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Please fix the bug: 'TypeError: originalUpdate is undefined' in or related to this line: 'originalUpdate.call(this); // Call the original update logic' Line Number: 482
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Please fix the bug: 'TypeError: originalUpdate is undefined' in or related to this line: 'originalUpdate.call(this); // Call the original update logic' Line Number: 480
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Please fix the bug: 'TypeError: originalUpdate is undefined' in or related to this line: 'originalUpdate.call(this); // Call the original update logic' Line Number: 480
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Capture the Original Update Function: Store the original game.update method in a variable before redefining it. Fix the game.update Function: Use the stored reference to call the original update logic.
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Please fix the bug: 'TypeError: originalUpdate is undefined' in or related to this line: 'originalUpdate.call(this); // Call the original update logic' Line Number: 480
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Please fix the bug: 'ReferenceError: maxHumansOnScreen is not defined' in or related to this line: 'if (humans.length >= maxHumansOnScreen) {' Line Number: 377
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Please fix the bug: 'ReferenceError: maxHumansOnScreen is not defined' in or related to this line: 'if (humans.length >= maxHumansOnScreen) {' Line Number: 377
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Please fix the bug: 'TypeError: cargoText.style is undefined' in or related to this line: 'cargoText.style.fill = 0xFFFFFF; // White text for normal capacity' Line Number: 442
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Please fix the bug: 'TypeError: cargoText.style is undefined' in or related to this line: 'cargoText.style.fill = 0xFFFFFF; // White text for normal capacity' Line Number: 445
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Please fix the bug: 'HarvestRadius is not defined' in or related to this line: 'var radius = game.addChild(new HarvestRadius());' Line Number: 382
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When mishnu goes to drop her cargo in the factory, she is unable to drop it, and the factory does nothing. It seems mishnu is failing to interact with our factory
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fix the } error at l445
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Please fix the bug: 'Background is not defined' in or related to this line: 'var background = game.addChild(new Background());' Line Number: 371
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My factory is getting clipped by our background layers
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/**** * Classes ****/ // Blood Splash Class var BloodSplash = Container.expand(function (x, y, isFinal) { var self = Container.call(this); var bloodGraphics = self.attachAsset('Blood_Splash_1', { anchorX: 0.5, anchorY: 0.5, alpha: 0, rotation: Math.random() * Math.PI * 2, scaleX: 0, scaleY: 0 }); self.x = x; self.y = y; var growSpeed = isFinal ? 0.1 : 0.05; self.update = function () { bloodGraphics.alpha += 0.05; bloodGraphics.scaleX += growSpeed; bloodGraphics.scaleY += growSpeed; if (bloodGraphics.alpha >= 1) { game.removeChild(self); } }; return self; }); // Factory Class var Factory = Container.expand(function () { var self = Container.call(this); var factoryGraphics = self.attachAsset('Factory', { anchorX: 0.5, anchorY: 0.5, zIndex: 3 }); self.x = 950; self.y = 2432 - 100; // Position factory in the text box area self.meat = 0; self.dogFood = 0; self.processing = false; self.processInterval = null; self.rumbleTimer = 0; // Timer for rumble effect self.level = 1; // Current level self.nextLevelRequirement = 5; // Starting requirement for level 2 // Start processing meat into dog food self.startProcessing = function () { if (!self.processing && self.meat >= 5) { self.processing = true; LK.getSound('Factory_Operation').play({ loop: true }); self.processInterval = LK.setInterval(function () { if (self.meat >= 5) { self.meat -= 5; self.dogFood++; updateFactoryText(); checkLevelProgression(); // Check if the next level is reached } else { self.stopProcessing(); } }, 5000); } }; // Stop processing self.stopProcessing = function () { if (self.processing) { self.processing = false; LK.clearInterval(self.processInterval); LK.getSound('Factory_Operation').stop(); } }; // Update the factory self.update = function () { // Check for Mishnu depositing cargo if (mishnu.humansHarvested > 0 && self.intersects(mishnu)) { // Mishnu deposits cargo self.meat += mishnu.humansHarvested; mishnu.humansHarvested = 0; LK.getSound('Factory_Deposit').play(); // Play deposit sound updateFactoryText(); self.startProcessing(); } // Add rumble effect when processing if (self.processing) { self.rumbleTimer += 16; // Assume 16ms per frame if (self.rumbleTimer >= 100) { // Rumble every 100ms factoryGraphics.x = Math.random() * 6 - 3; // Horizontal rumble factoryGraphics.y = Math.random() * 6 - 3; // Vertical rumble self.rumbleTimer = 0; } } else { // Reset position when not processing factoryGraphics.x = 0; factoryGraphics.y = 0; } // Stop processing if out of meat if (self.meat < 5 && self.processing) { self.stopProcessing(); } }; // Check for level progression function checkLevelProgression() { if (self.dogFood >= self.nextLevelRequirement) { self.level++; LK.getSound('Ding_1').play(); // Play level-up sound self.nextLevelRequirement += Math.round(self.nextLevelRequirement * 0.75); // Increase requirement by 75% updateFactoryText(); } } return self; }); // Class for Mishnu's harvest radius var HarvestRadius = Container.expand(function () { var self = Container.call(this); var radiusGraphics = self.attachAsset('radius', { anchorX: 0.5, anchorY: 0.5, scaleX: 10, scaleY: 10 }); self.radiusSize = 300; // Effective radius size var rotationSpeed = 0.001; // Extremely slow rotation speed self.update = function () { self.x = mishnu.x; self.y = mishnu.y; // Apply slow rotation to the radius radiusGraphics.rotation += rotationSpeed; }; return self; }); // Class for Humans var Human = Container.expand(function () { var self = Container.call(this); var humanGraphics = self.attachAsset('human', { anchorX: 0.5, anchorY: 0.5 }); var bloodSplashes = []; self.speedX = (Math.random() * 2 - 1) * 2; self.speedY = (Math.random() * 2 - 1) * 2; self.isBeingHarvested = false; self.inRadiusStartTime = null; self.currentAgonySound = null; self.currentCrunchSound = null; self.yellStarted = false; // Tracks if the yell has started self.yellShouldPlay = Math.random() < 1 / 3; // 1-in-3 chance for yelling self.crunchShouldPlay = Math.random() < 1 / 6; // 1-in-3 chance for crunch sound self.flashTimer = 0; // Timer for red flashing self.flashInterval = 500; // Initial interval for flashing self.update = function () { // Escape logic self.x += self.speedX; self.y += self.speedY; // Keep humans within the viewport margins var margin = 50; var bottomMargin = 300; // Extra margin for bottom text box if (self.x <= margin) { self.x = margin; self.speedX *= -1; } else if (self.x >= 2048 - margin) { self.x = 2048 - margin; self.speedX *= -1; } if (self.y <= margin) { self.y = margin; self.speedY *= -1; } else if (self.y >= 2432 - margin) { // Ensure humans respect new boundary height self.y = 2432 - margin; self.speedY *= -1; } // Check distance to Mishnu var dx = self.x - mishnu.x; var dy = self.y - mishnu.y; var distance = Math.sqrt(dx * dx + dy * dy); if (mishnu.humansHarvested >= mishnu.cargoMax * 1.5) { // Stop all sounds when cargo exceeds 150% capacity if (self.currentAgonySound) { fadeOutSound(self.currentAgonySound, 500); } if (self.currentCrunchSound) { self.currentCrunchSound.stop(); } self.isBeingHarvested = false; humanGraphics.tint = 0xFFFFFF; // Reset flashing return; } if (distance < radius.radiusSize - 2) { if (!self.isBeingHarvested) { self.isBeingHarvested = true; self.inRadiusStartTime = Date.now(); self.flashTimer = 0; bloodSplashes = []; self.yellStarted = false; // Play crunch sound if applicable if (self.crunchShouldPlay) { self.currentCrunchSound = getRandomSound(['Dog_Crunch', 'Dog_Crunch_2', 'Dog_Crunch_3']); self.currentCrunchSound.volume = 0.3; self.currentCrunchSound.play(); } } else { // Calculate vibration intensity based on time in the radius var elapsedTime = Date.now() - self.inRadiusStartTime; var intensity = Math.min(1, elapsedTime / 3000); // Max intensity at 3 seconds // Add vibration effect humanGraphics.x = Math.random() * intensity * 10 - intensity * 5; humanGraphics.y = Math.random() * intensity * 10 - intensity * 5; // Escape logic during vibration var runSpeed = 2; // Speed humans try to escape the radius self.x += dx / distance * runSpeed; self.y += dy / distance * runSpeed; // Flash red effect self.flashTimer += 16; // Assume a fixed delta of 16ms per frame if (self.flashTimer >= self.flashInterval) { self.flashTimer = 0; humanGraphics.tint = humanGraphics.tint === 0xFFFFFF ? 0xFF0000 : 0xFFFFFF; // Emit blood splash var bloodSplash = game.addChild(new BloodSplash(self.x, self.y)); bloodSplashes.push(bloodSplash); } // Increase flash frequency closer to harvest self.flashInterval = Math.max(100, 500 - elapsedTime / 3000 * 400); // Start agony yell after 1 second of harvesting if (elapsedTime > 1000 && !self.yellStarted && self.yellShouldPlay) { self.yellStarted = true; self.currentAgonySound = getRandomSound(['Agony_Yell_1', 'Agony_Yell_2', 'Agony_Yell_3', 'Agony_Yell_4', 'Agony_Yell_5', 'Agony_Yell_6', 'Agony_Yell_7']); self.currentAgonySound.volume = 0.3; self.currentAgonySound.play(); } if (elapsedTime >= 3000) { // Harvest after 3 seconds if (mishnu.humansHarvested < mishnu.cargoMax * 1.5) { game.removeChild(self); // Remove human from the game humans.splice(humans.indexOf(self), 1); // Remove from array mishnu.humansHarvested++; // Stop yelling abruptly if (self.currentAgonySound) { self.currentAgonySound.stop(); } // Play ding and squish sounds on harvest LK.getSound('Ding_1').play(); getRandomSound(['Squish_1', 'Squish_2', 'Squish_3', 'Squish_4']).play(); // Final blood splashes for (var i = 0; i < 10; i++) { var bloodSplash = game.addChild(new BloodSplash(self.x, self.y, true)); bloodSplashes.push(bloodSplash); } } } } } else { // Reset harvesting state if outside the radius if (self.isBeingHarvested) { if (self.currentAgonySound && self.yellStarted) { self.currentAgonySound.loop = false; } if (self.currentCrunchSound) { self.currentCrunchSound.stop(); } } self.isBeingHarvested = false; self.inRadiusStartTime = null; self.flashTimer = 0; humanGraphics.tint = 0xFFFFFF; // Reset flashing bloodSplashes.forEach(function (splash) { game.removeChild(splash); }); } }; return self; }); // Class for Mishnu var Mishnu = Container.expand(function () { var self = Container.call(this); var mishnuGraphics = self.attachAsset('mishnu', { anchorX: 0.5, anchorY: 0.5, zIndex: 1 }); self.speed = 4; self.humansHarvested = 0; self.cargoMax = 10; self.targetX = 2048 / 2; self.targetY = 2432 - 200; self.update = function () { var dx = self.targetX - self.x; var dy = self.targetY - self.y; var distance = Math.sqrt(dx * dx + dy * dy); // Adjust speed based on cargo if (self.humansHarvested > self.cargoMax) { var overCapacityFactor = (self.humansHarvested - self.cargoMax) / (self.cargoMax * 0.5); self.speed = Math.max(1, 4 - 3 * overCapacityFactor); // Minimum speed of 1 } else { self.speed = 4; // Full speed } if (distance > 0) { self.x += dx / distance * self.speed; self.y += dy / distance * self.speed; } // Keep Mishnu within viewport margins var margin = 50; var bottomMargin = 300; // Extra margin for bottom text box self.x = Math.max(margin, Math.min(2048 - margin, self.x)); self.y = Math.max(margin, Math.min(2432 - bottomMargin, self.y)); }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ // Update factory text function updateFactoryText() { factoryText.setText("Level: " + factory.level + "\nMeat: " + factory.meat + "\nDog Food: " + factory.dogFood + "\nNext level at: " + factory.nextLevelRequirement); } // Function to randomly select a sound from a list ; // Add a UI layer to ensure factory is rendered above the background and mask var uiLayer = new Container(); uiLayer.zIndex = 10; // Ensure it's above the background and mask game.addChild(uiLayer); // Add the factory to the UI layer var factory = uiLayer.addChild(new Factory()); // Initialize factory text var factoryText = new Text2('Meat: 0\nDog Food: 0\nNext level at: 100', { size: 50, fill: 0xFFFFFF, align: 'left' }); factoryText.anchor.set(0, 1); LK.gui.bottomLeft.addChild(factoryText); var nextLevel = 100; // Placeholder for next level goal // Function to randomly spawn a human at the edges of the viewport function spawnHumans(count, maxHumansOnScreen) { for (var i = 0; i < count; i++) { // Check if we've reached the max humans allowed on screen if (humans.length >= maxHumansOnScreen) { break; } // Randomly determine spawn location var spawnEdge = Math.floor(Math.random() * 4); // 0: top, 1: bottom, 2: left, 3: right var spawnX, spawnY; switch (spawnEdge) { case 0: // Top spawnX = Math.random() * 2048; spawnY = -50; // Just outside top boundary break; case 1: // Bottom spawnX = Math.random() * 2048; spawnY = 2432 + 50; // Just outside bottom boundary break; case 2: // Left spawnX = -50; // Just outside left boundary spawnY = Math.random() * 2432; break; case 3: // Right spawnX = 2048 + 50; // Just outside right boundary spawnY = Math.random() * 2432; break; } // Create and add a new human var newHuman = new Human(); newHuman.x = spawnX; newHuman.y = spawnY; humans.push(newHuman); game.addChild(newHuman); } } // Update game loop var originalUpdate = game.update; // Capture the original update method game.update = function (deltaTime) { if (originalUpdate) { originalUpdate.call(this, deltaTime); // Call the original update logic with deltaTime } // Update factory factory.update(); // Check for level progression if (factory.dogFood >= nextLevel) { // Handle level progression logic here nextLevel += 100; // Example: increase next level goal updateFactoryText(); } }; function getRandomSound(soundList) { return LK.getSound(soundList[Math.floor(Math.random() * soundList.length)]); } // Function to fade out a sound function fadeOutSound(sound, duration) { var initialVolume = sound.volume; var fadeStep = initialVolume / (duration / 100); var fadeInterval = LK.setInterval(function () { if (sound.volume > 0) { sound.volume = Math.max(0, sound.volume - fadeStep); } else { LK.clearInterval(fadeInterval); sound.stop(); } }, 100); } var radius = game.addChild(new HarvestRadius()); var mishnu = game.addChild(new Mishnu()); mishnu.x = 2048 / 2; mishnu.y = 2432 - 200; radius.x = mishnu.x; radius.y = mishnu.y; // Initialize humans var humans = []; for (var i = 0; i < 50; i++) { var human = new Human(); human.x = Math.random() * 2048; human.y = Math.random() * (2432 - 100); humans.push(human); game.addChild(human); var humansSpawnedThisLevel = 0; // Tracks how many humans have spawned in the current level var humanSpawnLimit = factory.nextLevelRequirement * 5; // Initial spawn limit for level 1 } var spawnCooldown = 100; // Time (in ms) between spawn attempts var spawnElapsedTime = 0; // Tracks time elapsed since the last spawn attempt // Play looping Dog Panting sound LK.getSound('Dog_panting').play({ loop: true }); // Handle mouse movement game.move = function (x, y, obj) { mishnu.targetX = x; mishnu.targetY = y; }; // Display cargo count var cargoText = new Text2('Level: 1 Cargo: 0 / 10', { size: 50, fill: 0xFFFFFF }); cargoText.anchor.set(1, 1); LK.gui.bottomRight.addChild(cargoText); // Music alternation logic var currentMusic = 'Music_Level_1_5'; var originalUpdate = game.update; // Capture the original update method game.update = function (deltaTime) { originalUpdate.call(this); // Call the original update logic // Update entities humans.forEach(function (human) { human.update(); }); mishnu.update(); radius.update(); // Calculate dynamic minimum and maximum humans var minHumansOnScreen = Math.max((factory.nextLevelRequirement - factory.dogFood) * 5, 10); var maxHumansOnScreen = Math.ceil(minHumansOnScreen * 1.25); // Increment spawn timer spawnElapsedTime += deltaTime; // Spawn humans if below minimum threshold and cooldown is met if (humans.length < minHumansOnScreen && spawnElapsedTime >= spawnCooldown) { spawnHumans(1, maxHumansOnScreen); // Spawn one human at a time spawnElapsedTime = 0; // Reset cooldown timer } // Cap humans to `maxHumansOnScreen` if (humans.length > maxHumansOnScreen) { while (humans.length > maxHumansOnScreen) { var humanToRemove = humans.pop(); game.removeChild(humanToRemove); } } // Update cargo text var textColor = mishnu.humansHarvested > mishnu.cargoMax ? 0xFF0000 : 0xFFFFFF; if (cargoText.fill !== textColor) { LK.gui.bottomRight.removeChild(cargoText); cargoText = new Text2('Cargo: ' + mishnu.humansHarvested + ' / ' + mishnu.cargoMax, { size: 50, fill: textColor }); cargoText.anchor.set(1, 1); LK.gui.bottomRight.addChild(cargoText); } else { cargoText.setText('Cargo: ' + mishnu.humansHarvested + ' / ' + mishnu.cargoMax); } // Update factory and handle level progression factory.update(); if (factory.dogFood >= nextLevel) { nextLevel += 100; // Example: increment level goal updateFactoryText(); } // Alternate music if (LK.ticks % 1000 === 0) { currentMusic = currentMusic === 'Music_Level_1_5' ? 'Music_Level_1_4' : 'Music_Level_1_5'; LK.playMusic(currentMusic); } };
===================================================================
--- original.js
+++ change.js
@@ -445,8 +445,9 @@
cargoText.anchor.set(1, 1);
LK.gui.bottomRight.addChild(cargoText);
// Music alternation logic
var currentMusic = 'Music_Level_1_5';
+var originalUpdate = game.update; // Capture the original update method
game.update = function (deltaTime) {
originalUpdate.call(this); // Call the original update logic
// Update entities
humans.forEach(function (human) {
blurry texture background 4k black and white
can of Dog Food. Game asset. 3d clipart. Blank background. High contrast. No shadows..
black capsule. Game asset. 3d clipart. Blank background. High contrast. No shadows..
woman in short shorts. mobile game art. pixel art. full body. front facing. Blank background. High contrast. No shadows.
laser beam cartoon game asset. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
bone. clipart. cartoon. Blank background. High contrast. No shadows..
Game Over. Red game letters, dripping. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Dog_panting
Sound effect
Agony_Yell_1
Sound effect
Music_Level_1_5
Music
Music_Level_1_4
Music
Agony_Yell_2
Sound effect
Agony_Yell_3
Sound effect
Agony_Yell_4
Sound effect
Agony_Yell_5
Sound effect
Agony_Yell_6
Sound effect
Agony_Yell_7
Sound effect
Dog_Crunch
Sound effect
Dog_Crunch_2
Sound effect
Dog_Crunch_3
Sound effect
Ding_1
Sound effect
Squish_1
Sound effect
Squish_2
Sound effect
Squish_4
Sound effect
Squish_3
Sound effect
Factory_Deposit
Sound effect
Factory_Operation
Sound effect
Level_Up
Sound effect
Bark
Sound effect
Hit
Sound effect
Agony_Yell_8
Sound effect
Agony_Yell_9
Sound effect
GiggleMan_1
Sound effect
GiggleMan_2
Sound effect
GiggleMan_3
Sound effect
GiggleMan_4
Sound effect
Booster_Sound
Sound effect
Can
Sound effect
woosh
Sound effect
Agony_Yell_10
Sound effect
Bark_2
Sound effect
Bark_3
Sound effect
laser
Sound effect
searing
Sound effect
laser_2
Sound effect
Laser_3
Sound effect
Laser_4
Sound effect
Boss_Hit
Sound effect
Boss_Hit_2
Sound effect
Boss_Hit_3
Sound effect
GiggleMan_5
Sound effect
GiggleMan_6
Sound effect
hip_hop_loop
Sound effect