User prompt
Please fix the bug: 'ReferenceError: camera is not defined' in or related to this line: 'camera.setView(cameraOffsetX, cameraOffsetY, game.width, game.height);' Line Number: 135
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'lerp')' in or related to this line: 'cameraOffsetX = LK.Math.lerp(cameraOffsetX, targetX + swayOffsetX, 0.1);' Line Number: 129
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'now')' in or related to this line: 'var swayOffsetX = Math.sin(performance.now() / 500) * 20; // Adjust 20 for more/less sway' Line Number: 127
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'isKeyDown')' in or related to this line: 'if (LK.Input.isKeyDown(LK.Input.KEY_W)) {' Line Number: 22
User prompt
Please fix the bug: 'game.getCamera is not a function' in or related to this line: 'var camera = game.getCamera();' Line Number: 76
Code edit (1 edits merged)
Please save this source code
User prompt
Please fix the bug: 'Explorer is not defined' in or related to this line: 'var explorer = game.addChild(new Explorer());' Line Number: 81
User prompt
Please fix the bug: 'game.getCamera is not a function' in or related to this line: 'var camera = game.getCamera();' Line Number: 49
Code edit (1 edits merged)
Please save this source code
Initial prompt
Psychedelic Shroom Havoc
/**** 
* Classes
****/ 
// Class for the Explorer
var Explorer = Container.expand(function () {
	var self = Container.call(this);
	var explorerGraphics = self.attachAsset('explorer', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.speed = 5;
	self.update = function () {
		// Logic for explorer movement using A, S, D, W keys
		if (LK.Input.isKeyDown(LK.Input.KEY_W)) {
			self.y -= self.speed;
		}
		if (LK.Input.isKeyDown(LK.Input.KEY_S)) {
			self.y += self.speed;
		}
		if (LK.Input.isKeyDown(LK.Input.KEY_A)) {
			self.x -= self.speed;
		}
		if (LK.Input.isKeyDown(LK.Input.KEY_D)) {
			self.x += self.speed;
		}
	};
});
// Class for obstacles
var Obstacle = Container.expand(function () {
	var self = Container.call(this);
	var obstacleGraphics = self.attachAsset('obstacle', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.update = function () {
		// Logic for obstacle behavior
	};
});
// Class for the Psychedelic Shroom Monsters
var ShroomMonster = Container.expand(function () {
	var self = Container.call(this);
	var monsterGraphics = self.attachAsset('shroomMonster', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.appearDisappear = function () {
		// Logic for appearing and disappearing with special effects
	};
	self.update = function () {
		// Logic for monster behavior
	};
});
/**** 
* Initialize Game
****/ 
var game = new LK.Game({
	backgroundColor: 0x000000 // Init game with black background 
});
/**** 
* Game Code
****/ 
// Initialize game elements
var explorer = game.addChild(new Explorer());
explorer.x = 2048 / 2;
explorer.y = 2732 - 200;
var camera = game.getCamera();
var cameraOffsetX = 0;
var cameraOffsetY = 0;
var monsters = [];
var obstacles = [];
// Function to create monsters
function createMonster() {
	var monster = new ShroomMonster();
	monster.x = Math.random() * 2048;
	monster.y = Math.random() * 1000;
	monsters.push(monster);
	game.addChild(monster);
}
// Function to create obstacles
function createObstacle() {
	var obstacle = new Obstacle();
	obstacle.x = Math.random() * 2048;
	obstacle.y = Math.random() * 1000;
	obstacles.push(obstacle);
	game.addChild(obstacle);
}
// Create initial monsters and obstacles
for (var i = 0; i < 5; i++) {
	createMonster();
	createObstacle();
}
// Handle game updates
game.update = function () {
	// Update explorer
	explorer.update();
	// Update monsters
	for (var i = monsters.length - 1; i >= 0; i--) {
		monsters[i].update();
		if (explorer.intersects(monsters[i])) {
			// Handle collision with monster
			LK.effects.flashScreen(0xff0000, 1000);
			LK.showGameOver();
		}
	}
	// Update obstacles
	for (var j = obstacles.length - 1; j >= 0; j--) {
		obstacles[j].update();
		if (explorer.intersects(obstacles[j])) {
			// Handle collision with obstacle
			LK.effects.flashObject(explorer, 0xff0000, 1000);
		}
	}
	// Camera follow with sway effect
	var targetX = explorer.x - game.width / 2;
	var targetY = explorer.y - game.height / 2;
	// Calculate sway offsets
	var swayOffsetX = Math.sin(performance.now() / 500) * 20; // Adjust 20 for more/less sway
	var swayOffsetY = Math.cos(performance.now() / 500) * 20; // Adjust 20 for more/less sway
	cameraOffsetX = LK.Math.lerp(cameraOffsetX, targetX + swayOffsetX, 0.1);
	cameraOffsetY = LK.Math.lerp(cameraOffsetY, targetY + swayOffsetY, 0.1);
	camera.setView(cameraOffsetX, cameraOffsetY, game.width, game.height);
};
// Remove touch events for explorer movement
game.down = null;
game.move = null;
game.up = null; ===================================================================
--- original.js
+++ change.js
@@ -7,10 +7,23 @@
 	var explorerGraphics = self.attachAsset('explorer', {
 		anchorX: 0.5,
 		anchorY: 0.5
 	});
+	self.speed = 5;
 	self.update = function () {
-		// Logic for explorer behavior
+		// Logic for explorer movement using A, S, D, W keys
+		if (LK.Input.isKeyDown(LK.Input.KEY_W)) {
+			self.y -= self.speed;
+		}
+		if (LK.Input.isKeyDown(LK.Input.KEY_S)) {
+			self.y += self.speed;
+		}
+		if (LK.Input.isKeyDown(LK.Input.KEY_A)) {
+			self.x -= self.speed;
+		}
+		if (LK.Input.isKeyDown(LK.Input.KEY_D)) {
+			self.x += self.speed;
+		}
 	};
 });
 // Class for obstacles
 var Obstacle = Container.expand(function () {
@@ -41,50 +54,21 @@
 /**** 
 * Initialize Game
 ****/ 
 var game = new LK.Game({
-	backgroundColor: 0x000000 //Init game with black background 
+	backgroundColor: 0x000000 // Init game with black background 
 });
 
 /**** 
 * Game Code
 ****/ 
 // Initialize game elements
-var cameraOffsetX = 0;
-var cameraOffsetY = 0;
-game.update = function () {
-	// Update explorer
-	explorer.update();
-	// Update monsters
-	for (var i = monsters.length - 1; i >= 0; i--) {
-		monsters[i].update();
-		if (explorer.intersects(monsters[i])) {
-			// Handle collision with monster
-			LK.effects.flashScreen(0xff0000, 1000);
-			LK.showGameOver();
-		}
-	}
-	// Update obstacles
-	for (var j = obstacles.length - 1; j >= 0; j--) {
-		obstacles[j].update();
-		if (explorer.intersects(obstacles[j])) {
-			// Handle collision with obstacle
-			LK.effects.flashObject(explorer, 0xff0000, 1000);
-		}
-	}
-	// Camera follow with sway effect
-	var targetX = explorer.x - game.width / 2;
-	var targetY = explorer.y - game.height / 2;
-	// Calculate sway offsets
-	var swayOffsetX = Math.sin(performance.now() / 500) * 20; // Adjust 20 for more/less sway
-	var swayOffsetY = Math.cos(performance.now() / 500) * 20; // Adjust 20 for more/less sway
-	cameraOffsetX = LK.Math.lerp(cameraOffsetX, targetX + swayOffsetX, 0.1);
-	cameraOffsetY = LK.Math.lerp(cameraOffsetY, targetY + swayOffsetY, 0.1);
-	camera.setView(cameraOffsetX, cameraOffsetY, game.width, game.height);
-};
 var explorer = game.addChild(new Explorer());
 explorer.x = 2048 / 2;
 explorer.y = 2732 - 200;
+var camera = game.getCamera();
+var cameraOffsetX = 0;
+var cameraOffsetY = 0;
 var monsters = [];
 var obstacles = [];
 // Function to create monsters
 function createMonster() {
@@ -127,8 +111,17 @@
 			// Handle collision with obstacle
 			LK.effects.flashObject(explorer, 0xff0000, 1000);
 		}
 	}
+	// Camera follow with sway effect
+	var targetX = explorer.x - game.width / 2;
+	var targetY = explorer.y - game.height / 2;
+	// Calculate sway offsets
+	var swayOffsetX = Math.sin(performance.now() / 500) * 20; // Adjust 20 for more/less sway
+	var swayOffsetY = Math.cos(performance.now() / 500) * 20; // Adjust 20 for more/less sway
+	cameraOffsetX = LK.Math.lerp(cameraOffsetX, targetX + swayOffsetX, 0.1);
+	cameraOffsetY = LK.Math.lerp(cameraOffsetY, targetY + swayOffsetY, 0.1);
+	camera.setView(cameraOffsetX, cameraOffsetY, game.width, game.height);
 };
 // Remove touch events for explorer movement
 game.down = null;
 game.move = null;
 A whimsical fairy girl adorned in vibrant psychedelic colors, seamlessly blending with an array of fantastical mushrooms. Her ethereal form radiates a kaleidoscope of neon hues, creating a mesmerizing aura that dances with every movement. Mushrooms of various shapes and sizes adorn her attire and surroundings, adding an otherworldly charm to her enchanting presence. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
 Emerging from the shadows of a twisted, nightmarish landscape, the Psychedelic Nightmare Mushroom Monster is a creature of both mesmerizing beauty and utter terror. Its grotesque form is a tangled amalgamation of flesh and fungi, with its body covered in pulsating, bioluminescent mushrooms that emit an eerie, shifting spectrum of psychedelic colors. Its head is a nightmarish, oversized mushroom cap, with gnarled, root-like tendrils hanging down, twitching like sentient vines. Hollow, glowing eyes peer out from beneath the cap, radiating an unsettling, otherworldly light that pierces the darkness. A wide, malicious grin stretches across its face, revealing rows of jagged, yellowed teeth that seem to drip with toxic spores. The creature's limbs are elongated and sinewy, ending in twisted, claw-like fingers that dig into the ground with each step. Its movements are erratic, a haunting dance of jerks and spasms, as if it is being controlled by some unseen force. As it prowls through the. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
 Standing proudly in the mystical, otherworldly terrain is the Enchanted Glowing Psychedelic Mushroom Obstacle, a breathtaking marvel that both enthralls and challenges those who encounter it. This colossal mushroom radiates a mesmerizing array of vivid, shifting colors, bathing its surroundings in a surreal, luminescent glow. The cap of the mushroom is adorned with intricate, swirling patterns that pulsate rhythmically, creating a hypnotic dance of light and shadow. Its stalk, tall and sturdy, is covered in delicate, bioluminescent tendrils that sway gently, as if moved by an unseen breeze. These tendrils emit a soothing hum, resonating with an enchanting melody that captivates the senses. The air around the mushroom is filled with a faint, sweet fragrance, mingling with the soft, ethereal glow to create an atmosphere of wonder and magic. As an obstacle, the Enchanted Glowing Psychedelic Mushroom presents a unique challenge: its radiant beauty is both a beacon and a barrier. Adventur. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.