Line Number: 133
User prompt
map hero movement to w for forward a for left s for back d for right
User prompt
Make enemies move towards hero
User prompt
Make hero able to move
Initial prompt
Soulslike
/**** * Classes ****/ // Bullet class var Bullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 10; self.update = function () { self.y -= self.speed; if (self.y < 0) { self.destroy(); } }; }); // Enemy class var Enemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5 }); self.health = 50; self.speed = 3; self.update = function () { // Update logic for enemy }; self.takeDamage = function (amount) { self.health -= amount; if (self.health <= 0) { self.die(); } }; self.die = function () { // Handle enemy death self.destroy(); }; }); //<Assets used in the game will automatically appear here> // Hero class var Hero = Container.expand(function () { var self = Container.call(this); var heroGraphics = self.attachAsset('hero', { anchorX: 0.5, anchorY: 0.5 }); self.health = 100; self.speed = 5; self.update = function () { // Update logic for hero // Move hero left if it's not at the edge of the screen if (self.x > 0) { self.x -= self.speed; } // Move hero right if it's not at the edge of the screen if (self.x < 2048) { self.x += self.speed; } }; self.takeDamage = function (amount) { self.health -= amount; if (self.health <= 0) { self.die(); } }; self.die = function () { // Handle hero death LK.showGameOver(); }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 //Init game with black background }); /**** * Game Code ****/ // Initialize hero var hero = game.addChild(new Hero()); hero.x = 2048 / 2; hero.y = 2732 - 200; // Initialize enemies array var enemies = []; // Initialize bullets array var bullets = []; // Function to spawn enemies function spawnEnemy() { var enemy = new Enemy(); enemy.x = Math.random() * 2048; enemy.y = 0; enemies.push(enemy); game.addChild(enemy); } // Function to shoot bullets function shootBullet() { var bullet = new Bullet(); bullet.x = hero.x; bullet.y = hero.y; bullets.push(bullet); game.addChild(bullet); } // Handle touch events for shooting game.down = function (x, y, obj) { shootBullet(); }; // Update game logic game.update = function () { // Update hero hero.update(); // Update enemies for (var i = enemies.length - 1; i >= 0; i--) { enemies[i].update(); if (enemies[i].intersects(hero)) { hero.takeDamage(10); enemies[i].destroy(); enemies.splice(i, 1); } } // Update bullets for (var j = bullets.length - 1; j >= 0; j--) { bullets[j].update(); for (var k = enemies.length - 1; k >= 0; k--) { if (bullets[j].intersects(enemies[k])) { enemies[k].takeDamage(20); bullets[j].destroy(); bullets.splice(j, 1); break; } } } // Spawn enemies periodically if (LK.ticks % 60 == 0) { spawnEnemy(); } };
===================================================================
--- original.js
+++ change.js
@@ -1,80 +1,88 @@
-/****
+/****
* Classes
-****/
+****/
// Bullet class
var Bullet = Container.expand(function () {
- var self = Container.call(this);
- var bulletGraphics = self.attachAsset('bullet', {
- anchorX: 0.5,
- anchorY: 0.5
- });
- self.speed = 10;
- self.update = function () {
- self.y -= self.speed;
- if (self.y < 0) {
- self.destroy();
- }
- };
+ var self = Container.call(this);
+ var bulletGraphics = self.attachAsset('bullet', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.speed = 10;
+ self.update = function () {
+ self.y -= self.speed;
+ if (self.y < 0) {
+ self.destroy();
+ }
+ };
});
// Enemy class
var Enemy = Container.expand(function () {
- var self = Container.call(this);
- var enemyGraphics = self.attachAsset('enemy', {
- anchorX: 0.5,
- anchorY: 0.5
- });
- self.health = 50;
- self.speed = 3;
- self.update = function () {
- // Update logic for enemy
- };
- self.takeDamage = function (amount) {
- self.health -= amount;
- if (self.health <= 0) {
- self.die();
- }
- };
- self.die = function () {
- // Handle enemy death
- self.destroy();
- };
+ var self = Container.call(this);
+ var enemyGraphics = self.attachAsset('enemy', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.health = 50;
+ self.speed = 3;
+ self.update = function () {
+ // Update logic for enemy
+ };
+ self.takeDamage = function (amount) {
+ self.health -= amount;
+ if (self.health <= 0) {
+ self.die();
+ }
+ };
+ self.die = function () {
+ // Handle enemy death
+ self.destroy();
+ };
});
//<Assets used in the game will automatically appear here>
// Hero class
var Hero = Container.expand(function () {
- var self = Container.call(this);
- var heroGraphics = self.attachAsset('hero', {
- anchorX: 0.5,
- anchorY: 0.5
- });
- self.health = 100;
- self.speed = 5;
- self.update = function () {
- // Update logic for hero
- };
- self.takeDamage = function (amount) {
- self.health -= amount;
- if (self.health <= 0) {
- self.die();
- }
- };
- self.die = function () {
- // Handle hero death
- LK.showGameOver();
- };
+ var self = Container.call(this);
+ var heroGraphics = self.attachAsset('hero', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.health = 100;
+ self.speed = 5;
+ self.update = function () {
+ // Update logic for hero
+ // Move hero left if it's not at the edge of the screen
+ if (self.x > 0) {
+ self.x -= self.speed;
+ }
+ // Move hero right if it's not at the edge of the screen
+ if (self.x < 2048) {
+ self.x += self.speed;
+ }
+ };
+ self.takeDamage = function (amount) {
+ self.health -= amount;
+ if (self.health <= 0) {
+ self.die();
+ }
+ };
+ self.die = function () {
+ // Handle hero death
+ LK.showGameOver();
+ };
});
-/****
+/****
* Initialize Game
-****/
+****/
var game = new LK.Game({
- backgroundColor: 0x000000 //Init game with black background
+ backgroundColor: 0x000000 //Init game with black background
});
-/****
+/****
* Game Code
-****/
+****/
// Initialize hero
var hero = game.addChild(new Hero());
hero.x = 2048 / 2;
hero.y = 2732 - 200;
@@ -83,52 +91,52 @@
// Initialize bullets array
var bullets = [];
// Function to spawn enemies
function spawnEnemy() {
- var enemy = new Enemy();
- enemy.x = Math.random() * 2048;
- enemy.y = 0;
- enemies.push(enemy);
- game.addChild(enemy);
+ var enemy = new Enemy();
+ enemy.x = Math.random() * 2048;
+ enemy.y = 0;
+ enemies.push(enemy);
+ game.addChild(enemy);
}
// Function to shoot bullets
function shootBullet() {
- var bullet = new Bullet();
- bullet.x = hero.x;
- bullet.y = hero.y;
- bullets.push(bullet);
- game.addChild(bullet);
+ var bullet = new Bullet();
+ bullet.x = hero.x;
+ bullet.y = hero.y;
+ bullets.push(bullet);
+ game.addChild(bullet);
}
// Handle touch events for shooting
game.down = function (x, y, obj) {
- shootBullet();
+ shootBullet();
};
// Update game logic
game.update = function () {
- // Update hero
- hero.update();
- // Update enemies
- for (var i = enemies.length - 1; i >= 0; i--) {
- enemies[i].update();
- if (enemies[i].intersects(hero)) {
- hero.takeDamage(10);
- enemies[i].destroy();
- enemies.splice(i, 1);
- }
- }
- // Update bullets
- for (var j = bullets.length - 1; j >= 0; j--) {
- bullets[j].update();
- for (var k = enemies.length - 1; k >= 0; k--) {
- if (bullets[j].intersects(enemies[k])) {
- enemies[k].takeDamage(20);
- bullets[j].destroy();
- bullets.splice(j, 1);
- break;
- }
- }
- }
- // Spawn enemies periodically
- if (LK.ticks % 60 == 0) {
- spawnEnemy();
- }
+ // Update hero
+ hero.update();
+ // Update enemies
+ for (var i = enemies.length - 1; i >= 0; i--) {
+ enemies[i].update();
+ if (enemies[i].intersects(hero)) {
+ hero.takeDamage(10);
+ enemies[i].destroy();
+ enemies.splice(i, 1);
+ }
+ }
+ // Update bullets
+ for (var j = bullets.length - 1; j >= 0; j--) {
+ bullets[j].update();
+ for (var k = enemies.length - 1; k >= 0; k--) {
+ if (bullets[j].intersects(enemies[k])) {
+ enemies[k].takeDamage(20);
+ bullets[j].destroy();
+ bullets.splice(j, 1);
+ break;
+ }
+ }
+ }
+ // Spawn enemies periodically
+ if (LK.ticks % 60 == 0) {
+ spawnEnemy();
+ }
};
\ No newline at end of file