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Please fix the bug: 'TypeError: Cannot set properties of undefined (setting 'onFinish')' in or related to this line: 'return tween(self, {' Line Number: 468 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Please fix the bug: 'TypeError: Cannot set properties of undefined (setting 'onFinish')' in or related to this line: 'return tween(self, {' Line Number: 468
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Please fix the bug: 'TypeError: Cannot set properties of undefined (setting 'onFinish')' in or related to this line: 'return tween(self, {' Line Number: 468
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Please fix the bug: 'TypeError: Cannot set properties of undefined (setting 'onFinish')' in or related to this line: 'return tween(self, {' Line Number: 468
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Please fix the bug: 'TypeError: Cannot read properties of null (reading 'x')' in or related to this line: 'tween(self, {' Line Number: 338
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Please fix the bug: 'TypeError: Cannot read properties of null (reading 'x')' in or related to this line: 'tween(self, {' Line Number: 337
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extract anglediff calculations into a global utility function
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Code edit (2 edits merged)
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when tracking, change drone debugTextto orange too. DON'T USE fill PROPERY but tint
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Please fix the bug: 'TypeError: Cannot set properties of undefined (setting 'fill')' in or related to this line: 'self.debugText.style.fill = 0xFFA500; // Change debugText tint to orange when tracking' Line Number: 372
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Please fix the bug: 'TypeError: Cannot set properties of undefined (setting 'fill')' in or related to this line: 'self.debugText.style.fill = 0xFFA500; // Change debugText tint to orange when tracking' Line Number: 370
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when tracking, change drone debugText tint to orange too
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Please fix the bug: 'TypeError: Cannot set properties of undefined (setting 'fill')' in or related to this line: 'self.debugText.style.fill = self.state === 'tracking' ? 0xFFA500 : 0xFFFFFF; // Change color to orange when tracking' Line Number: 345
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when tranking, change drone debugText color to orange too
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when tracking, switch scan laser tint to orange
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add a debugText to track drone state
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Please fix the bug: 'Cannot read properties of undefined (reading 'addChild')' in or related to this line: 'foregroundContainer.addChild(debugText);' Line Number: 634
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create a global variable debugText; initialize it in initalizeGame
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add a debugText; respect coding style
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/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Import the tween plugin var Drone = Container.expand(function () { var self = Container.call(this); var droneGraphics = LK.getAsset('drone', { anchorX: 0.5, anchorY: 0.5 }); var shadowDrone = LK.getAsset('drone', { anchorX: 0.5, anchorY: 0.5 }); self.shadowOffset = { x: -30, y: 40 }; // Define shadow offset property shadowDrone.alpha = 0.5; shadowDrone.tint = 0x000000; //shadowDrone.rotation = Math.PI / 12; //shadowDrone.scale.y = 0.5; shadowDrone.x = -10; shadowDrone.y = 40; self.addChild(shadowDrone); self.droneScanLaser = LK.getAsset('droneScanLaser', { anchorX: 0.5, anchorY: 0.5 }); self.droneScanBar = LK.getAsset('droneScanBar', { anchorX: 0, anchorY: 0.5 }); self.droneScanLaser.visible = true; // Always visible self.droneScanLaser.x = droneGraphics.width * 2; self.addChild(self.droneScanLaser); self.droneScanBar.x = droneGraphics.width / 2; // droneScanLaser.x; self.droneScanBar.blendMode = 3; self.droneScanBar.y = self.droneScanLaser.y; self.addChild(self.droneScanBar); function loopScanLaserTint() { tween(self.droneScanLaser, { tint: 0x00FF00 }, { duration: 1000, easing: tween.easeInOut, onFinish: function onFinish() { tween(self.droneScanLaser, { tint: 0x00AA00 }, { duration: 1000, easing: tween.easeInOut, onFinish: loopScanLaserTint // Recursively call to loop }); } }); } loopScanLaserTint(); // Start the loop self.droneScanLaser.alpha = 0.3; // Set alpha to 0.3 function animateScanBar() { tween(self.droneScanBar, { alpha: 0.3, rotation: Math.PI / 6.5 }, { duration: 1000, easing: tween.easeInOut, onFinish: function onFinish() { tween(self.droneScanBar, { alpha: 0.6, rotation: -Math.PI / 6.5 }, { duration: 1000, easing: tween.easeInOut, onFinish: animateScanBar // Recursively call to loop }); // Ensure the tween is started } }); // Ensure the tween is started } animateScanBar(); // Start the loop self.addChild(droneGraphics); self.speed = 5; self.state = 'scanning'; // Possible states: scanning, tracking, attacking self.fireRange = 300; // Example fire range value self.currentTargetIndex = 0; self.target = { x: 0, y: 0 }; self.lastKnightCheckTime = 0; // Track when we last checked for knight intersection self.selectTarget = function () { var newTargetIndex; do { newTargetIndex = Math.floor(Math.random() * corners.length); } while (newTargetIndex === self.currentTargetIndex); self.currentTargetIndex = newTargetIndex; self.target = corners[newTargetIndex]; var distance = Math.sqrt(Math.pow(self.target.x - self.x, 2) + Math.pow(self.target.y - self.y, 2)); var moveSpeed = 0.2; // Adjust this value to control drone speed var duration = distance / moveSpeed; // Calculate duration based on distance and speed // Calculate rotation angle before starting movement var dx = self.target.x - self.x; var dy = self.target.y - self.y; tween(self, { rotation: Math.atan2(dy, dx) }, { duration: 1000, easing: tween.easeInOut, onUpdate: function onUpdate() { shadowDrone.x = self.shadowOffset.x * Math.cos(self.rotation); shadowDrone.y = self.shadowOffset.y * Math.sin(self.rotation); }, onFinish: function onFinish() { tween(self, { x: self.target.x, y: self.target.y }, { duration: duration, easing: tween.easeInOut, onFinish: function onFinish() { self.selectTarget(); } }); } }); }; self.update = function () { if (self.state === 'scanning') { // Check for intersection with knight if (self.droneScanLaser.intersects(knight.boundingBox)) { self.state = 'attacking'; log("Drone switched to attacking mode!"); // Call followKnight once when state changes to attacking self.followKnight(); } // We don't need the distance calculation and threshold check anymore // since the tween handles movement and calls selectTarget when done // We still want to update rotation during movement for a more natural look if (self.target) { var dx = self.target.x - self.x; var dy = self.target.y - self.y; // Only update rotation if we're still moving (distance > small threshold) var distance = Math.sqrt(dx * dx + dy * dy); shadowDrone.x = self.shadowOffset.x * Math.cos(self.rotation); shadowDrone.y = self.shadowOffset.y * Math.sin(self.rotation); } // Update droneScanBar width based on its rotation //self.droneScanBar.width = 600 * (1 + 0.46 * Math.abs(Math.sin(self.droneScanBar.rotation))); self.droneScanBar.width = 620 * (1 + 0.33 * Math.abs(Math.sin(self.droneScanBar.rotation))); } else if (self.state === 'attacking' || self.state === 'tracking') { // Check every 2 seconds if scan laser still intersects with knight var currentTime = Date.now(); if (currentTime - self.lastKnightCheckTime > 2000) { // 2000ms = 2 seconds self.lastKnightCheckTime = currentTime; // Check if knight is still in range if (!self.droneScanLaser.intersects(knight.boundingBox)) { log("Knight lost! Returning to scanning mode."); self.state = 'scanning'; // Stop any current movement tween.stop(self); // Resume normal patrol behavior self.selectTarget(); } else { log("Knight still in range."); } } } }; self.followKnight = function () { // Cancel any existing movement tweens tween.stop(self); // Set state to tracking self.state = 'tracking'; // Function to calculate distance to knight function distanceToKnight() { var dx = knight.x - self.x; var dy = knight.y - self.y; return Math.sqrt(dx * dx + dy * dy); } // Function to move toward knight function moveTowardKnight() { var dx = knight.x - self.x; var dy = knight.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); // If already within the desired distance, stop moving if (distance <= 500) { return; } // Calculate target position that's 500 units away from knight var ratio = (distance - 500) / distance; var targetX = self.x + dx * ratio; var targetY = self.y + dy * ratio; // Calculate rotation angle var angle = Math.atan2(dy, dx); // First rotate toward knight tween(self, { rotation: angle }, { duration: 500, easing: tween.easeInOut, onUpdate: function onUpdate() { shadowDrone.x = self.shadowOffset.x * Math.cos(self.rotation); shadowDrone.y = self.shadowOffset.y * Math.sin(self.rotation); }, onFinish: function onFinish() { // Then move toward knight tween(self, { x: targetX, y: targetY }, { duration: distance * 2, // Speed based on distance easing: tween.easeInOut, onFinish: function onFinish() { // Check if knight has moved and we need to follow again if (distanceToKnight() > 500) { moveTowardKnight(); } } }); } }); } // Start following the knight moveTowardKnight(); }; }); var Knight = Container.expand(function () { var self = Container.call(this); // Add boundingBox for collision detection self.boundingBox = LK.getAsset('boundingBox', { anchorX: 0.5, anchorY: 0.5, width: 80, height: 150, y: -50 }); self.addChild(self.boundingBox); self.boundingBox.alpha = isDebug ? 0.5 : 0; // Set to false if you don't want it visible var directionMapping = { 'down-left': 'dir1', 'left': 'dir2', 'up-left': 'dir3', 'up': 'dir4', 'up-right': 'dir5', 'right': 'dir6', 'down-right': 'dir7', 'down': 'dir8' }; // Pre-create a list of assets for each direction var knightAssets = {}; var shadowAssets = {}; // Shadow assets for the knight var knightIdleAssets = {}; // Idle assets for the knight var shadowIdleAssets = {}; // Shadow idle assets for the knight var color = 0xFFFFFF; // Original blue / 0xff4d4d; // Red / 0x9aff9a; // Green // Initialize run animation assets for (var dir in directionMapping) { knightAssets[dir] = []; shadowAssets[dir] = []; // Initialize shadow assets array for each direction for (var i = 1; i <= 8; i++) { var frameNumber = i.toString().padStart(3, '0'); // Create knight sprite knightAssets[dir].push(LK.getAsset('knight-run-' + directionMapping[dir] + '-' + frameNumber, { anchorX: 0.5, anchorY: 0.5, tint: color })); // Create shadow sprite using the same assets but with modifications var shadowSprite = LK.getAsset('knight-run-' + directionMapping[dir] + '-' + frameNumber, { anchorX: 0.5, anchorY: 0.5 }); // Apply shadow properties shadowSprite.alpha = 0.5; shadowSprite.tint = 0x000000; shadowSprite.rotation = Math.PI / 12; // Rotate by 15 degrees (π/12 radians) shadowSprite.scale.y = 0.5; // Flatten the shadow vertically shadowAssets[dir].push(shadowSprite); } // Initialize idle animation assets (one frame per direction) knightIdleAssets[dir] = LK.getAsset('knight-idle-' + directionMapping[dir] + '-001', { anchorX: 0.5, anchorY: 0.5, tint: color }); // Create shadow for idle animation var shadowIdleSprite = LK.getAsset('knight-idle-' + directionMapping[dir] + '-001', { anchorX: 0.5, anchorY: 0.5 }); // Apply shadow properties shadowIdleSprite.alpha = 0.5; shadowIdleSprite.tint = 0x000000; shadowIdleSprite.rotation = Math.PI / 12; shadowIdleSprite.scale.y = 0.5; shadowIdleAssets[dir] = shadowIdleSprite; } var currentFrame = 0; var animationSpeed = 0.2; // Controls how fast the animation plays var frameCounter = 0; var knightGraphics = knightIdleAssets['down']; // Initialize with the 'down' direction idle asset var shadowGraphics = shadowIdleAssets['down']; // Initialize shadow with the 'down' direction idle asset // Add shadow first (so it appears behind the knight) self.addChild(shadowGraphics); // Then add the knight self.addChild(knightGraphics); knightGraphics.anchor.set(0.5, 0.5); knightGraphics.visible = true; shadowGraphics.visible = true; // Position the shadow slightly offset from the knight var shadowOffsetX = -5; var shadowOffsetY = 20; shadowGraphics.x = shadowOffsetX; shadowGraphics.y = shadowOffsetY; self.lastDirection = 'down'; // Initialize lastDirection to track previous direction self.isMoving = false; // Track if the knight is currently moving self.speed = 9; self.switchAsset = function (direction) { if (!knightGraphics) { return; } // Detach current assets // Hide current assets knightGraphics.visible = false; shadowGraphics.visible = false; // Switch to new assets based on direction and movement state if (self.isMoving) { // Use running animation knightGraphics = knightAssets[direction][currentFrame]; shadowGraphics = shadowAssets[direction][currentFrame]; } else { // Use idle animation knightGraphics = knightIdleAssets[direction]; shadowGraphics = shadowIdleAssets[direction]; } self.addChild(shadowGraphics); self.addChild(knightGraphics); // Show new assets knightGraphics.visible = true; shadowGraphics.visible = true; // Position the shadow slightly offset from the knight shadowGraphics.x = shadowOffsetX; shadowGraphics.y = shadowOffsetY; // Update last direction self.lastDirection = direction; }; self.updateAnimation = function () { if (self.isMoving) { // Only update animation if moving frameCounter += animationSpeed; if (frameCounter >= 1) { frameCounter = 0; currentFrame = (currentFrame + 1) % 8; // Cycle through 8 frames if (self.lastDirection) { self.switchAsset(self.lastDirection); } } } else if (self.lastDirection) { // Make sure we're showing the idle animation when not moving self.switchAsset(self.lastDirection); } }; self.moveToDirection = function (direction) { if (self.lastDirection !== direction) { self.switchAsset(direction); self.lastDirection = direction; } switch (direction) { case 'up': self.y -= self.speed; break; case 'down': self.y += self.speed; break; case 'left': self.x -= self.speed; break; case 'right': self.x += self.speed; break; case 'up-left': self.x -= self.speed / Math.sqrt(2); self.y -= self.speed / Math.sqrt(2); break; case 'up-right': self.x += self.speed / Math.sqrt(2); self.y -= self.speed / Math.sqrt(2); break; case 'down-left': self.x -= self.speed / Math.sqrt(2); self.y += self.speed / Math.sqrt(2); break; case 'down-right': self.x += self.speed / Math.sqrt(2); self.y += self.speed / Math.sqrt(2); break; } }; }); var Target = Container.expand(function () { var self = Container.call(this); self.x = 0; self.y = 0; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 //Init game with black background }); /**** * Game Code ****/ //<Write entity 'classes' with empty functions for important behavior here> //<Write imports for supported plugins here> //<Assets used in the game will automatically appear here> //<Write game logic code here, including initializing arrays and variables> var DroneManager = function DroneManager() { var self = this; self.drones = []; self.start = function () { // Spawn a drone in a random corner var currentTargetIndex = Math.floor(Math.random() * corners.length); var cornerPosition = corners[currentTargetIndex]; // Create the drone var drone = new Drone(); // Explicitly set position before adding to the scene drone.x = cornerPosition.x; drone.y = cornerPosition.y; // Store the current target index drone.currentTargetIndex = currentTargetIndex; // Set the initial target to the current corner position drone.target = { x: cornerPosition.x, y: cornerPosition.y }; // Add to container and array middlegroundContainer.addChild(drone); self.drones.push(drone); // Call selectTarget after adding to scene to start movement // This ensures all properties are set before tweening begins LK.setTimeout(function () { drone.selectTarget(); }, 100); }; }; /**** * Global variables ****/ var isDebug = true; var gameStarted = false; var droneManager; var backgroundContainer; var middlegroundContainer; var foregroundContainer; var knight; var target; var runSoundInterval; var borderOffset = 380; var corners = [{ x: borderOffset, y: borderOffset }, { x: 2048 - borderOffset, y: borderOffset }, { x: borderOffset, y: 2732 - borderOffset }, { x: 2048 - borderOffset, y: 2732 - borderOffset }]; function log() { if (isDebug) { console.log.apply(console, arguments); } } function initializeGame() { // Create containers backgroundContainer = new Container(); middlegroundContainer = new Container(); foregroundContainer = new Container(); // Add containers to game game.addChild(backgroundContainer); game.addChild(middlegroundContainer); game.addChild(foregroundContainer); // Initialize background var background = LK.getAsset('background', { anchorX: 0.5, anchorY: 0.5 }); background.x = 2048 / 2; background.y = 2732 / 2; backgroundContainer.addChild(background); // Initialize knight knight = new Knight(); knight.x = 2048 / 2; knight.y = 2732 / 2; middlegroundContainer.addChild(knight); // Initialize target target = new Target(); target.x = knight.x; target.y = knight.y; foregroundContainer.addChild(target); // Initialize sound runSoundInterval = LK.setInterval(playRunSound, 350); droneManager = new DroneManager(); LK.setTimeout(function () { gameStarted = true; droneManager.start(); }, 1000); } function playRunSound() { if (knight.isMoving) { LK.getSound('knight-run').play(); } } game.down = function (x, y, obj) { var game_position = game.toLocal(obj.global); target.x = game_position.x; target.y = game_position.y; }; game.update = function () { var dx = target.x - knight.x; var dy = target.y - knight.y; var distance = Math.sqrt(dx * dx + dy * dy); var distanceThreshold = 8; // Define a threshold to avoid small movements var directionThreshold = 5; // Define a threshold for direction changes to avoid shaking if (distance > distanceThreshold) { // Set knight to moving state if not already moving if (!knight.isMoving) { knight.isMoving = true; knight.switchAsset(knight.lastDirection || 'down'); // Update asset to running animation } // Determine the primary direction based on the larger component (dx or dy) if (Math.abs(dx) > Math.abs(dy) + directionThreshold) { // Horizontal movement dominates if (dx > 0) { if (dy > directionThreshold) { knight.moveToDirection('down-right'); } else if (dy < -directionThreshold) { knight.moveToDirection('up-right'); } else { knight.moveToDirection('right'); } } else { if (dy > directionThreshold) { knight.moveToDirection('down-left'); } else if (dy < -directionThreshold) { knight.moveToDirection('up-left'); } else { knight.moveToDirection('left'); } } } else if (Math.abs(dy) > Math.abs(dx) + directionThreshold) { // Vertical movement dominates if (dy > 0) { if (dx > directionThreshold) { knight.moveToDirection('down-right'); } else if (dx < -directionThreshold) { knight.moveToDirection('down-left'); } else { knight.moveToDirection('down'); } } else { if (dx > directionThreshold) { knight.moveToDirection('up-right'); } else if (dx < -directionThreshold) { knight.moveToDirection('up-left'); } else { knight.moveToDirection('up'); } } } else { // The difference between dx and dy is small, use diagonal movement if (dx > 0 && dy > 0) { knight.moveToDirection('down-right'); } else if (dx > 0 && dy < 0) { knight.moveToDirection('up-right'); } else if (dx < 0 && dy > 0) { knight.moveToDirection('down-left'); } else if (dx < 0 && dy < 0) { knight.moveToDirection('up-left'); } } } else { // Set knight to idle state if currently moving if (knight.isMoving) { knight.isMoving = false; knight.switchAsset(knight.lastDirection || 'down'); // Update asset to idle animation } } // Update knight animation knight.updateAnimation(); }; initializeGame();
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
// Import the tween plugin
var Drone = Container.expand(function () {
var self = Container.call(this);
var droneGraphics = LK.getAsset('drone', {
anchorX: 0.5,
anchorY: 0.5
});
var shadowDrone = LK.getAsset('drone', {
anchorX: 0.5,
anchorY: 0.5
});
self.shadowOffset = {
x: -30,
y: 40
}; // Define shadow offset property
shadowDrone.alpha = 0.5;
shadowDrone.tint = 0x000000;
//shadowDrone.rotation = Math.PI / 12;
//shadowDrone.scale.y = 0.5;
shadowDrone.x = -10;
shadowDrone.y = 40;
self.addChild(shadowDrone);
self.droneScanLaser = LK.getAsset('droneScanLaser', {
anchorX: 0.5,
anchorY: 0.5
});
self.droneScanBar = LK.getAsset('droneScanBar', {
anchorX: 0,
anchorY: 0.5
});
self.droneScanLaser.visible = true; // Always visible
self.droneScanLaser.x = droneGraphics.width * 2;
self.addChild(self.droneScanLaser);
self.droneScanBar.x = droneGraphics.width / 2; // droneScanLaser.x;
self.droneScanBar.blendMode = 3;
self.droneScanBar.y = self.droneScanLaser.y;
self.addChild(self.droneScanBar);
function loopScanLaserTint() {
tween(self.droneScanLaser, {
tint: 0x00FF00
}, {
duration: 1000,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(self.droneScanLaser, {
tint: 0x00AA00
}, {
duration: 1000,
easing: tween.easeInOut,
onFinish: loopScanLaserTint // Recursively call to loop
});
}
});
}
loopScanLaserTint(); // Start the loop
self.droneScanLaser.alpha = 0.3; // Set alpha to 0.3
function animateScanBar() {
tween(self.droneScanBar, {
alpha: 0.3,
rotation: Math.PI / 6.5
}, {
duration: 1000,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(self.droneScanBar, {
alpha: 0.6,
rotation: -Math.PI / 6.5
}, {
duration: 1000,
easing: tween.easeInOut,
onFinish: animateScanBar // Recursively call to loop
}); // Ensure the tween is started
}
}); // Ensure the tween is started
}
animateScanBar(); // Start the loop
self.addChild(droneGraphics);
self.speed = 5;
self.state = 'scanning'; // Possible states: scanning, tracking, attacking
self.fireRange = 300; // Example fire range value
self.currentTargetIndex = 0;
self.target = {
x: 0,
y: 0
};
self.lastKnightCheckTime = 0; // Track when we last checked for knight intersection
self.selectTarget = function () {
var newTargetIndex;
do {
newTargetIndex = Math.floor(Math.random() * corners.length);
} while (newTargetIndex === self.currentTargetIndex);
self.currentTargetIndex = newTargetIndex;
self.target = corners[newTargetIndex];
var distance = Math.sqrt(Math.pow(self.target.x - self.x, 2) + Math.pow(self.target.y - self.y, 2));
var moveSpeed = 0.2; // Adjust this value to control drone speed
var duration = distance / moveSpeed; // Calculate duration based on distance and speed
// Calculate rotation angle before starting movement
var dx = self.target.x - self.x;
var dy = self.target.y - self.y;
tween(self, {
rotation: Math.atan2(dy, dx)
}, {
duration: 1000,
easing: tween.easeInOut,
onUpdate: function onUpdate() {
shadowDrone.x = self.shadowOffset.x * Math.cos(self.rotation);
shadowDrone.y = self.shadowOffset.y * Math.sin(self.rotation);
},
onFinish: function onFinish() {
tween(self, {
x: self.target.x,
y: self.target.y
}, {
duration: duration,
easing: tween.easeInOut,
onFinish: function onFinish() {
self.selectTarget();
}
});
}
});
};
self.update = function () {
if (self.state === 'scanning') {
// Check for intersection with knight
if (self.droneScanLaser.intersects(knight.boundingBox)) {
self.state = 'attacking';
log("Drone switched to attacking mode!");
// Call followKnight once when state changes to attacking
self.followKnight();
}
// We don't need the distance calculation and threshold check anymore
// since the tween handles movement and calls selectTarget when done
// We still want to update rotation during movement for a more natural look
if (self.target) {
var dx = self.target.x - self.x;
var dy = self.target.y - self.y;
// Only update rotation if we're still moving (distance > small threshold)
var distance = Math.sqrt(dx * dx + dy * dy);
shadowDrone.x = self.shadowOffset.x * Math.cos(self.rotation);
shadowDrone.y = self.shadowOffset.y * Math.sin(self.rotation);
}
// Update droneScanBar width based on its rotation
//self.droneScanBar.width = 600 * (1 + 0.46 * Math.abs(Math.sin(self.droneScanBar.rotation)));
self.droneScanBar.width = 620 * (1 + 0.33 * Math.abs(Math.sin(self.droneScanBar.rotation)));
} else if (self.state === 'attacking' || self.state === 'tracking') {
// Check every 2 seconds if scan laser still intersects with knight
var currentTime = Date.now();
if (currentTime - self.lastKnightCheckTime > 2000) {
// 2000ms = 2 seconds
self.lastKnightCheckTime = currentTime;
// Check if knight is still in range
if (!self.droneScanLaser.intersects(knight.boundingBox)) {
log("Knight lost! Returning to scanning mode.");
self.state = 'scanning';
// Stop any current movement
tween.stop(self);
// Resume normal patrol behavior
self.selectTarget();
} else {
log("Knight still in range.");
}
}
}
};
self.followKnight = function () {
// Cancel any existing movement tweens
tween.stop(self);
// Set state to tracking
self.state = 'tracking';
// Function to calculate distance to knight
function distanceToKnight() {
var dx = knight.x - self.x;
var dy = knight.y - self.y;
return Math.sqrt(dx * dx + dy * dy);
}
// Function to move toward knight
function moveTowardKnight() {
var dx = knight.x - self.x;
var dy = knight.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
// If already within the desired distance, stop moving
if (distance <= 500) {
return;
}
// Calculate target position that's 500 units away from knight
var ratio = (distance - 500) / distance;
var targetX = self.x + dx * ratio;
var targetY = self.y + dy * ratio;
// Calculate rotation angle
var angle = Math.atan2(dy, dx);
// First rotate toward knight
tween(self, {
rotation: angle
}, {
duration: 500,
easing: tween.easeInOut,
onUpdate: function onUpdate() {
shadowDrone.x = self.shadowOffset.x * Math.cos(self.rotation);
shadowDrone.y = self.shadowOffset.y * Math.sin(self.rotation);
},
onFinish: function onFinish() {
// Then move toward knight
tween(self, {
x: targetX,
y: targetY
}, {
duration: distance * 2,
// Speed based on distance
easing: tween.easeInOut,
onFinish: function onFinish() {
// Check if knight has moved and we need to follow again
if (distanceToKnight() > 500) {
moveTowardKnight();
}
}
});
}
});
}
// Start following the knight
moveTowardKnight();
};
});
var Knight = Container.expand(function () {
var self = Container.call(this);
// Add boundingBox for collision detection
self.boundingBox = LK.getAsset('boundingBox', {
anchorX: 0.5,
anchorY: 0.5,
width: 80,
height: 150,
y: -50
});
self.addChild(self.boundingBox);
self.boundingBox.alpha = isDebug ? 0.5 : 0; // Set to false if you don't want it visible
var directionMapping = {
'down-left': 'dir1',
'left': 'dir2',
'up-left': 'dir3',
'up': 'dir4',
'up-right': 'dir5',
'right': 'dir6',
'down-right': 'dir7',
'down': 'dir8'
};
// Pre-create a list of assets for each direction
var knightAssets = {};
var shadowAssets = {}; // Shadow assets for the knight
var knightIdleAssets = {}; // Idle assets for the knight
var shadowIdleAssets = {}; // Shadow idle assets for the knight
var color = 0xFFFFFF; // Original blue / 0xff4d4d; // Red / 0x9aff9a; // Green
// Initialize run animation assets
for (var dir in directionMapping) {
knightAssets[dir] = [];
shadowAssets[dir] = []; // Initialize shadow assets array for each direction
for (var i = 1; i <= 8; i++) {
var frameNumber = i.toString().padStart(3, '0');
// Create knight sprite
knightAssets[dir].push(LK.getAsset('knight-run-' + directionMapping[dir] + '-' + frameNumber, {
anchorX: 0.5,
anchorY: 0.5,
tint: color
}));
// Create shadow sprite using the same assets but with modifications
var shadowSprite = LK.getAsset('knight-run-' + directionMapping[dir] + '-' + frameNumber, {
anchorX: 0.5,
anchorY: 0.5
});
// Apply shadow properties
shadowSprite.alpha = 0.5;
shadowSprite.tint = 0x000000;
shadowSprite.rotation = Math.PI / 12; // Rotate by 15 degrees (π/12 radians)
shadowSprite.scale.y = 0.5; // Flatten the shadow vertically
shadowAssets[dir].push(shadowSprite);
}
// Initialize idle animation assets (one frame per direction)
knightIdleAssets[dir] = LK.getAsset('knight-idle-' + directionMapping[dir] + '-001', {
anchorX: 0.5,
anchorY: 0.5,
tint: color
});
// Create shadow for idle animation
var shadowIdleSprite = LK.getAsset('knight-idle-' + directionMapping[dir] + '-001', {
anchorX: 0.5,
anchorY: 0.5
});
// Apply shadow properties
shadowIdleSprite.alpha = 0.5;
shadowIdleSprite.tint = 0x000000;
shadowIdleSprite.rotation = Math.PI / 12;
shadowIdleSprite.scale.y = 0.5;
shadowIdleAssets[dir] = shadowIdleSprite;
}
var currentFrame = 0;
var animationSpeed = 0.2; // Controls how fast the animation plays
var frameCounter = 0;
var knightGraphics = knightIdleAssets['down']; // Initialize with the 'down' direction idle asset
var shadowGraphics = shadowIdleAssets['down']; // Initialize shadow with the 'down' direction idle asset
// Add shadow first (so it appears behind the knight)
self.addChild(shadowGraphics);
// Then add the knight
self.addChild(knightGraphics);
knightGraphics.anchor.set(0.5, 0.5);
knightGraphics.visible = true;
shadowGraphics.visible = true;
// Position the shadow slightly offset from the knight
var shadowOffsetX = -5;
var shadowOffsetY = 20;
shadowGraphics.x = shadowOffsetX;
shadowGraphics.y = shadowOffsetY;
self.lastDirection = 'down'; // Initialize lastDirection to track previous direction
self.isMoving = false; // Track if the knight is currently moving
self.speed = 9;
self.switchAsset = function (direction) {
if (!knightGraphics) {
return;
}
// Detach current assets
// Hide current assets
knightGraphics.visible = false;
shadowGraphics.visible = false;
// Switch to new assets based on direction and movement state
if (self.isMoving) {
// Use running animation
knightGraphics = knightAssets[direction][currentFrame];
shadowGraphics = shadowAssets[direction][currentFrame];
} else {
// Use idle animation
knightGraphics = knightIdleAssets[direction];
shadowGraphics = shadowIdleAssets[direction];
}
self.addChild(shadowGraphics);
self.addChild(knightGraphics);
// Show new assets
knightGraphics.visible = true;
shadowGraphics.visible = true;
// Position the shadow slightly offset from the knight
shadowGraphics.x = shadowOffsetX;
shadowGraphics.y = shadowOffsetY;
// Update last direction
self.lastDirection = direction;
};
self.updateAnimation = function () {
if (self.isMoving) {
// Only update animation if moving
frameCounter += animationSpeed;
if (frameCounter >= 1) {
frameCounter = 0;
currentFrame = (currentFrame + 1) % 8; // Cycle through 8 frames
if (self.lastDirection) {
self.switchAsset(self.lastDirection);
}
}
} else if (self.lastDirection) {
// Make sure we're showing the idle animation when not moving
self.switchAsset(self.lastDirection);
}
};
self.moveToDirection = function (direction) {
if (self.lastDirection !== direction) {
self.switchAsset(direction);
self.lastDirection = direction;
}
switch (direction) {
case 'up':
self.y -= self.speed;
break;
case 'down':
self.y += self.speed;
break;
case 'left':
self.x -= self.speed;
break;
case 'right':
self.x += self.speed;
break;
case 'up-left':
self.x -= self.speed / Math.sqrt(2);
self.y -= self.speed / Math.sqrt(2);
break;
case 'up-right':
self.x += self.speed / Math.sqrt(2);
self.y -= self.speed / Math.sqrt(2);
break;
case 'down-left':
self.x -= self.speed / Math.sqrt(2);
self.y += self.speed / Math.sqrt(2);
break;
case 'down-right':
self.x += self.speed / Math.sqrt(2);
self.y += self.speed / Math.sqrt(2);
break;
}
};
});
var Target = Container.expand(function () {
var self = Container.call(this);
self.x = 0;
self.y = 0;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000 //Init game with black background
});
/****
* Game Code
****/
//<Write entity 'classes' with empty functions for important behavior here>
//<Write imports for supported plugins here>
//<Assets used in the game will automatically appear here>
//<Write game logic code here, including initializing arrays and variables>
var DroneManager = function DroneManager() {
var self = this;
self.drones = [];
self.start = function () {
// Spawn a drone in a random corner
var currentTargetIndex = Math.floor(Math.random() * corners.length);
var cornerPosition = corners[currentTargetIndex];
// Create the drone
var drone = new Drone();
// Explicitly set position before adding to the scene
drone.x = cornerPosition.x;
drone.y = cornerPosition.y;
// Store the current target index
drone.currentTargetIndex = currentTargetIndex;
// Set the initial target to the current corner position
drone.target = {
x: cornerPosition.x,
y: cornerPosition.y
};
// Add to container and array
middlegroundContainer.addChild(drone);
self.drones.push(drone);
// Call selectTarget after adding to scene to start movement
// This ensures all properties are set before tweening begins
LK.setTimeout(function () {
drone.selectTarget();
}, 100);
};
};
/****
* Global variables
****/
var isDebug = true;
var gameStarted = false;
var droneManager;
var backgroundContainer;
var middlegroundContainer;
var foregroundContainer;
var knight;
var target;
var runSoundInterval;
var borderOffset = 380;
var corners = [{
x: borderOffset,
y: borderOffset
}, {
x: 2048 - borderOffset,
y: borderOffset
}, {
x: borderOffset,
y: 2732 - borderOffset
}, {
x: 2048 - borderOffset,
y: 2732 - borderOffset
}];
function log() {
if (isDebug) {
console.log.apply(console, arguments);
}
}
function initializeGame() {
// Create containers
backgroundContainer = new Container();
middlegroundContainer = new Container();
foregroundContainer = new Container();
// Add containers to game
game.addChild(backgroundContainer);
game.addChild(middlegroundContainer);
game.addChild(foregroundContainer);
// Initialize background
var background = LK.getAsset('background', {
anchorX: 0.5,
anchorY: 0.5
});
background.x = 2048 / 2;
background.y = 2732 / 2;
backgroundContainer.addChild(background);
// Initialize knight
knight = new Knight();
knight.x = 2048 / 2;
knight.y = 2732 / 2;
middlegroundContainer.addChild(knight);
// Initialize target
target = new Target();
target.x = knight.x;
target.y = knight.y;
foregroundContainer.addChild(target);
// Initialize sound
runSoundInterval = LK.setInterval(playRunSound, 350);
droneManager = new DroneManager();
LK.setTimeout(function () {
gameStarted = true;
droneManager.start();
}, 1000);
}
function playRunSound() {
if (knight.isMoving) {
LK.getSound('knight-run').play();
}
}
game.down = function (x, y, obj) {
var game_position = game.toLocal(obj.global);
target.x = game_position.x;
target.y = game_position.y;
};
game.update = function () {
var dx = target.x - knight.x;
var dy = target.y - knight.y;
var distance = Math.sqrt(dx * dx + dy * dy);
var distanceThreshold = 8; // Define a threshold to avoid small movements
var directionThreshold = 5; // Define a threshold for direction changes to avoid shaking
if (distance > distanceThreshold) {
// Set knight to moving state if not already moving
if (!knight.isMoving) {
knight.isMoving = true;
knight.switchAsset(knight.lastDirection || 'down'); // Update asset to running animation
}
// Determine the primary direction based on the larger component (dx or dy)
if (Math.abs(dx) > Math.abs(dy) + directionThreshold) {
// Horizontal movement dominates
if (dx > 0) {
if (dy > directionThreshold) {
knight.moveToDirection('down-right');
} else if (dy < -directionThreshold) {
knight.moveToDirection('up-right');
} else {
knight.moveToDirection('right');
}
} else {
if (dy > directionThreshold) {
knight.moveToDirection('down-left');
} else if (dy < -directionThreshold) {
knight.moveToDirection('up-left');
} else {
knight.moveToDirection('left');
}
}
} else if (Math.abs(dy) > Math.abs(dx) + directionThreshold) {
// Vertical movement dominates
if (dy > 0) {
if (dx > directionThreshold) {
knight.moveToDirection('down-right');
} else if (dx < -directionThreshold) {
knight.moveToDirection('down-left');
} else {
knight.moveToDirection('down');
}
} else {
if (dx > directionThreshold) {
knight.moveToDirection('up-right');
} else if (dx < -directionThreshold) {
knight.moveToDirection('up-left');
} else {
knight.moveToDirection('up');
}
}
} else {
// The difference between dx and dy is small, use diagonal movement
if (dx > 0 && dy > 0) {
knight.moveToDirection('down-right');
} else if (dx > 0 && dy < 0) {
knight.moveToDirection('up-right');
} else if (dx < 0 && dy > 0) {
knight.moveToDirection('down-left');
} else if (dx < 0 && dy < 0) {
knight.moveToDirection('up-left');
}
}
} else {
// Set knight to idle state if currently moving
if (knight.isMoving) {
knight.isMoving = false;
knight.switchAsset(knight.lastDirection || 'down'); // Update asset to idle animation
}
}
// Update knight animation
knight.updateAnimation();
};
initializeGame();