User prompt
Please fix the bug: 'Uncaught TypeError: setTimeout is not a function' in or related to this line: 'setTimeout(syncKnobToNull, 100);' Line Number: 291
User prompt
make a slide bar to conroll null
User prompt
move null player down more
User prompt
make it so the player can only move left and right
User prompt
revert it to the original game
User prompt
do endless mode but make it a option at the begining
Code edit (1 edits merged)
Please save this source code
User prompt
Null Is The Way
Initial prompt
null is the way
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Fragment: Collectible fragments var Fragment = Container.expand(function () { var self = Container.call(this); var frag = self.attachAsset('fragment', { anchorX: 0.5, anchorY: 0.5, alpha: 0.7 }); // Animate scale for a subtle pulse function pulseUp() { tween(frag, { scaleX: 1.2, scaleY: 1.2 }, { duration: 600, easing: tween.sineInOut, onFinish: pulseDown }); } function pulseDown() { tween(frag, { scaleX: 1.0, scaleY: 1.0 }, { duration: 600, easing: tween.sineInOut, onFinish: pulseUp }); } frag.scaleX = frag.scaleY = 1.0; pulseUp(); // Movement speed (downward) self.speedY = 6; // For collision self.radius = frag.width * 0.5; self.update = function () { self.y += self.speedY; }; return self; }); // NullEntity: The player-controlled "null" entity. var NullEntity = Container.expand(function () { var self = Container.call(this); var entity = self.attachAsset('nullEntity', { anchorX: 0.5, anchorY: 0.5, alpha: 0.18 }); // Add a subtle glow effect by animating alpha tween(entity, { alpha: 0.32 }, { duration: 1200, easing: tween.sineInOut, onFinish: function onFinish() { tween(entity, { alpha: 0.18 }, { duration: 1200, easing: tween.sineInOut, onFinish: function onFinish() { // Loop tween(entity, { alpha: 0.32 }, { duration: 1200, easing: tween.sineInOut, onFinish: arguments.callee }); } }); } }); // For collision, use self's position and size self.radius = entity.width * 0.5; // No update needed; movement is handled by drag/tap return self; }); // Obstacle: Abstract void obstacles to avoid var Obstacle = Container.expand(function () { var self = Container.call(this); var obs = self.attachAsset('obstacle', { anchorX: 0.5, anchorY: 0.5, alpha: 0.32 }); // Randomize rotation for abstractness obs.rotation = (Math.random() - 0.5) * 0.7; // Movement speed (downward) self.speedY = 7 + Math.random() * 3; // For collision self.width = obs.width; self.height = obs.height; self.update = function () { self.y += self.speedY; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x111111 // Deep void }); /**** * Game Code ****/ // --- Game State --- /* We use minimalist shapes for the "null" entity, obstacles, and collectible fragments. - nullEntity: a faint ellipse, representing the player. - obstacle: a semi-transparent box, representing void obstacles. - fragment: a small glowing ellipse, representing fragments to collect. - messageBg: a translucent box for cryptic message popups. */ var nullEntity = new NullEntity(); game.addChild(nullEntity); // Start position: center horizontally, 90% down vertically nullEntity.x = 2048 / 2; nullEntity.y = 2732 * 0.9; // Arrays for obstacles and fragments var obstacles = []; var fragments = []; // Level and progress var level = 1; var fragmentsCollected = 0; var fragmentsToNext = 5; var showingMessage = false; // Cryptic messages for fragments var messages = ["Nothing is the beginning of everything.", "In emptiness, potential awaits.", "Absence shapes the void.", "Meaning emerges from nothing.", "The null is not empty, but full of possibility."]; // --- GUI: Progress Display --- var progressTxt = new Text2('Fragments: 0/5', { size: 90, fill: 0xCCCCCC }); progressTxt.anchor.set(0.5, 0); LK.gui.top.addChild(progressTxt); // --- Message Popup --- var messageContainer = new Container(); var messageBg = LK.getAsset('messageBg', { anchorX: 0.5, anchorY: 0.5, alpha: 0.82 }); messageContainer.addChild(messageBg); var messageTxt = new Text2('', { size: 70, fill: 0xE0E0E0, align: "center", wordWrap: true, wordWrapWidth: 800 }); messageTxt.anchor.set(0.5, 0.5); messageTxt.x = 0; messageTxt.y = 0; messageContainer.addChild(messageTxt); messageContainer.visible = false; messageContainer.x = 2048 / 2; messageContainer.y = 2732 / 2; game.addChild(messageContainer); // --- Slide Bar Controls --- // Slide bar dimensions and position var slideBarWidth = 1200; var slideBarHeight = 60; var slideBarY = 2732 - 220; var slideBarX = (2048 - slideBarWidth) / 2; // Create slide bar background var slideBarBg = LK.getAsset('messageBg', { width: slideBarWidth, height: slideBarHeight, anchorX: 0, anchorY: 0.5, alpha: 0.32 }); slideBarBg.x = slideBarX; slideBarBg.y = slideBarY; // Create slide knob var knobRadius = 70; var slideKnob = LK.getAsset('nullEntity', { width: knobRadius * 2, height: knobRadius * 2, anchorX: 0.5, anchorY: 0.5, alpha: 0.22 }); slideKnob.x = slideBarX + slideBarWidth / 2; slideKnob.y = slideBarY + slideBarHeight / 2; // Add to game game.addChild(slideBarBg); game.addChild(slideKnob); // Helper: Clamp nullEntity inside game bounds (with margin) function clampNullEntity() { var margin = 80; var r = nullEntity.radius; if (nullEntity.x < margin + r) nullEntity.x = margin + r; if (nullEntity.x > 2048 - margin - r) nullEntity.x = 2048 - margin - r; if (nullEntity.y < margin + r) nullEntity.y = margin + r; if (nullEntity.y > 2732 - margin - r) nullEntity.y = 2732 - margin - r; } // --- Slide Bar Event Handlers --- var sliding = false; function slideBarContains(x, y) { return x >= slideBarX && x <= slideBarX + slideBarWidth && y >= slideBarY && y <= slideBarY + slideBarHeight; } function updateNullFromSlider(x) { // Clamp x to bar var px = Math.max(slideBarX, Math.min(x, slideBarX + slideBarWidth)); // Map to game X range (with margin) var margin = 80 + nullEntity.radius; var minX = margin; var maxX = 2048 - margin; var t = (px - slideBarX) / slideBarWidth; nullEntity.x = minX + t * (maxX - minX); clampNullEntity(); // Move knob slideKnob.x = px; } game.move = function (x, y, obj) { if (showingMessage) return; if (sliding) { updateNullFromSlider(x); } }; game.down = function (x, y, obj) { if (showingMessage) { // Hide message on tap messageContainer.visible = false; showingMessage = false; return; } // Start sliding if touch is on slide bar if (slideBarContains(x, y)) { sliding = true; updateNullFromSlider(x); return; } }; game.up = function (x, y, obj) { sliding = false; }; // Sync knob to nullEntity X at start and after level/message function syncKnobToNull() { var margin = 80 + nullEntity.radius; var minX = margin; var maxX = 2048 - margin; var t = (nullEntity.x - minX) / (maxX - minX); slideKnob.x = slideBarX + t * slideBarWidth; } // Initial sync syncKnobToNull(); // Also call syncKnobToNull after level up and after message is hidden var _oldNextLevel = nextLevel; nextLevel = function nextLevel() { _oldNextLevel(); // After message, sync knob setTimeout(syncKnobToNull, 100); }; var _oldMessageHide = game.down; game.down = function (x, y, obj) { if (showingMessage) { messageContainer.visible = false; showingMessage = false; setTimeout(syncKnobToNull, 100); return; } if (slideBarContains(x, y)) { sliding = true; updateNullFromSlider(x); return; } }; // --- Collision Helpers --- function circleRectIntersect(cx, cy, cr, rx, ry, rw, rh) { // Find closest point to circle within rectangle var closestX = Math.max(rx - rw / 2, Math.min(cx, rx + rw / 2)); var closestY = Math.max(ry - rh / 2, Math.min(cy, ry + rh / 2)); var dx = cx - closestX; var dy = cy - closestY; return dx * dx + dy * dy < cr * cr; } function circleCircleIntersect(x1, y1, r1, x2, y2, r2) { var dx = x1 - x2; var dy = y1 - y2; var distSq = dx * dx + dy * dy; var rSum = r1 + r2; return distSq < rSum * rSum; } // --- Spawning Obstacles and Fragments --- var obstacleTimer = 0; var fragmentTimer = 0; function spawnObstacle() { var obs = new Obstacle(); obs.x = 200 + Math.random() * (2048 - 400); obs.y = -80; obstacles.push(obs); game.addChild(obs); } function spawnFragment() { var frag = new Fragment(); frag.x = 200 + Math.random() * (2048 - 400); frag.y = -60; fragments.push(frag); game.addChild(frag); } // --- Level Progression --- function nextLevel() { level += 1; fragmentsCollected = 0; fragmentsToNext = 5 + level * 2; progressTxt.setText('Fragments: 0/' + fragmentsToNext); // Show cryptic message var msg = messages[(level - 2) % messages.length] || "The void deepens."; messageTxt.setText(msg); messageContainer.visible = true; showingMessage = true; // Increase difficulty: spawn rates obstacleTimer = 0; fragmentTimer = 0; } // --- Game Update Loop --- game.update = function () { if (showingMessage) return; // Spawn obstacles obstacleTimer++; var obsInterval = Math.max(38 - level * 2, 16); if (obstacleTimer >= obsInterval) { spawnObstacle(); obstacleTimer = 0; } // Spawn fragments fragmentTimer++; var fragInterval = Math.max(120 - level * 8, 40); if (fragmentTimer >= fragInterval) { spawnFragment(); fragmentTimer = 0; } // Update obstacles for (var i = obstacles.length - 1; i >= 0; i--) { var obs = obstacles[i]; obs.update(); // Remove if off screen if (obs.y - obs.height / 2 > 2732 + 100) { obs.destroy(); obstacles.splice(i, 1); continue; } // Collision with nullEntity if (circleRectIntersect(nullEntity.x, nullEntity.y, nullEntity.radius * 0.8, obs.x, obs.y, obs.width, obs.height)) { // Flash and game over LK.effects.flashScreen(0xffffff, 900); LK.showGameOver(); return; } } // Update fragments for (var j = fragments.length - 1; j >= 0; j--) { var frag = fragments[j]; frag.update(); // Remove if off screen if (frag.y - frag.radius > 2732 + 80) { frag.destroy(); fragments.splice(j, 1); continue; } // Collision with nullEntity if (circleCircleIntersect(nullEntity.x, nullEntity.y, nullEntity.radius * 0.8, frag.x, frag.y, frag.radius)) { // Collect fragment fragmentsCollected += 1; progressTxt.setText('Fragments: ' + fragmentsCollected + '/' + fragmentsToNext); // Subtle flash LK.effects.flashObject(nullEntity, 0x8ecae6, 400); frag.destroy(); fragments.splice(j, 1); // Level up if (fragmentsCollected >= fragmentsToNext) { nextLevel(); } continue; } } }; // --- Initial Progress Text --- progressTxt.setText('Fragments: 0/' + fragmentsToNext); // --- Initial Message (Level 1) --- messageTxt.setText("Guide the null. Collect fragments. Avoid the void."); messageContainer.visible = true; showingMessage = true;
===================================================================
--- original.js
+++ change.js
@@ -167,12 +167,38 @@
messageContainer.visible = false;
messageContainer.x = 2048 / 2;
messageContainer.y = 2732 / 2;
game.addChild(messageContainer);
-// --- Drag/Touch Controls ---
-var dragActive = false;
-var dragOffsetX = 0;
-var dragOffsetY = 0;
+// --- Slide Bar Controls ---
+// Slide bar dimensions and position
+var slideBarWidth = 1200;
+var slideBarHeight = 60;
+var slideBarY = 2732 - 220;
+var slideBarX = (2048 - slideBarWidth) / 2;
+// Create slide bar background
+var slideBarBg = LK.getAsset('messageBg', {
+ width: slideBarWidth,
+ height: slideBarHeight,
+ anchorX: 0,
+ anchorY: 0.5,
+ alpha: 0.32
+});
+slideBarBg.x = slideBarX;
+slideBarBg.y = slideBarY;
+// Create slide knob
+var knobRadius = 70;
+var slideKnob = LK.getAsset('nullEntity', {
+ width: knobRadius * 2,
+ height: knobRadius * 2,
+ anchorX: 0.5,
+ anchorY: 0.5,
+ alpha: 0.22
+});
+slideKnob.x = slideBarX + slideBarWidth / 2;
+slideKnob.y = slideBarY + slideBarHeight / 2;
+// Add to game
+game.addChild(slideBarBg);
+game.addChild(slideKnob);
// Helper: Clamp nullEntity inside game bounds (with margin)
function clampNullEntity() {
var margin = 80;
var r = nullEntity.radius;
@@ -180,38 +206,80 @@
if (nullEntity.x > 2048 - margin - r) nullEntity.x = 2048 - margin - r;
if (nullEntity.y < margin + r) nullEntity.y = margin + r;
if (nullEntity.y > 2732 - margin - r) nullEntity.y = 2732 - margin - r;
}
-// --- Event Handlers ---
-function handleMove(x, y, obj) {
- if (showingMessage) return; // Pause movement when message is shown
- if (dragActive) {
- nullEntity.x = x - dragOffsetX;
- // nullEntity.y is not changed, so player can only move left/right
- clampNullEntity();
- }
+// --- Slide Bar Event Handlers ---
+var sliding = false;
+function slideBarContains(x, y) {
+ return x >= slideBarX && x <= slideBarX + slideBarWidth && y >= slideBarY && y <= slideBarY + slideBarHeight;
}
-game.move = handleMove;
+function updateNullFromSlider(x) {
+ // Clamp x to bar
+ var px = Math.max(slideBarX, Math.min(x, slideBarX + slideBarWidth));
+ // Map to game X range (with margin)
+ var margin = 80 + nullEntity.radius;
+ var minX = margin;
+ var maxX = 2048 - margin;
+ var t = (px - slideBarX) / slideBarWidth;
+ nullEntity.x = minX + t * (maxX - minX);
+ clampNullEntity();
+ // Move knob
+ slideKnob.x = px;
+}
+game.move = function (x, y, obj) {
+ if (showingMessage) return;
+ if (sliding) {
+ updateNullFromSlider(x);
+ }
+};
game.down = function (x, y, obj) {
if (showingMessage) {
// Hide message on tap
messageContainer.visible = false;
showingMessage = false;
return;
}
- // Start drag if touch is near nullEntity
- var dx = x - nullEntity.x;
- var dy = y - nullEntity.y;
- var dist = Math.sqrt(dx * dx + dy * dy);
- if (dist < nullEntity.radius * 1.2) {
- dragActive = true;
- dragOffsetX = x - nullEntity.x;
- // Only set X offset, ignore Y for vertical movement restriction
+ // Start sliding if touch is on slide bar
+ if (slideBarContains(x, y)) {
+ sliding = true;
+ updateNullFromSlider(x);
+ return;
}
};
game.up = function (x, y, obj) {
- dragActive = false;
+ sliding = false;
};
+// Sync knob to nullEntity X at start and after level/message
+function syncKnobToNull() {
+ var margin = 80 + nullEntity.radius;
+ var minX = margin;
+ var maxX = 2048 - margin;
+ var t = (nullEntity.x - minX) / (maxX - minX);
+ slideKnob.x = slideBarX + t * slideBarWidth;
+}
+// Initial sync
+syncKnobToNull();
+// Also call syncKnobToNull after level up and after message is hidden
+var _oldNextLevel = nextLevel;
+nextLevel = function nextLevel() {
+ _oldNextLevel();
+ // After message, sync knob
+ setTimeout(syncKnobToNull, 100);
+};
+var _oldMessageHide = game.down;
+game.down = function (x, y, obj) {
+ if (showingMessage) {
+ messageContainer.visible = false;
+ showingMessage = false;
+ setTimeout(syncKnobToNull, 100);
+ return;
+ }
+ if (slideBarContains(x, y)) {
+ sliding = true;
+ updateNullFromSlider(x);
+ return;
+ }
+};
// --- Collision Helpers ---
function circleRectIntersect(cx, cy, cr, rx, ry, rw, rh) {
// Find closest point to circle within rectangle
var closestX = Math.max(rx - rw / 2, Math.min(cx, rx + rw / 2));