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Oyuna goblin ekle bizi 10 saniyelik dondursun
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Bütün canavarlar bize saldirsin
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Please fix the bug: 'ReferenceError: longRangeMonsters is not defined' in or related to this line: 'longRangeMonsters.forEach(function (monster) {' Line Number: 253
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Hayaletlerde varlik olsun onlarda bizi yok etmek istesin
Remix started
Copy 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 () { var angle = Math.atan2(player.y - self.y, player.x - self.x); self.x += self.speed * Math.cos(angle); self.y += self.speed * Math.sin(angle); if (self.intersects(player)) { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } }; }); 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 () { var angle = Math.atan2(player.y - self.y, player.x - self.x); self.x += self.speed * Math.cos(angle); self.y += self.speed * Math.sin(angle); if (self.intersects(player)) { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } }; }); 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 () { var angle = Math.atan2(player.y - self.y, player.x - self.x); self.x += self.speed * Math.cos(angle); self.y += self.speed * Math.sin(angle); if (self.intersects(player)) { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } }; }); 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 ghosts = []; for (var i = 0; i < 2; i++) { var ghost = new Ghost(); ghost.x = Math.random() * 2048; ghost.y = Math.random() * 2732; ghosts.push(ghost); game.addChild(ghost); } var longRangeMonsters = []; 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 ghosts.forEach(function (ghost) { ghost.update(); }); 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
@@ -11,9 +11,15 @@
scaleY: 2
});
self.speed = 3;
self.update = function () {
- // Close range monster update logic
+ var angle = Math.atan2(player.y - self.y, player.x - self.x);
+ self.x += self.speed * Math.cos(angle);
+ self.y += self.speed * Math.sin(angle);
+ if (self.intersects(player)) {
+ LK.effects.flashScreen(0xff0000, 1000);
+ LK.showGameOver();
+ }
};
});
var Ghost = Container.expand(function () {
var self = Container.call(this);
@@ -43,9 +49,15 @@
scaleY: 2
});
self.speed = 2;
self.update = function () {
- // Long range monster update logic
+ var angle = Math.atan2(player.y - self.y, player.x - self.x);
+ self.x += self.speed * Math.cos(angle);
+ self.y += self.speed * Math.sin(angle);
+ if (self.intersects(player)) {
+ LK.effects.flashScreen(0xff0000, 1000);
+ LK.showGameOver();
+ }
};
});
var Player = Container.expand(function () {
var self = Container.call(this);