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Please fix the bug: 'TypeError: LK.showWinScreen is not a function' in or related to this line: 'LK.showWinScreen();' Line Number: 177
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Hatali labirent yok şarkı çalmıuor
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And add a maze and add a song is terrible
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Lütfen şu hatayı düzeltin: 'Tanımsız (okunan 'x') özellikleri okunamıyor' bu satırda veya bu satırla ilgili: 'if (player.x > 2048 || player.x < 0 || player.y > 2732 || player.y < 0) {' Satır Numarası: 173
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Please fix the bug: 'Cannot read properties of undefined (reading 'x')' in or related to this line: 'if (player.x > 2048 || player.x < 0 || player.y > 2732 || player.y < 0) {' Line Number: 173
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Add a lot of empty items, add a weapon, add a maze, and when you get out, you win.
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Silahımız olsun
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Yap
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Let different monsters come and there is a problem, there are no weapons and there is a life, fix the problems and do it a little better, extend it and we can fight them
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Let's get up to speed every 10 seconds
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Enlarge the player and the monsters, some of the monsters are close range, some are long range, and each mEnlarge the player and the monsters, some of the monsters are close range, some are long range, and each camavars can fight each other and sometimes you can get super power.monster can fight each other and sometimes even get super power.
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Add background
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Make a horror game, let there be 2 monsters in the horror game, 1 of them usually attack up close, 2 of them attack from a distance, and 3 of them attack from a distance.
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Fearman
/****
* Classes
****/
// Define the CloseRangeMonster class
var CloseRangeMonster = Container.expand(function () {
var self = Container.call(this);
var monsterGraphics = self.attachAsset('monster', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 2,
scaleY: 2
});
self.speed = 3;
self.update = function () {
// Close range monster update logic
};
});
var Ghost = Container.expand(function () {
var self = Container.call(this);
var ghostGraphics = self.attachAsset('ghost', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 2,
scaleY: 2
});
self.speed = 3;
self.update = function () {
// Ghost update logic
};
});
var LongRangeMonster = Container.expand(function () {
var self = Container.call(this);
var monsterGraphics = self.attachAsset('monster', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 2,
scaleY: 2
});
self.speed = 2;
self.update = function () {
// Long range monster update logic
};
});
var Player = Container.expand(function () {
var self = Container.call(this);
var playerGraphics = self.attachAsset('player', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 2,
scaleY: 2
});
self.speed = 5;
self.weapon = new Weapon(); // Add a weapon property for the player
self.life = 100; // Add a life property for the player
self.superPower = false; // Add a super power property for the player
self.healthBar = LK.getAsset('healthBar', {
// Add a health bar for the player
anchorX: 0.5,
anchorY: 0.5,
scaleX: 2,
scaleY: 2
});
self.addChild(self.healthBar);
self.update = function () {
// Player update logic
if (self.weapon) {
self.weapon.update();
// Check if the weapon intersects with any monster
closeRangeMonsters.forEach(function (monster) {
if (self.weapon.intersects(monster)) {
// Decrease monster's life
monster.life -= self.weapon.damage;
// If monster's life is less than or equal to 0, remove the monster
if (monster.life <= 0) {
game.removeChild(monster);
var index = closeRangeMonsters.indexOf(monster);
if (index > -1) {
closeRangeMonsters.splice(index, 1);
}
}
}
});
longRangeMonsters.forEach(function (monster) {
if (self.weapon.intersects(monster)) {
// Decrease monster's life
monster.life -= self.weapon.damage;
// If monster's life is less than or equal to 0, remove the monster
if (monster.life <= 0) {
game.removeChild(monster);
var index = longRangeMonsters.indexOf(monster);
if (index > -1) {
longRangeMonsters.splice(index, 1);
}
}
}
});
}
self.healthBar.scaleX = self.life / 100; // Update the health bar according to the player's life
if (self.superPower) {
// Super power logic
}
};
});
// Define the Puzzle class
var Puzzle = Container.expand(function () {
var self = Container.call(this);
var puzzleGraphics = self.attachAsset('puzzle', {
anchorX: 0.5,
anchorY: 0.5
});
self.solved = false;
self.solve = function () {
self.solved = true;
// Puzzle solve logic
};
});
// Define the Weapon class
var Weapon = Container.expand(function () {
var self = Container.call(this);
self.damage = 10; // Damage that the weapon can cause
self.update = function () {
// Weapon update logic
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000 //Init game with black background
});
/****
* Game Code
****/
var background = game.addChild(LK.getAsset('background', {
anchorX: 0.0,
anchorY: 0.0,
x: 0,
y: 0
}));
// Play the terrible song
LK.playMusic('terribleSong', {
loop: true
});
// Initialize maze
var maze = LK.getAsset('maze', {
anchorX: 0.0,
anchorY: 0.0,
x: 0,
y: 0
});
game.addChild(maze);
// Define maze boundaries
var mazeBoundaries = {
left: 100,
right: 1948,
top: 100,
bottom: 2632
};
// Check if player exits the maze
function checkPlayerExit() {
if (player.x > mazeBoundaries.right || player.x < mazeBoundaries.left || player.y > mazeBoundaries.bottom || player.y < mazeBoundaries.top) {
LK.showGameOver(); // Using showGameOver as a placeholder for win screen
}
}
var emptyItems = [];
var player = game.addChild(new Player());
player.x = 1024; // Center horizontally
player.y = 1366; // Center vertically
for (var i = 0; i < 5; i++) {
var emptyItem = LK.getAsset('emptyItem', {
anchorX: 0.5,
anchorY: 0.5,
x: Math.random() * 2048,
y: Math.random() * 2732
});
emptyItems.push(emptyItem);
game.addChild(emptyItem);
}
// Check if player exits the maze
checkPlayerExit();
var closeRangeMonsters = [];
for (var i = 0; i < 1; i++) {
var closeRangeMonster = new CloseRangeMonster();
closeRangeMonster.x = Math.random() * 2048;
closeRangeMonster.y = Math.random() * 2732;
closeRangeMonsters.push(closeRangeMonster);
game.addChild(closeRangeMonster);
}
var longRangeMonsters = [];
for (var i = 0; i < 2; i++) {
var longRangeMonster = new LongRangeMonster();
longRangeMonster.x = Math.random() * 2048;
longRangeMonster.y = Math.random() * 2732;
longRangeMonsters.push(longRangeMonster);
game.addChild(longRangeMonster);
}
var puzzles = [];
for (var i = 0; i < 3; i++) {
var puzzle = new Puzzle();
puzzle.x = Math.random() * 2048;
puzzle.y = Math.random() * 2732;
puzzles.push(puzzle);
game.addChild(puzzle);
}
// Handle player movement
game.down = function (x, y, obj) {
var targetX = x;
var targetY = y;
var angle = Math.atan2(targetY - player.y, targetX - player.x);
player.vx = player.speed * Math.cos(angle);
player.vy = player.speed * Math.sin(angle);
};
game.up = function (x, y, obj) {
player.vx = 0;
player.vy = 0;
};
// Update game logic
game.update = function () {
// Update player position
player.x += player.vx;
player.y += player.vy;
// Increase player speed every 10 seconds
if (LK.ticks % 600 == 0) {
player.speed += 1;
}
// Check if player exits the maze
checkPlayerExit();
// Update ghosts
closeRangeMonsters.forEach(function (monster) {
var angle = Math.atan2(player.y - monster.y, player.x - monster.x);
monster.x += monster.speed * Math.cos(angle);
monster.y += monster.speed * Math.sin(angle);
// Check collision with player
if (player.intersects(monster)) {
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
}
});
longRangeMonsters.forEach(function (monster) {
var angle = Math.atan2(player.y - monster.y, player.x - monster.x);
monster.x += monster.speed * Math.cos(angle);
monster.y += monster.speed * Math.sin(angle);
// Check collision with player
if (player.intersects(monster)) {
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
}
});
// Check puzzles
puzzles.forEach(function (puzzle) {
if (!puzzle.solved && player.intersects(puzzle)) {
puzzle.solve();
// Update score or game state
}
});
}; ===================================================================
--- original.js
+++ change.js
@@ -160,9 +160,9 @@
};
// Check if player exits the maze
function checkPlayerExit() {
if (player.x > mazeBoundaries.right || player.x < mazeBoundaries.left || player.y > mazeBoundaries.bottom || player.y < mazeBoundaries.top) {
- LK.showWinScreen();
+ LK.showGameOver(); // Using showGameOver as a placeholder for win screen
}
}
var emptyItems = [];
var player = game.addChild(new Player());