Code edit (1 edits merged)
Please save this source code
User prompt
Please fix the bug: 'Background is not defined' in or related to this line: 'var background = game.addChild(new Background());' Line Number: 371
Code edit (4 edits merged)
Please save this source code
User prompt
Please fix the bug: 'uiLayer is undefined' in or related to this line: 'uiLayer.sortableChildren = true;' Line Number: 362
Code edit (1 edits merged)
Please save this source code
User prompt
My factory is getting clipped by our background layers
Code edit (2 edits merged)
Please save this source code
User prompt
Please fix the bug: 'Background is not defined' in or related to this line: 'var background = game.addChild(new Background());' Line Number: 371
Code edit (2 edits merged)
Please save this source code
User prompt
fix the } error at l445
User prompt
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
Code edit (6 edits merged)
Please save this source code
User prompt
Please fix the bug: 'HarvestRadius is not defined' in or related to this line: 'var radius = game.addChild(new HarvestRadius());' Line Number: 382
Code edit (2 edits merged)
Please save this source code
User prompt
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
Code edit (1 edits merged)
Please save this source code
User prompt
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
Code edit (4 edits merged)
Please save this source code
User prompt
Please fix the bug: 'ReferenceError: maxHumansOnScreen is not defined' in or related to this line: 'if (humans.length >= maxHumansOnScreen) {' Line Number: 377
Code edit (1 edits merged)
Please save this source code
User prompt
Please fix the bug: 'ReferenceError: maxHumansOnScreen is not defined' in or related to this line: 'if (humans.length >= maxHumansOnScreen) {' Line Number: 377
Code edit (3 edits merged)
Please save this source code
User prompt
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
User prompt
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.
Code edit (1 edits merged)
Please save this source code
/****
* 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;
// 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();
} 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 () {
if (mishnu.humansHarvested > 0 && Math.abs(self.x - mishnu.x) < 50 && Math.abs(self.y - mishnu.y) < 50) {
// Mishnu deposits cargo
self.meat += mishnu.humansHarvested;
mishnu.humansHarvested = 0;
LK.getSound('Factory_Deposit').play();
updateFactoryText();
self.startProcessing();
}
// Stop processing if out of meat
if (self.meat < 5 && self.processing) {
self.stopProcessing();
}
};
return self;
});
// Update factory text
// 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
self.update = function () {
self.x = mishnu.x;
self.y = mishnu.y;
};
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 / 3; // 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 to randomly select a sound from a list
function updateFactoryText() {
factoryText.setText("Meat: ".concat(factory.meat, "\nDog Food: ").concat(factory.dogFood, "\nNext level at: ").concat(nextLevel));
}
// 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
// Update game loop
var originalUpdate = game.update;
game.update = function () {
originalUpdate.call(this);
// 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 background = game.addChild(new Background());
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);
}
// 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';
game.update = function () {
humans.forEach(function (human) {
human.update();
});
mishnu.update();
radius.update();
cargoText.setText('Level: 1 Cargo: ' + mishnu.humansHarvested + ' / 10');
// Alternate music
if (LK.ticks % 1000 === 0) {
currentMusic = currentMusic === 'Music_Level_1_5' ? 'Music_Level_1_4' : 'Music_Level_1_5';
LK.playMusic(currentMusic);
}
// Update factory
factory.update();
};
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