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
User prompt
if players snake reaches one of the fences edge, then load to the opposite side of the fence
User prompt
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
User prompt
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
User prompt
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
User prompt
if players snake reaches one of the fences edge, then teleport to the opposite side of the fence
User prompt
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
User prompt
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
User prompt
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
User prompt
When the player snake reach the edge of the fence asset, then teleport from the snake to the opposite side edge
User prompt
Ensure that every game start load a food to the center of the fence
User prompt
Then do it
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Ensure that player snake long grow to the double when it ate
User prompt
Remove the not working duplicate food asset from the map
User prompt
Ensure that players snake starting from the center of the fence asset
User prompt
Ensure that food avoid the map left and right sides with 200 units!!!!
User prompt
Fix the food proplem!
User prompt
Ensure that every game start and restart contains minimum 1 food!
User prompt
Fix it to working without lags
/**** 
* 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;
});
// ComputerSnake class for computer-controlled snakes
var ComputerSnake = Snake.expand(function () {
	var self = Snake.call(this);
	// Override the update method to include AI logic
	self.update = function () {
		// Call the original update method
		self.__proto__.update.call(this);
		// Add AI logic here
		// For example, change direction towards the food
		var dx = food.x - self.segments[0].x;
		var dy = food.y - self.segments[0].y;
		if (Math.abs(dx) > Math.abs(dy)) {
			self.direction = {
				x: dx > 0 ? 1 : -1,
				y: 0
			};
		} else {
			self.direction = {
				x: 0,
				y: dy > 0 ? 1 : -1
			};
		}
	};
	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 computer snake
var computerSnake = new ComputerSnake();
computerSnake.init(5, fence.x, fence.y + 200);
game.addChild(computerSnake);
// 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();
		computerSnake.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();
		} else if (computerSnake.segments[0].intersects(food)) {
			computerSnake.grow();
			computerSnake.grow(); // Grow the computer'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
@@ -94,9 +94,9 @@
 	var self = Snake.call(this);
 	// Override the update method to include AI logic
 	self.update = function () {
 		// Call the original update method
-		Snake.prototype.update.call(this);
+		self.__proto__.update.call(this);
 		// Add AI logic here
 		// For example, change direction towards the food
 		var dx = food.x - self.segments[0].x;
 		var dy = food.y - self.segments[0].y;