Code edit (4 edits merged)
Please save this source code
User prompt
in updateAttacking, continuously updateRotation to target the knight, don't wait 2000 ms
User prompt
in updateAttacking, continuously updateRotation to target the knight
User prompt
in updateAttacking, updateRotation to target the knight
Code edit (8 edits merged)
Please save this source code
User prompt
log drone init and select target (with log())
Code edit (1 edits merged)
Please save this source code
User prompt
Please fix the bug: 'Timeout.tick error: drone.init is not a function' in or related to this line: 'drone.init();' Line Number: 777
Code edit (2 edits merged)
Please save this source code
User prompt
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
User prompt
Please fix the bug: 'TypeError: Cannot set properties of undefined (setting 'onFinish')' in or related to this line: 'return tween(self, {' Line Number: 468
User prompt
Please fix the bug: 'TypeError: Cannot set properties of undefined (setting 'onFinish')' in or related to this line: 'return tween(self, {' Line Number: 468
User prompt
Please fix the bug: 'TypeError: Cannot set properties of undefined (setting 'onFinish')' in or related to this line: 'return tween(self, {' Line Number: 468
Code edit (3 edits merged)
Please save this source code
User prompt
Please fix the bug: 'TypeError: Cannot read properties of null (reading 'x')' in or related to this line: 'tween(self, {' Line Number: 338
Code edit (1 edits merged)
Please save this source code
User prompt
Please fix the bug: 'TypeError: Cannot read properties of null (reading 'x')' in or related to this line: 'tween(self, {' Line Number: 337
Code edit (8 edits merged)
Please save this source code
User prompt
extract anglediff calculations into a global utility function
Code edit (1 edits merged)
Please save this source code
Code edit (2 edits merged)
Please save this source code
User prompt
when tracking, change drone debugTextto orange too. DON'T USE fill PROPERY but tint
User prompt
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
User prompt
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
User prompt
when tracking, change drone debugText tint to orange too
/**** * 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 // Add debug text to track drone state self.debugText = new Text2(self.state, { style: { fontSize: 50, fill: 0xFFFFFF } }); self.debugText.x = -droneGraphics.width / 2; self.debugText.y = -droneGraphics.height / 2 - 20; self.addChild(self.debugText); 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 () { self.debugText.setText(self.state); // Update debug text with current state 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(); return; } // 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') { self.droneScanLaser.tint = 0xFFA500; // Change tint to orange when tracking self.debugText.style.fill = 0xFFA500; // Change debugText tint to orange when 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();
===================================================================
--- original.js
+++ change.js
@@ -86,10 +86,12 @@
self.speed = 5;
self.state = 'scanning'; // Possible states: scanning, tracking, attacking
// Add debug text to track drone state
self.debugText = new Text2(self.state, {
- size: 50,
- fill: 0xFFFFFF
+ style: {
+ fontSize: 50,
+ fill: 0xFFFFFF
+ }
});
self.debugText.x = -droneGraphics.width / 2;
self.debugText.y = -droneGraphics.height / 2 - 20;
self.addChild(self.debugText);