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Fix Bug: 'ReferenceError: player is not defined' in this line: 'var dx = player.x - self.x;' Line Number: 75
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Fix Bug: 'ReferenceError: player is not defined' in this line: 'var dx = player.x - self.x;' Line Number: 75
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Fix Bug: 'ReferenceError: player is not defined' in this line: 'var dx = player.x - self.x;' Line Number: 75
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rename enemy class to SnowManEnemy
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create a snowman subclass of enemy
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on tap anywhere, increase player velocity towards the clicked position
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hide playbutton when pressed
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create a playbutton and call playButonPressed when it's pressed
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don't start spawning before playbutton pressed
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Fix Bug: 'Timeout.tick error: stage.getMousePosition is not a function' in this line: 'var pos = stage.getMousePosition();' Line Number: 167
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log mouse or pointer position every 2 seconds
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if bullets leave game area, destroy them
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if bullet hits enemy, enemy destroyed
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instantiate an enemy at a random position every 2 seconds
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set anchor for arrow up to .5,.5
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set anchor for arrow up to 0, .5
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Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'length')' in this line: 'for (var i = 0; i < this.iceBlocks.length; i++) {' Line Number: 49
var Snowflake = Container.expand(function () { var self = Container.call(this); var snowflakeGraphics = self.createAsset('snowflake', 'Snowflake', .5, .5); snowflakeGraphics.width = 10; snowflakeGraphics.height = 10; self.speed = Math.random() * 4 + 2; self.move = function () { self.y += self.speed; self.x += Math.sin(self.y / 100) * 5; if (self.y > 2800) { self.y = -10; } }; }); 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 () { var self = Container.call(this); var iceBlockGraphics = self.createAsset('iceBlock', 'Ice Block', .5, .5); }); var Player = Container.expand(function () { var self = Container.call(this); var playerGraphics = self.createAsset('player', 'Player character', .5, .5); self.velocity = { x: 0, y: 0 }; self.speed = 5; self.shoot = function () {}; self.moveTowards = function (pos) { var dx = pos.x - self.x; var dy = pos.y - self.y; var magnitude = Math.sqrt(dx * dx + dy * dy); self.velocity.x += dx * self.speed / magnitude; self.velocity.y += dy * self.speed / magnitude; }; self.moveAwayFrom = function (pos) { var dx = pos.x - self.x; var dy = pos.y - self.y; var magnitude = Math.sqrt(dx * dx + dy * dy); self.velocity.x -= dx * self.speed / magnitude; self.velocity.y -= dy * self.speed / magnitude; }; self.move = function () { self.x += self.velocity.x; self.y += self.velocity.y; self.velocity.x *= 0.95; self.velocity.y *= 0.95; }; }); var Bullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.createAsset('bullet', 'Bullet', .5, .5); self.direction = { x: 0, y: 0 }; self.speed = 10; self.move = function () { self.x += self.direction.x * self.speed; self.y += self.direction.y * self.speed; }; }); var Snowman = Container.expand(function () { var self = Container.call(this); var snowmanGraphics = self.createAsset('snowman', 'Snowman Enemy', .5, .5); self.move = function () {}; }); var Game = Container.expand(function () { var self = Container.call(this); var iceBlocks = []; var blockSize = 200; var worldWidth = blockSize * 11; var worldHeight = blockSize * 15; console.log('Game world size:', worldWidth, 'x', worldHeight); console.log('LK.stageContainer.height:', LK.stageContainer.height); 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()); var playButton = self.createAsset('playButton', 'Play Button', .5, .5); playButton.x = worldWidth / 2 - 100; playButton.y = worldHeight / 2; playButton.width = 400; playButton.height = 400; playButton.on('down', function () { playButton.visible = false; LK.emit('playButtonPressed'); }); var bullets = []; var enemies = []; var enemySpawnInterval; var bulletInterval; LK.on('playButtonPressed', function () { enemySpawnInterval = LK.setInterval(function () { var enemy = new Enemy(); enemy.x = Math.random() * worldWidth; enemy.y = Math.random() * worldHeight; enemies.push(enemy); self.addChild(enemy); }, 2000); bulletInterval = LK.setInterval(function () { var bullet = new Bullet(); bullet.x = player.x; bullet.y = player.y; var pos = { x: 0, y: 0 }; pos = lastTapPos; 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); }, 2000); }); var snowflakes = []; for (var i = 0; i < 10; i++) { var snowflake = new Snowflake(); snowflake.x = Math.random() * 1800; snowflake.y = Math.random() * LK.stageContainer.height; snowflakes.push(snowflake); self.addChild(snowflake); } player.x = 330; player.y = 300; LK.on('tick', function () { player.move(); for (var i = 0; i < bullets.length; i++) { bullets[i].move(); if (bullets[i].x < 0 || bullets[i].x > worldWidth || bullets[i].y < 0 || bullets[i].y > worldHeight) { bullets[i].destroy(); bullets.splice(i, 1); continue; } for (var j = 0; j < enemies.length; j++) { if (bullets[i].intersects(enemies[j])) { enemies[j].destroy(); enemies.splice(j, 1); break; } } } for (var i = 0; i < enemies.length; i++) { enemies[i].move(); } for (var i = 0; i < snowflakes.length; i++) { snowflakes[i].move(); } }); var lastTapPos = { x: 0, y: 0 }; stage.on('down', function (obj) { var pos = obj.event.getLocalPosition(self); lastTapPos = pos; player.moveTowards(pos); }); });
===================================================================
--- original.js
+++ change.js
@@ -28,17 +28,24 @@
self.velocity = {
x: 0,
y: 0
};
- self.speed = 10;
+ self.speed = 5;
self.shoot = function () {};
self.moveTowards = function (pos) {
var dx = pos.x - self.x;
var dy = pos.y - self.y;
var magnitude = Math.sqrt(dx * dx + dy * dy);
self.velocity.x += dx * self.speed / magnitude;
self.velocity.y += dy * self.speed / magnitude;
};
+ self.moveAwayFrom = function (pos) {
+ var dx = pos.x - self.x;
+ var dy = pos.y - self.y;
+ var magnitude = Math.sqrt(dx * dx + dy * dy);
+ self.velocity.x -= dx * self.speed / magnitude;
+ self.velocity.y -= dy * self.speed / magnitude;
+ };
self.move = function () {
self.x += self.velocity.x;
self.y += self.velocity.y;
self.velocity.x *= 0.95;
@@ -57,11 +64,11 @@
self.x += self.direction.x * self.speed;
self.y += self.direction.y * self.speed;
};
});
-var Enemy = Container.expand(function () {
+var Snowman = Container.expand(function () {
var self = Container.call(this);
- var enemyGraphics = self.createAsset('enemy', 'Enemy character', .5, .5);
+ var snowmanGraphics = self.createAsset('snowman', 'Snowman Enemy', .5, .5);
self.move = function () {};
});
var Game = Container.expand(function () {
var self = Container.call(this);
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.