User prompt
can you make it when you press t you teleport away but only can use that twice
User prompt
can you make the ai 2x slower
User prompt
can you make a way to know were the ai cubes spawn
User prompt
can you slow the ai cube down a little
User prompt
can you make the another cubes move two
User prompt
can you make the ai cubes get faster the more you survive
User prompt
can you make a red spot so i know were the cubes spawn
User prompt
make the ai faster the more the player survives
User prompt
make the player cube die when it touches a ai
User prompt
make the score go up when the player survives
User prompt
add a score
User prompt
the longer you survive more ai cubes spawn
User prompt
when the ai cube touch's the player cube the game resets
User prompt
make the player cube move with the arrow keys
User prompt
Fix Bug: 'Uncaught TypeError: window.addEventListener is not a function' in this line: 'window.addEventListener('keydown', handleKeyDown);' Line Number: 84
Initial prompt
ai test
/**** * Classes ****/ // Score class var Score = Container.expand(function () { var self = Container.call(this); self.scoreValue = 0; var scoreText = new Text2(self.scoreValue.toString(), { size: 150, fill: "#ffffff" }); scoreText.anchor.set(.5, 0); LK.gui.top.addChild(scoreText); self.updateScore = function (value) { self.scoreValue += value; scoreText.setText(self.scoreValue.toString()); }; }); // SpawnMarker class var SpawnMarker = Container.expand(function () { var self = Container.call(this); var markerGraphics = self.createAsset('spawnMarker', 'Spawn Marker', 0.5, 0.5); markerGraphics.tint = 0xff0000; // Color the marker red }); // Player class var Player = Container.expand(function () { var self = Container.call(this); var playerGraphics = self.createAsset('playerCube', 'Player Cube', 0.5, 0.5); self.speed = 5; self.moveUp = function () { self.y -= self.speed; }; self.moveDown = function () { self.y += self.speed; }; self.moveLeft = function () { self.x -= self.speed; }; self.moveRight = function () { self.x += self.speed; }; self.die = function () { LK.effects.flashObject(self, 0xff0000, 1000); LK.showGameOver(); }; }); // AI class var AI = Container.expand(function () { var self = Container.call(this); var aiGraphics = self.createAsset('aiCube', 'AI Cube', 0.5, 0.5); self.speed = 3; self.speedModifier = 0.05; // Speed increases by 0.05 each second self.follow = function (target) { var dx = target.x - self.x; var dy = target.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 1) { self.x += dx / distance * (self.speed + self.speedModifier * Math.floor(LK.ticks / 60)); self.y += dy / distance * (self.speed + self.speedModifier * Math.floor(LK.ticks / 60)); } }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 // Init game with black background }); /**** * Game Code ****/ var score = game.addChild(new Score()); // Initialize player and AI var player = game.addChild(new Player()); player.x = 1024; // Center of the screen horizontally player.y = 1366; // Center of the screen vertically var ai = game.addChild(new AI()); ai.x = 1024; // Start in the center horizontally ai.y = 500; // Start above the player // Handle keyboard input for player movement function handleKeyDown(event) { switch (event.key) { case 'ArrowUp': player.moveUp(); break; case 'ArrowDown': player.moveDown(); break; case 'ArrowLeft': player.moveLeft(); break; case 'ArrowRight': player.moveRight(); break; } } // Add event listener for touch controls function handleTouchMove(obj) { var touchPos = obj.event.getLocalPosition(game); player.x = touchPos.x; player.y = touchPos.y; } game.on('move', handleTouchMove); // Main game loop LK.on('tick', function () { // Increment score based on survival score.updateScore(1); ai.follow(player); if (LK.ticks % 300 == 0) { var spawnX = Math.random() * 2048; var spawnY = Math.random() * 2732; var spawnMarker = new SpawnMarker(); spawnMarker.x = spawnX; spawnMarker.y = spawnY; game.addChild(spawnMarker); LK.setTimeout(function () { spawnMarker.destroy(); }, 1000); // Remove the marker after 1 second var newAI = new AI(); newAI.x = spawnX; newAI.y = spawnY; game.addChild(newAI); } }); // Add keyboard event listener LK.on('keydown', handleKeyDown); // Ensure the player cannot move outside the game boundaries player.update = function () { this.x = Math.max(0, Math.min(this.x, 2048)); this.y = Math.max(0, Math.min(this.y, 2732)); }; // Ensure the AI cannot move outside the game boundaries AI.prototype.update = function () { this.x = Math.max(0, Math.min(this.x, 2048)); this.y = Math.max(0, Math.min(this.y, 2732)); }; // Update entities on each tick and check for collision LK.on('tick', function () { player.update(); var playerCollidedWithAI = game.children.some(function (child) { if (child instanceof AI && player.intersects(child)) { player.die(); return true; } if (child instanceof AI) { child.update(); } return false; }); if (playerCollidedWithAI) { return; } });
===================================================================
--- original.js
+++ change.js
@@ -15,8 +15,14 @@
self.scoreValue += value;
scoreText.setText(self.scoreValue.toString());
};
});
+// SpawnMarker class
+var SpawnMarker = Container.expand(function () {
+ var self = Container.call(this);
+ var markerGraphics = self.createAsset('spawnMarker', 'Spawn Marker', 0.5, 0.5);
+ markerGraphics.tint = 0xff0000; // Color the marker red
+});
// Player class
var Player = Container.expand(function () {
var self = Container.call(this);
var playerGraphics = self.createAsset('playerCube', 'Player Cube', 0.5, 0.5);
@@ -102,11 +108,20 @@
// Increment score based on survival
score.updateScore(1);
ai.follow(player);
if (LK.ticks % 300 == 0) {
+ var spawnX = Math.random() * 2048;
+ var spawnY = Math.random() * 2732;
+ var spawnMarker = new SpawnMarker();
+ spawnMarker.x = spawnX;
+ spawnMarker.y = spawnY;
+ game.addChild(spawnMarker);
+ LK.setTimeout(function () {
+ spawnMarker.destroy();
+ }, 1000); // Remove the marker after 1 second
var newAI = new AI();
- newAI.x = Math.random() * 2048;
- newAI.y = Math.random() * 2732;
+ newAI.x = spawnX;
+ newAI.y = spawnY;
game.addChild(newAI);
}
});
// Add keyboard event listener