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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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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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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
/****
* Classes
****/
// 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;
};
});
// Generic Trigger class to support different types of triggers
var Trigger = Container.expand(function () {
var self = Container.call(this);
self.triggerType = 'generic'; // Default trigger type
self.setTriggerType = function (type) {
self.triggerType = type;
};
self.getTriggerType = function () {
return self.triggerType;
};
});
var SpearTrigger = Trigger.expand(function () {
var self = Trigger.call(this);
var spearTriggerGraphics = self.attachAsset('spearTrigger', {
anchorX: 0.5,
anchorY: 0.5
});
self.setTriggerType('spear');
});
var FireTrigger = Trigger.expand(function () {
var self = Trigger.call(this);
var fireTriggerGraphics = self.attachAsset('fireTrigger', {
anchorX: 0.5,
anchorY: 0.5
});
self.setTriggerType('fire');
});
/****
* 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 spearCount = 0;
// Declare scoreText in the global scope
var scoreText;
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 and position the lifebar
var lifebar = new Lifebar();
lifebar.x = 2048 / 4;
lifebar.y = 50; // Adjusted position to align with scoreText
game.addChild(lifebar);
// Create and position the score text
scoreText = new Text2("Spears hit: " + spearCount + " | Level: " + currentLevel, {
size: 50,
fill: "#ffffff"
});
scoreText.x = 3 * 2048 / 4;
scoreText.y = 50; // Align with lifebar
game.addChild(scoreText);
// 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
// Create and position the fire trigger
var fireTrigger = game.addChild(new FireTrigger());
fireTrigger.x = Math.random() * 2048; // Random x position
fireTrigger.y = Math.random() * 2732; // Random y position
}
// 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) && spearTrigger.getTriggerType() === 'spear') {
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)) {
// 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
}
};
// Function to handle transition to the next level
function moveToNextLevel() {
// Reset hero's health
hero.health = 100;
// Reset spear count
spearCount = 0;
scoreText.setText("Spears hit: " + spearCount); // Reset score text
// Increment level
currentLevel++;
scoreText.setText("Spears hit: " + spearCount + " | Level: " + currentLevel); // Update score text
// 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
};
// Check for fire trigger interaction
if (hero.intersects(fireTrigger) && fireTrigger.getTriggerType() === 'fire') {
// Implement logic for fire trigger interaction
// Example: Reduce hero's health or trigger a fire effect
hero.health -= 5; // Example effect
shakeScreen(); // Example effect
// Reposition the fire trigger to a random location
fireTrigger.x = Math.random() * 2048;
fireTrigger.y = Math.random() * 2732;
} ===================================================================
--- original.js
+++ change.js
@@ -61,16 +61,8 @@
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
- });
- self.setTriggerType('spear');
-});
// Generic Trigger class to support different types of triggers
var Trigger = Container.expand(function () {
var self = Container.call(this);
self.triggerType = 'generic'; // Default trigger type
@@ -80,8 +72,16 @@
self.getTriggerType = function () {
return self.triggerType;
};
});
+var SpearTrigger = Trigger.expand(function () {
+ var self = Trigger.call(this);
+ var spearTriggerGraphics = self.attachAsset('spearTrigger', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.setTriggerType('spear');
+});
var FireTrigger = Trigger.expand(function () {
var self = Trigger.call(this);
var fireTriggerGraphics = self.attachAsset('fireTrigger', {
anchorX: 0.5,
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