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pothole spawning position should randomly be between the bottom of the screen ad 1/4 up
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pothole swarming still isn't right, it should spawn at random intervals and at random scale
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change the pothole spawning point, potholes should spawn randomly from the bottom of the screen to their current spawning point
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the potholes should no longer harm the player
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treasure, treasure2 and treasure3 should different spawn chances, treasure should be common, treasure2 should be less common and treasure 3 should be rare
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each treasure should have a different value, treasure should be lowest value, treasure 2 should be double of treasure, and treasure3 should be triple treasure
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ensure the bullets are destroyed after hitting the first enemy of any type
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fix the bullets so they kill one enemy at a time
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can you loop a background soundtrack to play all the time at lower volume
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play sound when collecting treasure
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play sound when collecting powerups
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when player dies play sound
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when bullet hits enemy play sound
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when gun is fired play sound
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'destroy')' in or related to this line: 'powerUps[i].destroy();' Line Number: 430
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If the power up is powerUp2, give the hero a gun, If the power up is powerUp3, make the hero immune, If the power up is powerUp, destroy all enemies and the powerup, flash screen red and play explosion sound.
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powerUp is a bomb. it destroys all enemies on the screen when collected
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make the game container background blue
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move the character class to the front of the container, so it is always on top
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tint the trees 008000
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trees should always appear behind player
/**** * Classes ****/ // Bullet class var Bullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 50; self.update = function () { self.x += self.speed; if (self.x > 2048 + 50) { self.destroy(); } }; }); // Clouds class var Clouds = Container.expand(function () { var self = Container.call(this); var cloudsGraphics = self.attachAsset('clouds', { anchorX: 0.5, anchorY: 0.5 }); self.speed = -0.5; self.scale.set(1 + Math.random()); // Randomize scale up to 2x self.y = Math.random() * (2732 / 3); // Limit placement to upper 1/3 of screen self.update = function () { self.x += self.speed; if (self.x < -self.width) { self.x = 2048 + self.width; self.scale.set(1 + Math.random()); // Randomize scale again when repositioned self.y = Math.random() * (2732 / 3); // Randomize y position again when repositioned } }; }); // Enemy class var Enemy = Container.expand(function () { var self = Container.call(this); var enemyType = Math.floor(Math.random() * 3); if (enemyType == 0) { var enemyGraphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5 }); self.speed = -5; } else if (enemyType == 1) { var enemyGraphics = self.attachAsset('enemy2', { anchorX: 0.5, anchorY: 0.5 }); self.speed = -7; } else { var enemyGraphics = self.attachAsset('enemy3', { anchorX: 0.5, anchorY: 0.5 }); self.speed = -10; } self.update = function () { self.x += self.speed; if (self.x < -50) { self.destroy(); } }; }); //<Assets used in the game will automatically appear here> // Hero class var Hero = Container.expand(function () { var self = Container.call(this); var heroGraphics = self.attachAsset('hero', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 5; self.jumpPower = -20; self.isJumping = false; self.isFalling = false; // Track if the hero is coming down from a jump self.isImmune = false; // Track if the hero is immune self.hasGun = false; // Track if the hero has a gun self.bullets = 0; // Track the number of bullets the hero has self.update = function () { if (self.isJumping) { self.y += self.jumpPower; self.jumpPower += 0.4; // Adjust gravity effect if (self.y >= 2732 * 2 / 3 - self.height) { // Ground level self.y = 2732 * 2 / 3 - self.height; self.isJumping = false; self.isFalling = false; // The hero is no longer falling self.jumpPower = -20; // Adjust jump power } else if (self.jumpPower > 0) { self.isFalling = true; // The hero is falling } } }; self.jump = function () { if (!self.isJumping) { self.isJumping = true; } }; self.makeImmune = function () { self.isImmune = true; LK.setTimeout(function () { self.isImmune = false; }, 3000); // Make the hero immune for 3 seconds }; self.giveGun = function () { self.hasGun = true; self.bullets = 10; }; }); // Pothole class var Pothole = Container.expand(function () { var self = Container.call(this); var potholeGraphics = self.attachAsset('pothole', { anchorX: 0.5, anchorY: 0.5, color: 0x8B4513 // Brown color }); self.update = function () { self.x -= 3; if (self.x < -50) { self.destroy(); } }; }); // PowerUp class var PowerUp = Container.expand(function () { var self = Container.call(this); var powerUpType = Math.floor(Math.random() * 3); if (powerUpType == 0) { var powerUpGraphics = self.attachAsset('powerUp', { anchorX: 0.5, anchorY: 0.5 }); self.value = 50; } else if (powerUpType == 1) { var powerUpGraphics = self.attachAsset('powerUp2', { anchorX: 0.5, anchorY: 0.5 }); self.value = 100; } else { var powerUpGraphics = self.attachAsset('powerUp3', { anchorX: 0.5, anchorY: 0.5 }); self.value = 150; } self.update = function () { self.x -= 5; if (self.x < -50) { self.destroy(); } }; }); // PowerUpTimer class var PowerUpTimer = Container.expand(function () { var self = Container.call(this); var timerBarGraphics = self.attachAsset('timerBar', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { if (self.width > 0) { self.width -= 1; } else { self.destroy(); } }; }); // Sky class var Sky = Container.expand(function () { var self = Container.call(this); var skyGraphics = self.attachAsset('sky', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { // Sky movement logic (if any) }; }); // Treasure class var Treasure = Container.expand(function () { var self = Container.call(this); var treasureType = Math.floor(Math.random() * 3); if (treasureType == 0) { var treasureGraphics = self.attachAsset('treasure', { anchorX: 0.5, anchorY: 0.5 }); self.value = 10; } else if (treasureType == 1) { var treasureGraphics = self.attachAsset('treasure2', { anchorX: 0.5, anchorY: 0.5 }); self.value = 20; } else { var treasureGraphics = self.attachAsset('treasure3', { anchorX: 0.5, anchorY: 0.5 }); self.value = 30; } self.update = function () { self.x -= 5; if (self.x < -50) { self.destroy(); } }; }); // Trees class var Trees = Container.expand(function () { var self = Container.call(this); var treesGraphics = self.attachAsset('trees', { anchorX: 0.5, anchorY: 1.0 // Base of tree should be above ground level }); self.tint = 0x008000; self.speed = -5; self.scale.set(0.5 + Math.random()); // Randomize scale from 0.5 to 1.5 self.y = 2732 * 2 / 3 - (200 + Math.random() * 100); // Position the base of the tree above ground level self.update = function () { self.x += self.speed; if (self.x < -self.width) { self.x = 2048 + self.width; self.scale.set(0.5 + Math.random()); // Randomize scale again when repositioned } }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x0000FF //Init game with blue background }); /**** * Game Code ****/ // Play background music in a loop LK.getSound('backgroundMusic').play(); function spawnCloud() { if (game.children.filter(function (child) { return child instanceof Clouds; }).length < 3) { var cloud = new Clouds(); cloud.x = 2048 + cloud.width; game.addChild(cloud); } } var sky = game.addChild(new Sky()); sky.x = 2048 / 2; sky.y = 2732 / 2; var trees = game.addChild(new Trees()); var clouds = game.addChild(new Clouds()); clouds.x = 0; clouds.y = 2732 / 4; var ground = game.addChild(LK.getAsset('ground', { x: 0, y: 2732 * 2 / 3 - 120 })); var hero = new Hero(); hero.x = 200; hero.y = 2732 * 2 / 3 - hero.height - 10; game.addChild(hero); var enemies = []; var potholes = []; var treasures = []; var powerUps = []; var scoreTxt = new Text2('0', { size: 150, fill: "#ffffff" }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); var score = 0; function spawnEnemy() { var enemy = new Enemy(); enemy.x = 2048; enemy.y = 2732 * 2 / 3 - enemy.height - 10; enemies.push(enemy); game.addChild(enemy); } function spawnPothole() { var pothole = new Pothole(); pothole.x = 2048; pothole.y = 2732 * 2 / 3 - pothole.height; // Move the potholes up to the grassline potholes.push(pothole); game.addChild(pothole); } function spawnTreasure() { var treasure = new Treasure(); treasure.x = 2048; treasure.y = 2732 * 2 / 3 - treasure.height - 350; // Increase the spawn height of treasures treasures.push(treasure); game.addChild(treasure); } function spawnPowerUp() { var powerUp = new PowerUp(); powerUp.x = 2048; powerUp.y = 2732 * 2 / 3 - powerUp.height - 300; // Increase the spawn height of power-ups powerUps.push(powerUp); game.addChild(powerUp); } game.down = function (x, y, obj) { if (hero.hasGun && hero.bullets > 0) { // Fire a bullet var bullet = new Bullet(); bullet.x = hero.x; bullet.y = hero.y; game.addChild(bullet); hero.bullets--; // Play gunfire sound LK.getSound('shoot').play(); if (hero.bullets == 0) { hero.hasGun = false; } } else { hero.jump(); } }; game.update = function () { hero.update(); game.removeChild(hero); game.addChild(hero); sky.update(); trees.update(); if (LK.ticks % 180 == 0) { var tree = new Trees(); tree.x = 2048 + tree.width; game.addChild(tree); } clouds.update(); for (var i = enemies.length - 1; i >= 0; i--) { enemies[i].update(); if (hero.intersects(enemies[i])) { if (hero.isFalling) { // The hero kills the enemy if it is falling enemies[i].destroy(); enemies.splice(i, 1); } else if (!hero.isImmune) { // The hero dies if it is not falling and not immune LK.effects.flashScreen(0xff0000, 1000); LK.getSound('playerDeath').play(); LK.showGameOver(); } } // Check for bullet collision with enemies for (var j = game.children.length - 1; j >= 0; j--) { if (game.children[j] instanceof Bullet) { if (enemies[i].intersects(game.children[j])) { // Destroy the enemy and the bullet enemies[i].destroy(); enemies.splice(i, 1); if (game.children[j]) { game.children[j].destroy(); } // Play explosion sound when bullet hits enemy LK.getSound('explosion').play(); break; // Ensure only one enemy is killed per bullet } } } } for (var i = game.children.length - 1; i >= 0; i--) { if (game.children[i] instanceof Pothole) { game.children[i].update(); if (hero.intersects(game.children[i])) { LK.effects.flashScreen(0xff0000, 1000); LK.getSound('playerDeath').play(); LK.showGameOver(); } } } for (var i = treasures.length - 1; i >= 0; i--) { treasures[i].update(); if (hero.intersects(treasures[i])) { score += 10; scoreTxt.setText(score); LK.getSound('treasureCollect').play(); treasures[i].destroy(); treasures.splice(i, 1); } } for (var i = powerUps.length - 1; i >= 0; i--) { powerUps[i].update(); if (hero.intersects(powerUps[i])) { var powerUpTimer = new PowerUpTimer(); powerUpTimer.x = 2048 * (i + 1) / (powerUps.length + 1); powerUpTimer.y = 50; game.addChild(powerUpTimer); LK.getSound('powerUpCollect').play(); if (powerUps[i].value == 150) { // If the power up is powerUp3, make the hero immune hero.makeImmune(); } else if (powerUps[i].value == 100) { // If the power up is powerUp2, give the hero a gun hero.giveGun(); } else { // If the power up is powerUp, destroy all enemies and the powerup, flash screen red and play explosion sound for (var j = enemies.length - 1; j >= 0; j--) { enemies[j].destroy(); enemies.splice(j, 1); } LK.effects.flashScreen(0xff0000, 100); LK.getSound('explosion').play(); powerUps[i].destroy(); powerUps.splice(i, 1); score += 50; scoreTxt.setText(score); } if (powerUps[i]) { powerUps[i].destroy(); powerUps.splice(i, 1); } } } if (LK.ticks % 60 == 0) { spawnEnemy(); } if (LK.ticks % 120 == 0) { var pothole = new Pothole(); pothole.x = 2048; pothole.y = 2732 - pothole.height; game.addChild(pothole); } if (LK.ticks % 180 == 0) { spawnTreasure(); } if (LK.ticks % 240 == 0) { spawnPowerUp(); } if (LK.ticks % 300 == 0) { spawnCloud(); } };
===================================================================
--- original.js
+++ change.js
@@ -361,12 +361,11 @@
game.children[j].destroy();
}
// Play explosion sound when bullet hits enemy
LK.getSound('explosion').play();
- break;
+ break; // Ensure only one enemy is killed per bullet
}
}
- break; // Ensure only one enemy is killed per bullet
}
}
for (var i = game.children.length - 1; i >= 0; i--) {
if (game.children[i] instanceof Pothole) {
toy gun. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
cartoon bullet, sideways, flying right, with empty background. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
suit of armour, no background. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
gold coin. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
cartoon bomb, no shadow, no background. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
gold bar. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
treasure chest. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
cloud in bright blue sky.
bright blue sky over a grassy meadow.
dark green tree, plain background. Single Game Texture. In-Game asset. 2d. Blank background. No shadows.
a tall thin bunch of grass. Single Game Texture. In-Game asset. 2d. Blank background. No shadows.