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Please fix the bug: 'ReferenceError: targetX is not defined' in or related to this line: 'var dx = targetX - self.x;' Line Number: 36
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agrega la logica de target player a la función enemy logic
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haz que el tiempo de aparición se pueda especificar
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Please fix the bug: 'Timeout.tick error: setRandomEdgePosition is not defined' in or related to this line: 'setRandomEdgePosition(self);' Line Number: 34
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agrega a la función de random posición tambien el tiempo de aparición del enemigo y cambia el nombre de la función a enemylogic
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haz que el rango de aparición sea circular
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haz que los arrow se eliminen despues de al lado opuesto de su punto de aparición
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haz que los arrow creados se guarden en una lista para optimización
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haz que la posición aleatoria de los enemigos sea una función reusable
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haz que arrow solo pueda aparecer en los bordes del spawn random
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aumenta el radio de aparición de las arrow
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aumenta el radio y haz que no puedan aparecer dentro del radio
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que Enemyaerrow aparezca en posiciónes random
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haz que sea random entre 2 a 4 segundos
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haz que el tiempo de aparicion sea random entre 1 a 6 segundos
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haz que cada 5 segundos se cree un enemy arrow nuevo
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al iniciar el juego enemy arrow es eliminado
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haz que arrow continue su camino y no se bugue en la misma posición
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haz que la posición inicial de player sea el centro
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haz que el primer arrow tarde 5 segundos en empezar el movimiento
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haz que enemy arrow al aparecer verifique la ultima posición actual de player en su aparición y se diriga a esa posición
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haz que este gire a la dirección de player
/**** * Plugins ****/ var facekit = LK.import("@upit/facekit.v1"); /**** * Classes ****/ var Background = Container.expand(function () { var self = Container.call(this); var backgroundGraphics = self.attachAsset('Background', { anchorX: 0.5, anchorY: 0.5 }); self.x = 2048 / 2; // Set the x position to the center of the screen self.y = 2732 / 2; // Set the y position to the center of the screen }); var EnemyArrow = Container.expand(function () { var self = Container.call(this); var bEnemyArrowGraphics = self.attachAsset('EnemyArrow', { anchorX: 0.5, anchorY: 0.5 }); // Set the x and y position to a random value at the edges of the spawn area var edge = Math.random(); if (edge < 0.25) { // Top edge self.x = Math.random() * 3000; self.y = 0; } else if (edge < 0.5) { // Bottom edge self.x = Math.random() * 3000; self.y = 3000; } else if (edge < 0.75) { // Left edge self.x = 0; self.y = Math.random() * 3000; } else { // Right edge self.x = 3000; self.y = Math.random() * 3000; } var targetX = player.x; var targetY = player.y; self.update = function () { var dx = targetX - self.x; var dy = targetY - self.y; var angle = Math.atan2(dy, dx); self.x += Math.cos(angle) * 5; self.y += Math.sin(angle) * 5; self.rotation = angle; if (Math.abs(self.x - targetX) < 5 && Math.abs(self.y - targetY) < 5) { targetX += Math.cos(angle) * 1000; targetY += Math.sin(angle) * 1000; } }; }); var EnemySaw = Container.expand(function () { var self = Container.call(this); var bEnemyArrowGraphics = self.attachAsset('EnemySaw', { anchorX: 0.5, anchorY: 0.5 }); self.x = 200; self.y = 200; }); var Player = Container.expand(function () { var self = Container.call(this); var faceGraphics = self.attachAsset('faceObject', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { // Define a smoothing factor var smoothing = 0.1; // Update the position of the face follower to follow the nose tip with smoothing var targetX = facekit.noseTip.x; var targetY = facekit.noseTip.y; // Adjust the range of movement for the faceFollower object to be within a square in the middle of the screen var leftBound = (2048 - 1000) / 2; var rightBound = leftBound + 1000; var topBound = (2732 - 1000) / 2; var bottomBound = topBound + 1000; // Limit target position within the defined bounds targetX = Math.max(leftBound, Math.min(rightBound, targetX)); targetY = Math.max(topBound, Math.min(bottomBound, targetY)); // Apply smoothing self.x += (targetX - self.x) * smoothing; self.y += (targetY - self.y) * smoothing; }; }); var RangedLimiter = Container.expand(function () { var self = Container.call(this); var limiterGraphics = self.attachAsset('RangedLimiter', { anchorX: 0.5, anchorY: 0.5, alpha: 0.5 }); }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ var background = game.addChild(new Background()); // Create a timer text object var timerTxt = new Text2('0', { size: 100, fill: 0xFFFFFF }); // Set the anchor to the center of the top edge timerTxt.anchor.set(0.5, 0); // Add the timer text to the GUI overlay at the top-center of the screen LK.gui.top.addChild(timerTxt); // Initialize a variable to keep track of elapsed time var elapsedTime = 0; // Create a timer that updates every second var timerInterval = LK.setInterval(function () { elapsedTime++; var minutes = Math.floor(elapsedTime / 60); // Calculate minutes var seconds = elapsedTime % 60; // Calculate remaining seconds var timeString = minutes > 0 ? minutes + "m " + seconds + "s" : seconds + "s"; // Format time string timerTxt.setText(timeString); }, 1000); var player = game.addChild(new Player()); player.x = 2048 / 2; // Center the player on the x-axis player.y = 2732 / 2; // Center the player on the y-axis game.up = function (x, y, obj) { player.scaleX = 1; player.scaleY = 1; }; game.down = function (x, y, obj) { player.scaleX = 0.5; player.scaleY = 0.5; }; // Create a timer that creates a new EnemyArrow every random interval between 2 and 4 seconds var enemyArrowInterval = LK.setInterval(function () { var enemyArrow = game.addChild(new EnemyArrow()); }, Math.random() * 2000 + 2000); var enemySaw = game.addChild(new EnemySaw()); var rangerlimited = game.addChild(new RangedLimiter()); rangerlimited.x = 2048 / 2; // Center the RangedLimiter on the x-axis rangerlimited.y = 2732 / 2; // Center the RangedLimiter on the y-axis
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--- original.js
+++ change.js
@@ -20,11 +20,27 @@
var bEnemyArrowGraphics = self.attachAsset('EnemyArrow', {
anchorX: 0.5,
anchorY: 0.5
});
- // Set the x and y position to a random value within a larger game screen
- self.x = Math.random() * 3000;
- self.y = Math.random() * 3000;
+ // Set the x and y position to a random value at the edges of the spawn area
+ var edge = Math.random();
+ if (edge < 0.25) {
+ // Top edge
+ self.x = Math.random() * 3000;
+ self.y = 0;
+ } else if (edge < 0.5) {
+ // Bottom edge
+ self.x = Math.random() * 3000;
+ self.y = 3000;
+ } else if (edge < 0.75) {
+ // Left edge
+ self.x = 0;
+ self.y = Math.random() * 3000;
+ } else {
+ // Right edge
+ self.x = 3000;
+ self.y = Math.random() * 3000;
+ }
var targetX = player.x;
var targetY = player.y;
self.update = function () {
var dx = targetX - self.x;