User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'length')' in or related to this line: 'for (var i = 0; i < buildings.length; i++) {' Line Number: 288
User prompt
npc'ler için daha fazla diyalog ve daha fazla görev.NPC'ler bina veya herhangi şeyin arkasında kalmasın.
User prompt
NPC ler'in konuşması ekranı ortalar
User prompt
evler yan yana değil, ve nizami
User prompt
daha fazla bina
User prompt
Please fix the bug: 'TypeError: specialNpcs[i].update is not a function' in or related to this line: 'specialNpcs[i].update();' Line Number: 599
User prompt
Please fix the bug: 'Cannot set properties of undefined (setting 'tint')' in or related to this line: 'self.children[0].tint = 0x8e44ad;' Line Number: 170
Code edit (1 edits merged)
Please save this source code
User prompt
Mini City Mayhem
Initial prompt
GTA style, streets, many buildings and communication as well as NPCs that we can enter. NPCs can provide services such as certain simple events such as "my ball is lost in that place, they will find it and come to me". Each NPC is different and special. When we commit a crime, for example, any part is broken or malfunctioning, let the police be and chase us, let the police have cars and helicopters, and let them work with the star system like in GTA.
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Building class var Building = Container.expand(function () { var self = Container.call(this); var buildingSprite = self.attachAsset('building', { anchorX: 0.5, anchorY: 0.5 }); self.radius = buildingSprite.width / 2; self.entry = null; self.hasEntry = false; self.entryX = 0; self.entryY = 0; self.id = ''; self.addEntry = function () { self.hasEntry = true; self.entry = self.attachAsset('building_entry', { anchorX: 0.5, anchorY: 0.5, x: buildingSprite.width / 2 - 30, y: buildingSprite.height / 2 - 30 }); self.entryX = self.x + buildingSprite.width / 2 - 30; self.entryY = self.y + buildingSprite.height / 2 - 30; }; return self; }); // Helicopter class var Helicopter = Container.expand(function () { var self = Container.call(this); var heliSprite = self.attachAsset('helicopter', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 28; self.radius = heliSprite.width / 2; self.target = null; self.update = function () { if (!self.target) return; // Hover above target var dx = self.target.x - self.x; var dy = self.target.y - 300 - self.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist > 0) { self.x += self.speed * dx / dist; self.y += self.speed * dy / dist; } }; return self; }); // Item class var Item = Container.expand(function () { var self = Container.call(this); var itemSprite = self.attachAsset('item', { anchorX: 0.5, anchorY: 0.5 }); self.radius = itemSprite.width / 2; self.id = ''; self.collected = false; self.update = function () {}; return self; }); // NPC class var NPC = Container.expand(function () { var self = Container.call(this); var npcSprite = self.attachAsset('npc', { anchorX: 0.5, anchorY: 0.5 }); self.radius = npcSprite.width / 2; self.isSpecial = false; self.hasQuest = false; self.questGiven = false; self.questCompleted = false; self.questType = null; self.questTarget = null; self.questText = ''; self.id = ''; self.update = function () {}; return self; }); // Player class var Player = Container.expand(function () { var self = Container.call(this); var playerSprite = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 18; self.radius = playerSprite.width / 2; self.isInBuilding = false; self.targetX = self.x; self.targetY = self.y; self.moveTo = function (x, y) { self.targetX = x; self.targetY = y; }; self.update = function () { // Move towards targetX, targetY var dx = self.targetX - self.x; var dy = self.targetY - self.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist > self.speed) { self.x += self.speed * dx / dist; self.y += self.speed * dy / dist; } else { self.x = self.targetX; self.y = self.targetY; } }; return self; }); // Police Car class var PoliceCar = Container.expand(function () { var self = Container.call(this); var policeSprite = self.attachAsset('police', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 22; self.radius = policeSprite.width / 2; self.target = null; self.update = function () { if (!self.target) return; var dx = self.target.x - self.x; var dy = self.target.y - self.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist > 0) { self.x += self.speed * dx / dist; self.y += self.speed * dy / dist; } }; return self; }); // Special NPC class var SpecialNPC = Container.expand(function () { var self = Container.call(this); // Attach the special NPC asset and set tint directly var npcSpecialSprite = self.attachAsset('npc_special', { anchorX: 0.5, anchorY: 0.5 }); self.isSpecial = true; self.hasQuest = true; self.questGiven = false; self.questCompleted = false; self.questType = 'find_item'; self.questText = 'Find my lost wallet!'; // No need to set tint, as the asset is already colored // Add empty update method to avoid 'update is not a function' error self.update = function () {}; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x222a36 }); /**** * Game Code ****/ // World boundaries // Player // NPCs // Police // Buildings // Item // Star (wanted level) var WORLD_W = 2048; var WORLD_H = 2732; // Player var player = new Player(); player.x = WORLD_W / 2; player.y = WORLD_H / 2; game.addChild(player); // NPCs var npcs = []; var specialNpcs = []; // Expanded NPC positions, spaced away from buildings var npcPositions = [{ x: 300, y: 300, dialog: ["Merhaba! Şehirde yeni misin?", "Buralar eskiden çok daha sakindi.", "Bana bir çiçek bulabilir misin? Çok mutlu olurum!"], quest: { type: "find_item", item: "flower", text: "Bir çiçek bul ve bana getir!" } }, { x: 1750, y: 350, dialog: ["Hey! Polislerden uzak dur.", "Biraz para kaybettim, bulursan getir lütfen.", "Şu binanın arkasında bir şey gördüm."], quest: { type: "find_item", item: "coin", text: "Kaybolan parayı bul ve getir!" } }, { x: 400, y: 2300, dialog: ["Bugün hava çok güzel.", "Beni bulduğun için teşekkürler!", "Bir kitap kaybettim, bulursan çok sevinirim."], quest: { type: "find_item", item: "book", text: "Kaybolan kitabı bul ve getir!" } }, { x: 1800, y: 2300, dialog: ["Şehirde çok fazla bina var.", "Birazdan markete gideceğim.", "Bir market poşeti kaybettim, bulursan getirir misin?"], quest: { type: "find_item", item: "bag", text: "Market poşetimi bul ve getir!" } }, // Ekstra NPC'ler { x: 1000, y: 800, dialog: ["Selam! Helikopteri gördün mü?", "Bazen yukarıdan izliyorlar.", "Bir anahtar kaybettim, bulursan bana getir."], quest: { type: "find_item", item: "key", text: "Kaybolan anahtarı bul ve getir!" } }, { x: 1500, y: 1200, dialog: ["Binaların arasında kaybolmak kolay.", "Bir harita bulursan bana getirir misin?", "Teşekkürler!"], quest: { type: "find_item", item: "map", text: "Bir harita bul ve getir!" } }]; // Add NPCs, keep them above buildings visually for (var i = 0; i < npcPositions.length; i++) { var npc = new NPC(); npc.x = npcPositions[i].x; npc.y = npcPositions[i].y; npc.id = 'npc' + i; npc.dialog = npcPositions[i].dialog; npc.dialogIndex = 0; npc.hasQuest = true; npc.questGiven = false; npc.questCompleted = false; npc.questType = npcPositions[i].quest.type; npc.questTarget = npcPositions[i].quest.item; npc.questText = npcPositions[i].quest.text; npcs.push(npc); } // Add a special NPC with a quest var specialNpc = new SpecialNPC(); specialNpc.x = 600; specialNpc.y = 1500; specialNpc.id = 'special1'; specialNpcs.push(specialNpc); // Buildings var buildings = []; // Add all buildings to game first, then all NPCs, so NPCs are always above for (var i = 0; i < buildings.length; i++) { game.addChild(buildings[i]); } for (var i = 0; i < npcs.length; i++) { game.addChild(npcs[i]); } for (var i = 0; i < specialNpcs.length; i++) { game.addChild(specialNpcs[i]); } // Grid layout for buildings: 4 columns x 4 rows, spaced out, not side by side, orderly var buildingPositions = []; var gridCols = 4; var gridRows = 4; var startX = 350; var startY = 400; var spacingX = 400; var spacingY = 400; for (var row = 0; row < gridRows; row++) { for (var col = 0; col < gridCols; col++) { // Stagger rows for more realism var offsetX = row % 2 === 0 ? 0 : spacingX / 2; buildingPositions.push({ x: startX + col * spacingX + offsetX, y: startY + row * spacingY }); } } for (var i = 0; i < buildingPositions.length; i++) { var b = new Building(); b.x = buildingPositions[i].x; b.y = buildingPositions[i].y; b.id = 'building' + i; b.addEntry(); buildings.push(b); game.addChild(b); } // Items (for quests) var items = []; // Wallet for special NPC var questItem = new Item(); questItem.x = 1800; questItem.y = 1400; questItem.id = 'wallet'; items.push(questItem); game.addChild(questItem); // Flower for NPC 0 var flower = new Item(); flower.x = 600; flower.y = 500; flower.id = 'flower'; items.push(flower); game.addChild(flower); // Coin for NPC 1 var coin = new Item(); coin.x = 1600; coin.y = 600; coin.id = 'coin'; items.push(coin); game.addChild(coin); // Book for NPC 2 var book = new Item(); book.x = 600; book.y = 2100; book.id = 'book'; items.push(book); game.addChild(book); // Bag for NPC 3 var bag = new Item(); bag.x = 1700; bag.y = 2100; bag.id = 'bag'; items.push(bag); game.addChild(bag); // Key for NPC 4 var key = new Item(); key.x = 1200; key.y = 900; key.id = 'key'; items.push(key); game.addChild(key); // Map for NPC 5 var map = new Item(); map.x = 1400; map.y = 1300; map.id = 'map'; items.push(map); game.addChild(map); // Police var policeCars = []; var helicopters = []; // Wanted system var wantedLevel = 0; // 0-5 var wantedDecayTimer = 0; var wantedMax = 5; // GUI: Wanted stars var starIcons = []; for (var i = 0; i < wantedMax; i++) { var star = LK.getAsset('star', { anchorX: 0.5, anchorY: 0.5 }); star.x = 120 + i * 70; star.y = 80; star.visible = false; LK.gui.top.addChild(star); starIcons.push(star); } // GUI: Quest text var questText = new Text2('', { size: 70, fill: "#fff" }); // Ortalamak için anchor'ı tam ortaya ayarla questText.anchor.set(0.5, 0.5); // Ekranın tam ortasına yerleştir questText.x = LK.gui.width / 2; questText.y = LK.gui.height / 2; LK.gui.top.addChild(questText); // GUI: Mission complete text var missionText = new Text2('', { size: 90, fill: 0x27AE60 }); missionText.anchor.set(0.5, 0); missionText.x = LK.gui.width / 2; missionText.y = 300; LK.gui.top.addChild(missionText); // GUI: Police alert text var policeText = new Text2('', { size: 80, fill: 0xE74C3C }); policeText.anchor.set(0.5, 0); policeText.x = LK.gui.width / 2; policeText.y = 400; LK.gui.top.addChild(policeText); // Dragging/movement var dragging = false; // Helper: Check circle collision function circlesCollide(a, b) { var dx = a.x - b.x; var dy = a.y - b.y; var dist = Math.sqrt(dx * dx + dy * dy); return dist < a.radius + b.radius - 10; } // Helper: Show wanted stars function updateWantedStars() { for (var i = 0; i < wantedMax; i++) { starIcons[i].visible = i < wantedLevel; } } // Helper: Set quest text function setQuestText(txt) { questText.setText(txt); } // Helper: Set mission text function setMissionText(txt) { missionText.setText(txt); if (txt) { tween(missionText, { alpha: 1 }, { duration: 0 }); tween(missionText, { alpha: 0 }, { duration: 1800, easing: tween.linear }); } } // Helper: Set police alert function setPoliceText(txt) { policeText.setText(txt); if (txt) { tween(policeText, { alpha: 1 }, { duration: 0 }); tween(policeText, { alpha: 0 }, { duration: 1800, easing: tween.linear }); } } // Helper: Enter building function tryEnterBuilding() { for (var i = 0; i < buildings.length; i++) { var b = buildings[i]; if (circlesCollide(player, b)) { // Enter if near entry if (b.hasEntry && Math.abs(player.x - (b.x + b.entry.x)) < 80 && Math.abs(player.y - (b.y + b.entry.y)) < 80) { player.isInBuilding = true; setQuestText('You entered a building. Tap outside to exit.'); // Move player to center of building player.x = b.x + 150; player.y = b.y + 150; return true; } } } return false; } // Helper: Exit building function tryExitBuilding() { if (player.isInBuilding) { // Move player outside player.x = player.x + 200; player.y = player.y + 200; player.isInBuilding = false; setQuestText(''); } } // Helper: Interact with NPCs function tryInteractNPC() { for (var i = 0; i < npcs.length; i++) { var npc = npcs[i]; if (circlesCollide(player, npc)) { // If NPC has a quest if (npc.hasQuest) { if (!npc.questGiven && !npc.questCompleted) { // Show quest text and mark quest as given setQuestText(npc.questText); npc.questGiven = true; npc.dialogIndex = 0; return true; } else if (npc.questGiven && !npc.questCompleted) { // Check if player has the quest item for (var j = 0; j < items.length; j++) { if (items[j].id === npc.questTarget && items[j].collected) { npc.questCompleted = true; setQuestText('Teşekkürler! Görevi tamamladın.'); setMissionText('Görev Tamamlandı!'); LK.setScore(LK.getScore() + 1); return true; } } // If not found, remind quest setQuestText('Görev: ' + npc.questText); return true; } else if (npc.questCompleted) { // After quest is completed, show dialog or thanks setQuestText('Tekrar teşekkürler!'); return true; } } // If no quest, cycle through dialog if (npc.dialog && npc.dialog.length > 0) { setQuestText(npc.dialog[npc.dialogIndex]); npc.dialogIndex = (npc.dialogIndex + 1) % npc.dialog.length; return true; } setQuestText('Merhaba!'); return true; } } for (var i = 0; i < specialNpcs.length; i++) { var npc = specialNpcs[i]; if (circlesCollide(player, npc)) { if (!npc.questGiven && !npc.questCompleted) { setQuestText(npc.questText); npc.questGiven = true; return true; } else if (npc.questGiven && !npc.questCompleted) { // Check if player has item for (var j = 0; j < items.length; j++) { if (items[j].id === 'wallet' && items[j].collected) { npc.questCompleted = true; setQuestText('Thank you for finding my wallet!'); setMissionText('Mission Complete!'); LK.setScore(LK.getScore() + 1); return true; } } setQuestText('Did you find my wallet?'); return true; } else if (npc.questCompleted) { setQuestText('Thanks again!'); return true; } } } return false; } // Helper: Interact with items function tryCollectItem() { for (var i = 0; i < items.length; i++) { var item = items[i]; if (!item.collected && circlesCollide(player, item)) { item.collected = true; item.visible = false; setMissionText('You found a wallet!'); return true; } } return false; } // Helper: Commit crime (damage property) function tryDamageProperty(x, y) { // If player is near a building, "damage" it for (var i = 0; i < buildings.length; i++) { var b = buildings[i]; var dx = x - (b.x + 150); var dy = y - (b.y + 150); if (Math.abs(dx) < 150 && Math.abs(dy) < 150) { // Crime committed! wantedLevel = Math.min(wantedLevel + 1, wantedMax); updateWantedStars(); setPoliceText('Police alerted!'); wantedDecayTimer = 0; LK.effects.flashObject(b, 0xff0000, 500); return true; } } return false; } // Police AI: spawn police based on wanted level function updatePolice() { // Remove police if wantedLevel is 0 if (wantedLevel === 0) { for (var i = 0; i < policeCars.length; i++) { policeCars[i].destroy(); } policeCars = []; for (var i = 0; i < helicopters.length; i++) { helicopters[i].destroy(); } helicopters = []; return; } // Spawn police cars while (policeCars.length < wantedLevel && policeCars.length < 3) { var pc = new PoliceCar(); // Spawn at random edge var edge = Math.floor(Math.random() * 4); if (edge === 0) { pc.x = 0; pc.y = Math.random() * WORLD_H; } if (edge === 1) { pc.x = WORLD_W; pc.y = Math.random() * WORLD_H; } if (edge === 2) { pc.x = Math.random() * WORLD_W; pc.y = 0; } if (edge === 3) { pc.x = Math.random() * WORLD_W; pc.y = WORLD_H; } pc.target = player; policeCars.push(pc); game.addChild(pc); } // Spawn helicopter at wanted level 4+ if (wantedLevel >= 4 && helicopters.length < 1) { var heli = new Helicopter(); heli.x = Math.random() * WORLD_W; heli.y = 0; heli.target = player; helicopters.push(heli); game.addChild(heli); } } // Police AI: check for player caught function checkPoliceCatch() { for (var i = 0; i < policeCars.length; i++) { if (circlesCollide(player, policeCars[i])) { LK.effects.flashScreen(0xff0000, 1000); setPoliceText('You were caught!'); LK.showGameOver(); return true; } } for (var i = 0; i < helicopters.length; i++) { if (Math.abs(player.x - helicopters[i].x) < 80 && Math.abs(player.y - helicopters[i].y) < 80) { LK.effects.flashScreen(0xff0000, 1000); setPoliceText('Helicopter caught you!'); LK.showGameOver(); return true; } } return false; } // Decay wanted level over time function decayWantedLevel() { if (wantedLevel > 0) { wantedDecayTimer++; if (wantedDecayTimer > 300) { // ~5 seconds wantedLevel--; updateWantedStars(); wantedDecayTimer = 0; } } } // Game move handler (tap to move, tap on NPC/building to interact) function handleMove(x, y, obj) { // Convert to game coordinates if (dragging) { player.moveTo(x, y); } } // Tap down: move or interact game.down = function (x, y, obj) { // If in building, tap outside to exit if (player.isInBuilding) { tryExitBuilding(); return; } // Try interact with NPC if (tryInteractNPC()) return; // Try collect item if (tryCollectItem()) return; // Try enter building if (tryEnterBuilding()) return; // Try damage property (crime) if (tryDamageProperty(x, y)) return; // Otherwise, move player.moveTo(x, y); dragging = true; handleMove(x, y, obj); }; game.up = function (x, y, obj) { dragging = false; }; game.move = handleMove; // Score display (missions completed) var scoreTxt = new Text2('0', { size: 120, fill: "#fff" }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); scoreTxt.x = LK.gui.width / 2; scoreTxt.y = 40; // Main game update game.update = function () { player.update(); // Update NPCs for (var i = 0; i < npcs.length; i++) npcs[i].update(); for (var i = 0; i < specialNpcs.length; i++) specialNpcs[i].update(); // Update police for (var i = 0; i < policeCars.length; i++) policeCars[i].update(); for (var i = 0; i < helicopters.length; i++) helicopters[i].update(); // Police AI updatePolice(); checkPoliceCatch(); decayWantedLevel(); // Update score scoreTxt.setText(LK.getScore()); // Clamp player to world player.x = Math.max(player.radius, Math.min(WORLD_W - player.radius, player.x)); player.y = Math.max(player.radius, Math.min(WORLD_H - player.radius, player.y)); }; // Initial wanted stars updateWantedStars(); setQuestText('Explore the city! Tap on people or buildings.'); setMissionText(''); setPoliceText('');
===================================================================
--- original.js
+++ change.js
@@ -266,8 +266,10 @@
specialNpc.x = 600;
specialNpc.y = 1500;
specialNpc.id = 'special1';
specialNpcs.push(specialNpc);
+// Buildings
+var buildings = [];
// Add all buildings to game first, then all NPCs, so NPCs are always above
for (var i = 0; i < buildings.length; i++) {
game.addChild(buildings[i]);
}
@@ -276,10 +278,8 @@
}
for (var i = 0; i < specialNpcs.length; i++) {
game.addChild(specialNpcs[i]);
}
-// Buildings
-var buildings = [];
// Grid layout for buildings: 4 columns x 4 rows, spaced out, not side by side, orderly
var buildingPositions = [];
var gridCols = 4;
var gridRows = 4;
kapı. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
birkaç camı olan, eşit bir gökdelen. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
mavi camlı, bir helikopter. In-Game asset. 2d. High contrast. No shadows
futbol topu. In-Game asset. 2d. High contrast. No shadows
gergin görünüşlü takım elbiseli adam. In-Game asset. 2d. High contrast. No shadows
yaşlı, üzerinde mor bir cübbe olan, ve mal mal sırıtan bir adam. vücudu tamamen görünür. In-Game asset. 2d. High contrast. No shadows
Cristiano Ronaldo. In-Game asset. 2d. High contrast. No shadows
mavi polis giysili, cebinde silah olan tüm vücudu görünen bir polis. In-Game asset. 2d. High contrast. No shadows
yıldız. In-Game asset. 2d. High contrast. No shadows
deri çanta. In-Game asset. 2d. High contrast. No shadows
kitap. In-Game asset. 2d. High contrast. No shadows
5 tane üst üste durmuş, kule gibi ama yamuk olan ve bir tanede yere düşmüş madeni para. In-Game asset. 2d. High contrast. No shadows
papatya. In-Game asset. 2d. High contrast. No shadows
içinde birkaç tane daha anahtar olan, ama bir tane anahtarı parlıyor. anahtarlık. In-Game asset. 2d. High contrast. No shadows
küre dünya. In-Game asset. 2d. High contrast. No shadows
İçinde birkaç dolar olan cüzdan. In-Game asset. 2d. High contrast. No shadows
üsttenbakış, parkeleri olan bir koridor. In-Game asset. 2d. High contrast. No shadows
kuş bakışı birkaç masası olan bir oda. In-Game asset. 2d. High contrast. No shadows
sarı çizgileri olan, siyah asfalt bir yol . No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat