User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'x')' in or related to this line: 'counter.x = fence.x;' Line Number: 135
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'x')' in or related to this line: 'counter.x = fence.x;' Line Number: 134
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'x')' in or related to this line: 'counter.x = fence.x;' Line Number: 134
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'text')' in or related to this line: 'LK.init.text('counter', {' Line Number: 114
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'text')' in or related to this line: 'LK.init.text('counter', {' Line Number: 114
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Add to the map a black coloured text counter and place it towards the fence. This is counter up wehn the snake eat food
User prompt
Please fix the bug: 'TypeError: foodCounterText.getText is not a function' in or related to this line: 'foodCounterText.setText(parseInt(foodCounterText.getText()) + 1);' Line Number: 201
User prompt
Please fix the bug: 'TypeError: foodCounter.getText is not a function' in or related to this line: 'foodCounter.setText(parseInt(foodCounter.getText()) + 1);' Line Number: 201
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'x')' in or related to this line: 'var foodCounter = game.attachAsset('foodCounter', {' Line Number: 137
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'x')' in or related to this line: 'var foodCounter = game.attachAsset('foodCounterText', {' Line Number: 137
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'text')' in or related to this line: 'LK.init.text('foodCounterText', {' Line Number: 115
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'text')' in or related to this line: 'LK.init.text('foodCounterText', {' Line Number: 115
User prompt
Add to the map a black coloured text food counter and place it towards the fence
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'x')' in or related to this line: 'var foodCounter = game.attachAsset('foodCounter', {' Line Number: 131
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'x')' in or related to this line: 'var foodCounter = game.attachAsset('foodCounter', {' Line Number: 131
User prompt
Add to the map a black coloured foodcounter from pixels and and place it towards the fence
User prompt
Add to the game a black foodcounter
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'call')' in or related to this line: 'self.__proto__.update.call(this);' Line Number: 107
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'call')' in or related to this line: 'Snake.prototype.update.call(this);' Line Number: 107
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'call')' in or related to this line: 'self.__proto__.update.call(this);' Line Number: 107
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'call')' in or related to this line: 'Snake.prototype.update.call(this);' Line Number: 107
User prompt
Add to the game a computer controlled snake to opponent.
User prompt
Please fix the bug: 'TypeError: Graphics is not a constructor' in or related to this line: 'var line = new Graphics();' Line Number: 61
User prompt
avoid the overhead rendering. snake contains only one black line
User prompt
set framerate to 60 HZ
/**** * 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[0].x; var prevY = self.segments[0].y; // Move the head in the current direction 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 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 () { if (LK.ticks % 1 == 0) { // Update every 60Hz playerSnake.update(); // Check if player snake is at the edge of the fence for (var i = 0; i < playerSnake.segments.length; i++) { if (!fence.intersects(playerSnake.segments[i])) { // If the snake is at the right edge of the fence, load it to the left edge if (playerSnake.segments[i].x > fence.x + fence.width / 2) { playerSnake.segments[i].x = fence.x - fence.width / 2; } // If the snake is at the left edge of the fence, load it to the right edge else if (playerSnake.segments[i].x < fence.x - fence.width / 2) { playerSnake.segments[i].x = fence.x + fence.width / 2; } // If the snake is at the top edge of the fence, load it to the bottom edge else if (playerSnake.segments[i].y < fence.y - fence.height / 2) { playerSnake.segments[i].y = fence.y + fence.height / 2; } // If the snake is at the bottom edge of the fence, load it to the top edge else if (playerSnake.segments[i].y > fence.y + fence.height / 2) { playerSnake.segments[i].y = fence.y - fence.height / 2; } } } // 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); }; ;
/****
* 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[0].x;
var prevY = self.segments[0].y;
// Move the head in the current direction
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
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 () {
if (LK.ticks % 1 == 0) {
// Update every 60Hz
playerSnake.update();
// Check if player snake is at the edge of the fence
for (var i = 0; i < playerSnake.segments.length; i++) {
if (!fence.intersects(playerSnake.segments[i])) {
// If the snake is at the right edge of the fence, load it to the left edge
if (playerSnake.segments[i].x > fence.x + fence.width / 2) {
playerSnake.segments[i].x = fence.x - fence.width / 2;
}
// If the snake is at the left edge of the fence, load it to the right edge
else if (playerSnake.segments[i].x < fence.x - fence.width / 2) {
playerSnake.segments[i].x = fence.x + fence.width / 2;
}
// If the snake is at the top edge of the fence, load it to the bottom edge
else if (playerSnake.segments[i].y < fence.y - fence.height / 2) {
playerSnake.segments[i].y = fence.y + fence.height / 2;
}
// If the snake is at the bottom edge of the fence, load it to the top edge
else if (playerSnake.segments[i].y > fence.y + fence.height / 2) {
playerSnake.segments[i].y = fence.y - fence.height / 2;
}
}
}
// 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);
};
;