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Please fix the bug: 'TypeError: Cannot read properties of null (reading 'parent')' in or related to this line: 'if (closeRangeMonsters.length === 0 && longRangeMonsters.length === 0 && ghosts.length === 0 && !goblin.parent) {' Line Number: 384
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Please fix the bug: 'TypeError: Cannot read properties of null (reading 'update')' in or related to this line: 'goblin.update();' Line Number: 392
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Mermimiz goblimide yok etsin
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Please fix the bug: 'ReferenceError: djinns is not defined' in or related to this line: 'djinns.forEach(function (djinn) {' Line Number: 31
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Cini de yok edelim
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Heosini yok edince kazanalım
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Mermiyele hayaletide öldüre bilelim
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Olmuyor
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Olmadı canavar yok olmuyor
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Mermiye eğer bir canavar degerse canavar yok olsun
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Mermiye kim değerse silinsin
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Mermiyi vurursak silinsinler ama 4 tane vursak
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Please fix the bug: 'Cannot read properties of undefined (reading 'forEach')' in or related to this line: 'bullets.forEach(function (bullet) {' Line Number: 258
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Olmadı
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Canavarları yok etmiyor mermi düzeltin
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Mermi atamiyoruz sorunu düzelt
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Please fix the bug: 'Cannot read properties of undefined (reading 'forEach')' in or related to this line: 'bullets.forEach(function (bullet) {' Line Number: 255
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Please fix the bug: 'Cannot read properties of undefined (reading 'forEach')' in or related to this line: 'bullets.forEach(function (bullet) {' Line Number: 255
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Please fix the bug: 'Cannot read properties of undefined (reading 'forEach')' in or related to this line: 'bullets.forEach(function (bullet) {' Line Number: 255
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Please fix the bug: 'Cannot read properties of undefined (reading 'forEach')' in or related to this line: 'bullets.forEach(function (bullet) {' Line Number: 255
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Please fix the bug: 'Cannot read properties of undefined (reading 'forEach')' in or related to this line: 'bullets.forEach(function (bullet) {' Line Number: 255
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Biz onları vura bilelim
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Canavarlar yavaş yürüsün
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Donunca ekranda FrozeYou're back yazsin
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Oyunda donduğumuzda ekranda "dondun" yazsın
/**** * Classes ****/ var Bullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 10; self.hitCount = 0; // Initialize hit count for the bullet self.update = function () { self.y -= self.speed; // Check collision with close range monsters closeRangeMonsters.forEach(function (monster) { if (self.intersects(monster)) { monster.destroy(); // Destroy the monster var index = closeRangeMonsters.indexOf(monster); if (index > -1) { closeRangeMonsters.splice(index, 1); } self.destroy(); } }); // Check collision with long range monsters longRangeMonsters.forEach(function (monster) { if (self.intersects(monster)) { monster.destroy(); // Destroy the monster var index = longRangeMonsters.indexOf(monster); if (index > -1) { longRangeMonsters.splice(index, 1); } self.destroy(); } }); // Destroy bullet if it goes off screen if (self.y < 0) { self.destroy(); } }; }); // 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 = 1; 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(); } }; }); // Define the Goblin class var Goblin = Container.expand(function () { var self = Container.call(this); var goblinGraphics = self.attachAsset('goblin', { anchorX: 0.5, anchorY: 0.5, scaleX: 2, scaleY: 2 }); self.speed = 3; self.freezeTime = 600; // 10 seconds in game ticks 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)) { player.speed = 0; // Freeze the player // Display 'FrozeYou're back' on screen var freezeText = new Text2("FrozeYou're back", { size: 150, fill: 0xFFFFFF }); freezeText.anchor.set(0.5, 0); LK.gui.center.addChild(freezeText); LK.setTimeout(function () { player.speed = 5; // Unfreeze the player after 10 seconds // Remove 'FrozeYou're back' from screen LK.gui.center.removeChild(freezeText); }, self.freezeTime); } }; }); 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 = 1; 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.shoot = function () { var bullet = new Bullet(); bullet.x = self.x; bullet.y = self.y; bullets.push(bullet); game.addChild(bullet); }; 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 })); // Update bullets if (bullets) { bullets.forEach(function (bullet) { bullet.update(); }); } // Update ghosts 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 bullets = []; // Initialize bullets array to ensure it's defined before use 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); } // Add a Goblin instance to the game var goblin = new Goblin(); goblin.x = Math.random() * 2048; goblin.y = Math.random() * 2732; game.addChild(goblin); 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); player.shoot(); }; 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(); }); // Update goblin goblin.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
@@ -13,9 +13,9 @@
self.y -= self.speed;
// Check collision with close range monsters
closeRangeMonsters.forEach(function (monster) {
if (self.intersects(monster)) {
- game.removeChild(monster);
+ monster.destroy(); // Destroy the monster
var index = closeRangeMonsters.indexOf(monster);
if (index > -1) {
closeRangeMonsters.splice(index, 1);
}
@@ -24,9 +24,9 @@
});
// Check collision with long range monsters
longRangeMonsters.forEach(function (monster) {
if (self.intersects(monster)) {
- game.removeChild(monster);
+ monster.destroy(); // Destroy the monster
var index = longRangeMonsters.indexOf(monster);
if (index > -1) {
longRangeMonsters.splice(index, 1);
}