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Asteroids cant spwan in a 200 pixel radius from where lander spawns
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Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'length')' in this line: 'for (var i = 0; i < asteroids.length; i++) {' Line Number: 203
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Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'length')' in this line: 'for (var i = 0; i < asteroids.length; i++) {' Line Number: 203
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If lander intersect asteroid then game over
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Create a new asteroid class. Asteroids will spawn from the top of the screen and move diagonaly to the bottom of the screen
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After platform.checklanding(lamder) is true, add a 1 second pause before excuting anything in the if clause
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When lander lands succesfully, stop the game for 1 second, to show the succesfull.land, before next level starts
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On intersection of lander and platform, wait for one second after lander respawn
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When lander lands succesfully leave lander attached to the platform for 1 second on the landing position before starting next level
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Move thruster 20 pixela close to lander
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Move thruster 40 pixels closer to lander
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Move thruster 4 pixels higher
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Thruster should only be displayed when lander isnthrusting
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Thrustee should be displayed 5 pixels below the lander. But it is not a part of the lander object
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Add a new thruster class that is not related to the lander
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Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'intersects')' in this line: 'if (lander.landerGraphics.intersects(self)) {' Line Number: 64
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Lander intersect with platform, not the thruster.
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Thruater should not be considered a part of the lander for interections
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Thruster and platform do not intersect
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Remove collision between platform and thruater
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When lander lands stop moving for half a second
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After lander succesfully lands pause the game for one second. All assets should stop moving. Then evertthing shpuld continue as usual
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Only show thruster when player is thruating
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Move thruster 50 pixela down
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Move thruster 50 pixela down from current lander positiin
/**** * Classes ****/ // Thruster class var Thruster = Container.expand(function () { var self = Container.call(this); var thrusterGraphics = self.createAsset('thruster', 'Thruster', 0.5, 0.5); self.update = function () { // Thruster update code here }; }); // Lander class var Lander = Container.expand(function () { var self = Container.call(this); var landerGraphics = self.createAsset('lander', 'Player Lander', 0.5, 0.5); self.speedX = 0; self.speedY = 0; self.fuel = 1000; self.isThrusting = false; self.isLanding = false; self.update = function () { if (!self.isLanding) { self.x += self.speedX; self.y += self.speedY; if (self.isThrusting && self.fuel > 0) { self.speedY -= 0.2; // Thruster effect self.fuel -= 1; fuelTxt.setText(self.fuel.toString() + ' Fuel'); // Update fuel display } else { self.speedY += 0.05; // Gravity effect } ySpeedTxt.setText('Y Speed: ' + self.speedY.toFixed(2)); // Update Y Speed display } // Update thruster position and visibility thruster.x = self.x; thruster.y = self.y + self.height - 15; // Position thruster 20 pixels closer to the lander thruster.visible = self.isThrusting; }; self.land = function () { self.isLanding = true; levelManager.incrementLevel(); }; self.refuel = function () { self.fuel = 1000; fuelTxt.setText(self.fuel.toString() + ' Fuel'); // Update fuel display }; }); // Platform class var MovingPlatform = Container.expand(function () { var self = Container.call(this); var platformGraphics = self.createAsset('platform', 'Landing Platform', 0.5, 0.5); self.speedX = 0; self.startMoving = function (level) { if (level >= 3) { self.speedX = 4; // Increased sideways speed for level 3 } }; self.update = function () { self.x += self.speedX; if (self.x > 1524 || self.x < 524) { self.speedX *= -1; // Change direction when hitting screen bounds } }; self.checkLanding = function (lander) { if (lander.intersects(self)) { if (lander.speedY < 2) { return true; } else { isGameOver = true; LK.showGameOver(); return false; } } return false; }; }); // Level class var Level = Container.expand(function () { var self = Container.call(this); self.currentLevel = 1; var levelTxt = new Text2('Level: ' + self.currentLevel, { size: 50, fill: "#ffffff" }); levelTxt.anchor.set(0, 0); LK.gui.topLeft.addChild(levelTxt); self.incrementLevel = function () { self.currentLevel += 1; levelTxt.setText('Level: ' + self.currentLevel); platform.startMoving(self.currentLevel); }; }); // Asteroid class var Asteroid = Container.expand(function () { var self = Container.call(this); var asteroidGraphics = self.createAsset('asteroid', 'Asteroid', 0.5, 0.5); self.speedX = Math.random() * 2 - 1; // Random horizontal speed self.speedY = Math.random() * 3 + 1; // Random vertical speed self.update = function () { self.x += self.speedX; self.y += self.speedY; // Destroy asteroid if it goes off-screen if (self.y > 2732 || self.x < 0 || self.x > 2048) { self.destroy(); } }; }); /**** * Initialize Game ****/ // Initialize lander var game = new LK.Game({ backgroundColor: 0x000000 // Init game with black background }); /**** * Game Code ****/ // Initialize lander var lander = game.addChild(new Lander()); lander.x = 1024; // Start in the middle of the screen horizontally lander.y = 100; // Start 100 pixels down from the top // Initialize thruster var thruster = game.addChild(new Thruster()); thruster.x = lander.x; thruster.y = lander.y + lander.height + 5; // Position thruster 5 pixels below the lander // Initialize level manager var levelManager = game.addChild(new Level()); // Initialize moving platform var platform = game.addChild(new MovingPlatform()); platform.x = 1024; // Center horizontally platform.y = 2632; // Place at the bottom // Game variables var isGameOver = false; var score = 0; var asteroids = []; var scoreTxt = new Text2(score.toString(), { size: 150, fill: "#ffffff" }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // Fuel display text var fuelTxt = new Text2('1000 Fuel', { size: 50, fill: "#ffffff" }); fuelTxt.anchor.set(1, 0); LK.gui.topRight.addChild(fuelTxt); // Y Speed display text var ySpeedTxt = new Text2('Y Speed: ' + lander.speedY.toFixed(2), { size: 50, fill: "#ffffff" }); ySpeedTxt.anchor.set(1, 0); ySpeedTxt.y = 50; LK.gui.topRight.addChild(ySpeedTxt); // Gravity display text var gravityTxt = new Text2('Gravity: 0.05', { size: 50, fill: "#ffffff" }); gravityTxt.anchor.set(1, 0); gravityTxt.y = 100; LK.gui.topRight.addChild(gravityTxt); // Event listeners game.on('down', function (obj) { lander.isThrusting = true; }); game.on('up', function (obj) { lander.isThrusting = false; }); // Game tick update LK.on('tick', function () { if (!isGameOver) { // Update all asteroids asteroids = game.children.filter(function (child) { return child instanceof Asteroid; }); lander.update(); platform.update(); // Update platform position // Check for landing if (platform.checkLanding(lander)) { lander.land(); score += 1; scoreTxt.setText(score.toString()); lander.refuel(); lander.x = 1024; lander.y = 100; lander.speedY = 0; lander.isLanding = false; } // Check for collision with asteroids and game over conditions for (var i = 0; i < asteroids.length; i++) { if (lander.intersects(asteroids[i])) { isGameOver = true; LK.showGameOver(); break; } } // Check if lander is off-screen for game over if (lander.y > 2732) { isGameOver = true; LK.showGameOver(); } // Asteroid spawning if (LK.ticks % 120 == 0) { // Spawn an asteroid every 2 seconds var newAsteroid = new Asteroid(); var safeZoneRadius = 200; var landerSpawnX = 1024; var minDistanceFromLander; do { newAsteroid.x = Math.random() * 2048; // Random horizontal start position minDistanceFromLander = Math.abs(newAsteroid.x - landerSpawnX); } while (minDistanceFromLander <= safeZoneRadius); newAsteroid.y = -50; // Start just above the screen game.addChild(newAsteroid); } // Update all asteroids asteroids = game.children.filter(function (child) { return child instanceof Asteroid; }); for (var i = 0; i < asteroids.length; i++) { asteroids[i].update(); } // Check for game over conditions if (lander.y > 2732) { isGameOver = true; LK.showGameOver(); } } });
===================================================================
--- original.js
+++ change.js
@@ -219,9 +219,15 @@
// Asteroid spawning
if (LK.ticks % 120 == 0) {
// Spawn an asteroid every 2 seconds
var newAsteroid = new Asteroid();
- newAsteroid.x = Math.random() * 2048; // Random horizontal start position
+ var safeZoneRadius = 200;
+ var landerSpawnX = 1024;
+ var minDistanceFromLander;
+ do {
+ newAsteroid.x = Math.random() * 2048; // Random horizontal start position
+ minDistanceFromLander = Math.abs(newAsteroid.x - landerSpawnX);
+ } while (minDistanceFromLander <= safeZoneRadius);
newAsteroid.y = -50; // Start just above the screen
game.addChild(newAsteroid);
}