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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'attachAsset')' in or related to this line: 'var spearTriggerGraphics = self.attachAsset('spearTrigger', {' Line Number: 94
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Please fix the bug: 'Uncaught TypeError: self.setTriggerType is not a function' in or related to this line: 'self.setTriggerType('spear');' Line Number: 87
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'attachAsset')' in or related to this line: 'var spearTriggerGraphics = self.attachAsset('spearTrigger', {' Line Number: 94
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Game will have different triggers for different elements. Make sure code will be able to support that.
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refctor code to make sure firetrigger works
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refactor code to make sure each trigger is independent and each trigger just triggers one thing.
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speartrigger shoudl only spawn spears and firetrigger only firewalls
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firetrigger can spawn anywhere on the scree
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review code and make sure firetrigger has the same behavior itself and with player like speartrigger, except that firtrigger triggers a firewall and not a spear
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add collision deection between payer and firetrigger
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firetrigger can spawn anywhere ont he screen
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when player intersect with firetrigger, move firetrigger and spawn firewall
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firestrigger should aslo move to a new position like speartrigger
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firewall shoudl only be triggere by firetrigger and not spear trigger
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firetrigger should only trigger 1 firewall
Code edit (1 edits merged)
Please save this source code
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show firetrigger in level 1, it should behave like speartrigger
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move hud elements on top of hud background on the z axis
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hud backrdouns should be in front of backgournd
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make sure hudbacktoudn is behind hud elements
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rename centercircle to hudbackground
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add a backgoudn to the hud
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move all elements in the hud closer to the level in the center
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'setText')' in or related to this line: 'levelText.setText("Level: " + currentLevel);' Line Number: 258
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Please fix the bug: 'ReferenceError: levelText is not defined' in or related to this line: 'levelText.setText("Level: " + currentLevel);' Line Number: 257
/**** * Classes ****/ var FireTrigger = Container.expand(function () { var self = Container.call(this); var fireTriggerGraphics = self.attachAsset('fireTrigger', { anchorX: 0.5, anchorY: 0.5 }); }); var FireWall = Container.expand(function () { var self = Container.call(this); var fireWallGraphics = self.attachAsset('fireWall', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 10; self.update = function () { self.y -= self.speed; }; }); // Hero class representing the player character var Hero = Container.expand(function () { var self = Container.call(this); var heroGraphics = self.attachAsset('hero', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 10; // Add a shadow below the hero var shadow = self.attachAsset('heroShadow', { anchorX: 0.5, anchorY: 0.5 }); shadow.y = heroGraphics.height / 2 + 10; // Position the shadow slightly below the hero shadow.alpha = 0.5; // Make the shadow semi-transparent // Add hitbox for collision detection self.hitbox = new Container(); self.hitbox.width = heroGraphics.width * 1.2; // Increase size for better collision detection self.hitbox.height = heroGraphics.height * 1.2; // Increase size for better collision detection self.hitbox.x = -self.hitbox.width; self.hitbox.y = -self.hitbox.height; // Display the hitbox with a transparent asset var hitboxGraphics = LK.getAsset('transparentAsset', { anchorX: 0.5, anchorY: 0.5 }); hitboxGraphics.width = self.hitbox.width; hitboxGraphics.height = self.hitbox.height; self.hitbox.addChild(hitboxGraphics); self.addChild(self.hitbox); self.update = function () { // Update logic for hero, if needed }; }); var Lifebar = Container.expand(function () { var self = Container.call(this); var lifebarGraphics = self.attachAsset('lifebar', { anchorX: 0.5, anchorY: 0.5 }); var lifebarText = new Text2("Life: " + hero.health + "%", { size: 50, fill: "#ffffff" }); self.addChild(lifebarText); self.update = function () { lifebarText.setText("Life: " + hero.health + "%"); lifebarGraphics.width = hero.health / 100 * 500; // Update lifebar width based on health }; }); var Spear = Container.expand(function () { var self = Container.call(this); var spearGraphics = self.attachAsset('spear', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 10; self.update = function () { self.y += self.speed; }; }); var SpearTrigger = Container.expand(function () { var self = Container.call(this); var spearTriggerGraphics = self.attachAsset('spearTrigger', { anchorX: 0.5, anchorY: 0.5 }); }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 // Init game with black background }); /**** * Game Code ****/ // Function to create a screen shake effect function shakeScreen() { var shakeIntensity = 10; var shakeDuration = 500; // in milliseconds var elapsedTime = 0; var originalX = game.x; var originalY = game.y; var shakeInterval = LK.setInterval(function () { if (elapsedTime < shakeDuration) { game.x = originalX + (Math.random() - 0.5) * shakeIntensity; game.y = originalY + (Math.random() - 0.5) * shakeIntensity; elapsedTime += 16; // approximately 60 FPS } else { game.x = originalX; game.y = originalY; LK.clearInterval(shakeInterval); } }, 16); } // Initialize game variables var hero; var spearTrigger; var fireTrigger; // Initialize fireTrigger variable var spearCount = 0; // Declare scoreText and levelText in the global scope var scoreText; var levelText; var currentLevel = 1; // Initialize current level // Function to initialize game elements function initGame() { // Add background image var background = LK.getAsset('background', { anchorX: 0.5, anchorY: 0.5 }); background.x = 2048 / 2; background.y = 2732 / 2; game.addChild(background); hero = game.addChild(new Hero()); hero.health = 100; // Initialize hero health as a number hero.x = 2048 / 2; hero.y = 2732 / 2; // Create a background for the HUD var hudBackground = LK.getAsset('hudBackground', { anchorX: 0.5, anchorY: 0.0, scaleX: 2, scaleY: 0.1, x: 2048 / 2, y: 0 }); game.addChild(hudBackground); // Create and position the lifebar var lifebar = new Lifebar(); lifebar.x = 2048 / 2 - 300; // Move lifebar closer to the center lifebar.y = 50; game.addChild(lifebar); // Create and position the score text scoreText = new Text2("Spears hit: " + spearCount, { size: 50, fill: "#ffffff" }); scoreText.x = 2048 / 2 + 300; // Move scoreText closer to the center scoreText.y = 50; game.addChild(scoreText); // Create and position the level text levelText = new Text2("Level: " + currentLevel, { size: 50, fill: "#ffffff" }); levelText.x = 2048 / 2; // Center the levelText levelText.y = 50; game.addChild(levelText); // Create and position the spear trigger spearTrigger = game.addChild(new SpearTrigger()); spearTrigger.x = Math.random() * 2048; // Random x position spearTrigger.y = Math.random() * 2732; // Random y position if (currentLevel >= 1) { fireTrigger = game.addChild(new FireTrigger()); fireTrigger.x = Math.random() * 2048; // Random x position fireTrigger.y = 2732; // Start at the bottom of the screen } } // Function to handle hero movement function handleMove(x, y, obj) { // Add a wobble and tilting effect to the hero's movement var wobbleIntensity = 5; var tiltIntensity = 0.1; hero.x = x + (Math.random() - 0.5) * wobbleIntensity; hero.y = y + (Math.random() - 0.5) * wobbleIntensity; hero.rotation = (Math.random() - 0.5) * tiltIntensity; } // Function to update game state game.update = function () { if (hero.intersects(spearTrigger) || fireTrigger && hero.intersects(fireTrigger)) { var spear = game.addChild(new Spear()); spear.x = Math.random() * 2048; // Random x position spear.y = Math.random() < 0.5 ? 0 : 2732; // Randomly choose top or bottom for y position var dx = hero.x - spear.x; var dy = hero.y - spear.y; var angle = Math.atan2(dy, dx); spear.speedX = Math.cos(angle) * spear.speed; spear.speedY = Math.sin(angle) * spear.speed; spear.rotation = angle; // Rotate the spear in the direction it's moving spear.update = function () { this.x += this.speedX; this.y += this.speedY; if (this.intersects(hero.hitbox) || fireTrigger && this.intersects(fireTrigger)) { // Trigger screen shake effect shakeScreen(); // Attach the spear to the hero at the position it first touches him this.speedX = 0; this.speedY = 0; var relativeX = this.x - hero.x; var relativeY = this.y - hero.y; this.update = function () { var wobbleIntensity = 2; var tiltIntensity = 0.05; this.x = hero.x + relativeX + (Math.random() - 0.5) * wobbleIntensity; this.y = hero.y + relativeY + (Math.random() - 0.5) * wobbleIntensity; this.rotation = angle + (Math.random() - 0.5) * tiltIntensity; }; // Reduce player's health and increment spear count hero.health -= 10; spearCount++; scoreText.setText("Spears hit: " + spearCount); // Update score text // Check if hero's health is 0 to move to the next level if (hero.health <= 0) { moveToNextLevel(); } } }; // Reposition the spear trigger to a random location spearTrigger.x = Math.random() * 2048; // Random x position spearTrigger.y = Math.random() * 2732; // Random y position if (fireTrigger && !fireWall) { var fireWall = game.addChild(new FireWall()); fireWall.x = fireTrigger.x; fireWall.y = fireTrigger.y; fireTrigger.x = Math.random() * 2048; // Random x position fireTrigger.y = 2732; // Start at the bottom of the screen } } }; // Function to handle transition to the next level function moveToNextLevel() { // Reset hero's health hero.health = 100; // Increment level currentLevel++; // Update score and level text scoreText.setText("Spears hit: " + spearCount); levelText.setText("Level: " + currentLevel); // Reposition hero to the center hero.x = 2048 / 2; hero.y = 2732 / 2; // Reposition spear trigger to a new random location spearTrigger.x = Math.random() * 2048; spearTrigger.y = Math.random() * 2732; // Optionally, increase difficulty or change level parameters here } // Initialize game elements initGame(); // Set up event listeners for touch/mouse interactions game.down = function (x, y, obj) { handleMove(x, y, obj); }; game.move = function (x, y, obj) { handleMove(x, y, obj); }; game.up = function (x, y, obj) { // No specific action needed on release };
===================================================================
--- original.js
+++ change.js
@@ -232,9 +232,9 @@
};
// Reposition the spear trigger to a random location
spearTrigger.x = Math.random() * 2048; // Random x position
spearTrigger.y = Math.random() * 2732; // Random y position
- if (fireTrigger) {
+ if (fireTrigger && !fireWall) {
var fireWall = game.addChild(new FireWall());
fireWall.x = fireTrigger.x;
fireWall.y = fireTrigger.y;
fireTrigger.x = Math.random() * 2048; // Random x position
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