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if players snake reaches one of the fences edge, then load to the opposite side of the fence
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'x')' in or related to this line: 'if (lastSegment.x < 0 || lastSegment.x > 2048 || lastSegment.y < 0 || lastSegment.y > 2732) {' Line Number: 76
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'x')' in or related to this line: 'self.segments[0].x += self.direction.x * self.speed;' Line Number: 60
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'x')' in or related to this line: 'var prevX = self.segments[0].x;' Line Number: 55
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if players snake reaches one of the fences edge, then teleport to the opposite side of the fence
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'x')' in or related to this line: 'if (lastSegment.x < 0 || lastSegment.x > 2048 || lastSegment.y < 0 || lastSegment.y > 2732) {' Line Number: 73
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'x')' in or related to this line: 'self.segments[0].x += self.direction.x * self.speed;' Line Number: 58
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'x')' in or related to this line: 'var prevX = self.segments[0].x;' Line Number: 55
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When the player snake reach the edge of the fence asset, then teleport from the snake to the opposite side edge
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Ensure that every game start load a food to the center of the fence
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Then do it
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Ensure that player snake long grow to the double when it ate
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Remove the not working duplicate food asset from the map
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Ensure that players snake starting from the center of the fence asset
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Ensure that food avoid the map left and right sides with 200 units!!!!
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Fix the food proplem!
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Ensure that every game start and restart contains minimum 1 food!
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Fix it to working without lags
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Fix it
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Ensure that food always pops up on the upper half of the screen
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Ensure that you load food only to the upper half of the map
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Do it
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do it
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I dont care just making it to work!
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Ensure that the food only loaded on the fence asset
/**** * Classes ****/ // Food class for items the snake can eat var Food = Container.expand(function () { var self = Container.call(this); var foodGraphics = self.attachAsset('food', { anchorX: 0.5, anchorY: 0.5 }); // Randomly position the food on the screen self.randomizePosition = function () { do { self.x = Math.floor(Math.random() * (fence.width - 2 * self.width - 400)) + fence.x + self.width + 200; self.y = Math.floor(Math.random() * (fence.height / 2 - 2 * self.height)) + fence.y + self.height; } while (!fence.intersects(self)); }; return self; }); //<Assets used in the game will automatically appear here> //<Write imports for supported plugins here> // Snake class for both player and computer-controlled snakes var Snake = Container.expand(function () { var self = Container.call(this); self.segments = []; self.direction = { x: 1, y: 0 }; // Initial direction to the right self.speed = 1.25; // Speed of the snake // Initialize snake with a given length self.init = function (length, startX, startY) { for (var i = 0; i < length; i++) { var segment = self.attachAsset('snakeSegment', { anchorX: 0.5, anchorY: 0.5, x: startX - i * 20, y: startY }); self.segments.push(segment); } }; // Update snake position self.update = function () { // Store the previous position of the head var prevX = self.segments.length > 0 ? self.segments[0].x : 0; var prevY = self.segments.length > 0 ? self.segments[0].y : 0; // Move the head in the current direction if (self.segments.length > 0) { self.segments[0].x += self.direction.x * self.speed; self.segments[0].y += self.direction.y * self.speed; } // Move each segment to the position of the previous one for (var i = 1; i < self.segments.length; i++) { var tempX = self.segments[i].x; var tempY = self.segments[i].y; self.segments[i].x = prevX; self.segments[i].y = prevY; prevX = tempX; prevY = tempY; } // Check if the last segment is off the screen if (self.segments.length > 0) { var lastSegment = self.segments[self.segments.length - 1]; if (lastSegment.x < 0 || lastSegment.x > 2048 || lastSegment.y < 0 || lastSegment.y > 2732) { // Remove the last segment from the snake and return it to the pool self.segmentPool.push(self.segments.pop()); } } }; // Initialize an object pool for the snake segments self.segmentPool = []; // Grow the snake by adding a new segment self.grow = function () { var lastSegment = self.segments[self.segments.length - 1]; var newSegment; // Check if there are any segments in the pool if (self.segmentPool.length > 0) { // Reuse a segment from the pool newSegment = self.segmentPool.pop(); newSegment.x = lastSegment.x; newSegment.y = lastSegment.y; } else { // Create a new segment newSegment = self.attachAsset('snakeSegment', { anchorX: 0.5, anchorY: 0.5, x: lastSegment.x, y: lastSegment.y }); } self.segments.push(newSegment); }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 //Change background color to black }); /**** * Game Code ****/ // Initialize screen var screen = game.attachAsset('screen', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 - 200, color: 0x8FBC8F // Beige green color }); game.addChild(screen); // Initialize phone var phone = game.attachAsset('phone', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 + 900 }); game.addChild(phone); // Initialize transparent square var fence = game.attachAsset('fence', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 - 200 }); game.addChild(fence); // Initialize player snake var playerSnake = new Snake(); playerSnake.init(5, fence.x, fence.y); game.addChild(playerSnake); // Initialize food var food = new Food(); food.x = fence.x; food.y = fence.y; game.addChild(food); // Ensure that every game start and restart contains minimum 1 food LK.on('restart', function () { food = new Food(); food.x = fence.x; food.y = fence.y; game.addChild(food); }); // Handle game updates game.update = function () { playerSnake.update(); // Check if player snake is within the fence for (var i = 0; i < playerSnake.segments.length; i++) { if (!fence.intersects(playerSnake.segments[i])) { // Teleport the snake to the opposite side of the fence if (playerSnake.segments[i].x < fence.x) { playerSnake.segments[i].x = fence.x + fence.width; } else if (playerSnake.segments[i].x > fence.x + fence.width) { playerSnake.segments[i].x = fence.x; } if (playerSnake.segments[i].y < fence.y) { playerSnake.segments[i].y = fence.y + fence.height; } else if (playerSnake.segments[i].y > fence.y + fence.height) { playerSnake.segments[i].y = fence.y; } } } // Check for collision with food if (playerSnake.segments[0].intersects(food)) { playerSnake.grow(); playerSnake.grow(); // Grow the player's snake by an additional segment food.randomizePosition(); } }; // Handle player input for snake direction game.down = function (x, y, obj) { var head = playerSnake.segments[0]; if (Math.abs(x - head.x) > Math.abs(y - head.y)) { if (x > head.x) { playerSnake.direction = { x: 1, y: 0 }; } else if (x < head.x) { playerSnake.direction = { x: -1, y: 0 }; } } else { if (y > head.y) { playerSnake.direction = { x: 0, y: 1 }; } else if (y < head.y) { playerSnake.direction = { x: 0, y: -1 }; } } console.log("Game was clicked at", x, y); }; ;
===================================================================
--- original.js
+++ change.js
@@ -59,12 +59,14 @@
prevX = tempX;
prevY = tempY;
}
// Check if the last segment is off the screen
- var lastSegment = self.segments[self.segments.length - 1];
- if (lastSegment.x < 0 || lastSegment.x > 2048 || lastSegment.y < 0 || lastSegment.y > 2732) {
- // Remove the last segment from the snake and return it to the pool
- self.segmentPool.push(self.segments.pop());
+ if (self.segments.length > 0) {
+ var lastSegment = self.segments[self.segments.length - 1];
+ if (lastSegment.x < 0 || lastSegment.x > 2048 || lastSegment.y < 0 || lastSegment.y > 2732) {
+ // Remove the last segment from the snake and return it to the pool
+ self.segmentPool.push(self.segments.pop());
+ }
}
};
// Initialize an object pool for the snake segments
self.segmentPool = [];