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Fix Bug: 'TypeError: Rectangle is not a constructor' in this line: 'bulletGraphics.hitArea = new Rectangle(0, 0, bulletGraphics.width, bulletGraphics.height);' Line Number: 39
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give the bullet a hitarea
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why isn't collision detection working
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use standard collision detection between bullet and iceblock objects
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set hitarea for iceblock equal to bounds
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set hitarea for bullet equal to bullet bounds
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bounceback function should log to console when direction reversed
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use the new collision function to check for collisions between bullet and iceblocks
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make the collision function check bounds collision between two objects
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write a function to check collision between two game objects
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bullet can only bounce once per 10 frames
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don't destroy iceblock on collision with bullet
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make bullet bounce on collision with iceblocks
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double bullet speed
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make the spawned bullet move in direction of click from player
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on click or tap anywhere spawn a bullet at player position
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remove the wall object
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display player visually above the floor layer
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make floor tiles 200x200 pixels
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use iceblock instead of wall
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create 200x200 pixel floor tiles below player and walls
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make game world 11x15 blocks large
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adjsut ice block placement to new game world size
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make game world 10x15 blocks large
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how large is the game world ?
function checkCollision(obj1, obj2) { var obj1Bounds = obj1.getBounds(); var obj2Bounds = obj2.getBounds(); return obj1Bounds.x < obj2Bounds.x + obj2Bounds.width && obj1Bounds.x + obj1Bounds.width > obj2Bounds.x && obj1Bounds.y < obj2Bounds.y + obj2Bounds.height && obj1Bounds.y + obj1Bounds.height > obj2Bounds.y; } var FloorTile = Container.expand(function () { var self = Container.call(this); var floorTileGraphics = self.createAsset('floorTile', 'Floor Tile', .5, .5); floorTileGraphics.width = 200; floorTileGraphics.height = 200; }); var IceBlock = Container.expand(function () { console.log('IceBlock class initialized'); var self = Container.call(this); console.log('Container called'); var iceBlockGraphics = self.createAsset('iceBlock', 'Ice Block', .5, .5); console.log('IceBlock asset created'); self.destroyBlock = function () { console.log('Ice block destroyed:', self); self.destroy(); console.log('IceBlock destroyed'); }; }); var Player = Container.expand(function () { console.log('Player class initialized'); var self = Container.call(this); console.log('Container called'); var playerGraphics = self.createAsset('player', 'Player character', .5, .5); console.log('Player asset created'); self.shoot = function () {}; console.log('Shoot function added'); }); var Bullet = Container.expand(function () { console.log('Bullet class initialized'); var self = Container.call(this); console.log('Container called'); var bulletGraphics = self.createAsset('bullet', 'Bullet', .5, .5); bulletGraphics.hitArea = bulletGraphics.getBounds(); console.log('Bullet asset created'); self.direction = { x: 0, y: 0 }; self.speed = 10; self.bounce = false; self.bounceCounter = 0; self.move = function () { self.x += self.direction.x * self.speed; self.y += self.direction.y * self.speed; }; self.bounceBack = function () { if (self.bounceCounter >= 10) { self.direction.x *= -1; self.direction.y *= -1; console.log('Bullet direction reversed'); self.bounce = false; self.bounceCounter = 0; } }; console.log('Move and bounceBack functions added'); }); var Enemy = Container.expand(function () { console.log('Enemy class initialized'); var self = Container.call(this); console.log('Container called'); var enemyGraphics = self.createAsset('enemy', 'Enemy character', .5, .5); console.log('Enemy asset created'); self.move = function () {}; console.log('Move function added'); }); var Game = Container.expand(function () { console.log('Game class initialized'); var self = Container.call(this); console.log('Container called'); var iceBlocks = []; var blockSize = 200; var worldWidth = blockSize * 11; var worldHeight = blockSize * 15; console.log('Game world size:', worldWidth, 'x', worldHeight); for (var i = 0; i < worldWidth / blockSize; i++) { for (var j = 0; j < worldHeight / blockSize; j++) { if (i === 0 || i === worldWidth / blockSize - 1 || j === 0 || j === worldHeight / blockSize - 1) { var iceBlock = new IceBlock(); iceBlock.x = i * blockSize; iceBlock.y = j * blockSize; self.addChild(iceBlock); } else { var floorTile = new FloorTile(); floorTile.x = i * blockSize; floorTile.y = j * blockSize; self.addChild(floorTile); } } } var player = self.addChild(new Player()); console.log('Player added'); var bullets = []; console.log('Bullets array created'); var enemies = []; console.log('Enemies array created'); player.x = (LK.stageContainer.width - player.width) / 2 + 100; player.y = (LK.stageContainer.height - player.height) / 2 + 100; console.log('Player positioned away from the corner'); LK.on('tick', function () { for (var i = 0; i < bullets.length; i++) { bullets[i].move(); bullets[i].bounceCounter++; } for (var i = 0; i < enemies.length; i++) { enemies[i].move(); } for (var i = 0; i < bullets.length; i++) { for (var j = 0; j < iceBlocks.length; j++) { if (checkCollision(bullets[i], iceBlocks[j])) { if (!bullets[i].bounce) { bullets[i].bounceBack(); } break; } } } }); stage.on('down', function (obj) { var bullet = new Bullet(); console.log('Bullet created:', bullet); bullet.x = player.x; bullet.y = player.y; var pos = obj.event.getLocalPosition(self); var dx = pos.x - player.x; var dy = pos.y - player.y; var magnitude = Math.sqrt(dx * dx + dy * dy); bullet.direction.x = dx / magnitude; bullet.direction.y = dy / magnitude; bullets.push(bullet); self.addChild(bullet); }); });
===================================================================
--- original.js
+++ change.js
@@ -34,8 +34,9 @@
console.log('Bullet class initialized');
var self = Container.call(this);
console.log('Container called');
var bulletGraphics = self.createAsset('bullet', 'Bullet', .5, .5);
+ bulletGraphics.hitArea = bulletGraphics.getBounds();
console.log('Bullet asset created');
self.direction = {
x: 0,
y: 0
a penguin engineer Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
rectangular ice wall section, top down view Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
ice floor texture tile top down view Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
one cartoony snowball. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
white dot. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
button with arrow key pointing left. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
a large round playbutton Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
cartoony evil snowman character Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
icy treasure chest Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A snowcovered christmas tree decorated with snowballs.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.