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fix code
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'code')' in or related to this line: 'if (obj.event.code === 'Space') {' Line Number: 114
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If spacebar is pressed, shoot bullet.
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'update')' in or related to this line: 'enemies[i].update();' Line Number: 200
Code edit (1 edits merged)
Please save this source code
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'addEventListener')' in or related to this line: 'document.addEventListener('keydown', function (event) {' Line Number: 113
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If spacebar is pressed, make it shoot bullets.
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'addEventListener')' in or related to this line: 'document.addEventListener('keydown', function (event) {' Line Number: 112
Code edit (1 edits merged)
Please save this source code
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'addEventListener')' in or related to this line: 'document.addEventListener('keydown', function (event) {' Line Number: 176
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When the space bar is pressed, make it shoot a bullet instead of left-click.
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Please fix the bug: 'ReferenceError: startLevel is not defined' in or related to this line: 'startLevel(currentLevel);' Line Number: 266
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Add player
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Please fix the bug: 'Uncaught ReferenceError: LevelBoard is not defined' in or related to this line: 'var levelBoard = new LevelBoard();' Line Number: 144
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When level- when leveling up, you make the bell sound.
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Delete login screen and level board.
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Delete all text from login screen and level board.
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'addEventListener')' in or related to this line: 'document.addEventListener('keydown', function (event) {' Line Number: 111
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Make it so that when the spacebar is clicked, it shoots a bullet instead of left-click.
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add player
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Delete Level Board and Login Screen.
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When in a login screen or level board, delete all enemies, powerups, and players from the game while in those screens, and when going back into the game, add on all those enemies again.
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Make the login screen a separate screen from the level board.
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Create login screen and button.
/**** * Classes ****/ var Bullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = -15; self.update = function () { self.y += self.speed; if (self.y < 0) { self.destroy(); if (self.x > 2048 - self.width && self.y < self.height) { game.addChild(levelBoard); game.removeChild(player); enemies.forEach(function (enemy) { game.removeChild(enemy); }); bullets.forEach(function (bullet) { game.removeChild(bullet); }); enemies = []; bullets = []; } } }; }); // Define the Enemy class var Enemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 5; self.speedBoost = false; self.speedX = 5; self.update = function () { self.y += self.speed; self.x += self.speedX; if (self.y > 2732 || self.y < 0) { self.speed = -self.speed; } if (self.x > 2048 || self.x < 0) { self.speedX = -self.speedX; } if (self.speedBoost) { self.speed = 10; // Increase speed self.speedX = 10; // Increase horizontal speed } else { self.speed = 5; // Normal speed self.speedX = 5; // Normal horizontal speed } }; }); //<Assets used in the game will automatically appear here> // Define the Player class var Player = Container.expand(function () { var self = Container.call(this); var playerGraphics = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5 }); self.speedBoost = false; self.update = function () { // Player update logic }; self.move = function (x, y) { self.x = x; self.y = y; }; }); var SpeedPowerUp = Container.expand(function () { var self = Container.call(this); var powerUpGraphics = self.attachAsset('speedPowerUp', { anchorX: 0.5, anchorY: 0.5 }); powerUpGraphics.rotation = 0.5; // Rotate to look like a lightning bolt powerUpGraphics.tint = 0x0000ff; // Apply blue sheen self.update = function () { // Player update logic if (self.speedBoost) { self.speed = 10; // Increase speed } else { self.speed = 5; // Normal speed } }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 //Init game with black background }); /**** * Game Code ****/ document.addEventListener('keydown', function (event) { if (event.code === 'Space') { shootBullet(); } }); // Initialize login screen function removeAllGameObjects() { // Remove all enemies enemies.forEach(function (enemy) { game.removeChild(enemy); }); enemies = []; // Remove all bullets bullets.forEach(function (bullet) { game.removeChild(bullet); }); bullets = []; // Remove all power-ups powerUps.forEach(function (powerUp) { game.removeChild(powerUp); }); powerUps = []; if (player) { game.removeChild(player); player = null; } } // Initialize player, level, max level, current level, and enemies hit counter var player = new Player(); game.addChild(player); player.x = 2048 / 2; player.y = 2732 - 200; var level = 1; var maxLevel = 20; var currentLevel = 1; var enemiesHit = 0; var levelEnemies = 10; // Initialize enemies array var enemies = []; // Initialize level board // var levelBoard = new LevelBoard(); // Removed as LevelBoard class is not defined // Function to reset game LK.resetGame = function () { game.setBackgroundColor(0x000000); // Reset background color to black // Reset other game states if necessary }; LK.showYouWin = function () { var winText = new Text2('You Win!', { size: 200, fill: "#ffffff" }); winText.anchor.set(0.5, 0.5); winText.x = 2048 / 2; winText.y = 2732 / 2; LK.gui.center.addChild(winText); game.pause(); var timeout = LK.setTimeout(function () { game.removeChild(winText); }, 3000); }; // Initialize bullets array var bullets = []; // Handle player movement game.move = function (x, y, obj) { if (player) { player.move(x, y); } }; // Handle space bar press to shoot bullet document.addEventListener('keydown', function (event) { if (event.code === 'Space') { shootBullet(); } }); function shootBullet() { var bullet = new Bullet(); if (player) { bullet.x = player.x; bullet.y = player.y; } bullets.push(bullet); game.addChild(bullet); } // Game update loop game.update = function () { // Update player if (player) { player.update(); } // Update enemies for (var i = enemies.length - 1; i >= 0; i--) { enemies[i].update(); if (enemies[i].intersects(player)) { game.setBackgroundColor(0x00FF00); game.setBackgroundColor(0x00FF00); removeAllGameObjects(); LK.showGameOver(); game.on('down', function () { LK.resetGame(); }); } } // Update bullets for (var j = bullets.length - 1; j >= 0; j--) { bullets[j].update(); for (var k = enemies.length - 1; k >= 0; k--) { if (bullets[j].intersects(enemies[k])) { bullets[j].destroy(); enemies[k].destroy(); bullets.splice(j, 1); enemies.splice(k, 1); enemiesHit++; if (enemiesHit % 10 === 0) { level++; LK.getSound('bell').play(); } break; } } } // Check for power-up collection for (var p = powerUps.length - 1; p >= 0; p--) { if (player.intersects(powerUps[p])) { player.speedBoost = true; powerUps[p].destroy(); powerUps.splice(p, 1); LK.setTimeout(function () { player.speedBoost = false; }, 5000); // Speed boost lasts for 5 seconds } for (var e = enemies.length - 1; e >= 0; e--) { if (enemies[e].intersects(powerUps[p])) { var enemy = enemies[e]; enemy.speedBoost = true; powerUps[p].destroy(); powerUps.splice(p, 1); LK.setTimeout(function () { enemy.speedBoost = false; }, 5000); // Speed boost lasts for 5 seconds } } } // Spawn enemies if (LK.ticks % 60 == 0) { for (var l = 0; l < level; l++) { var enemy = new Enemy(); enemy.x = Math.random() * 2048; enemy.y = 0; enemies.push(enemy); game.addChild(enemy); } } // Spawn power-ups randomly if (Math.random() < 0.01) { // 1% chance every tick var powerUp = new SpeedPowerUp(); powerUp.x = Math.random() * 2048; powerUp.y = Math.random() * 2732; powerUps.push(powerUp); game.addChild(powerUp); } // Check if all enemies are destroyed to level up if (enemies.length === 0 && currentLevel < maxLevel) { currentLevel++; // Level up logic can be added here if needed LK.getSound('bell').play(); } else if (enemies.length === 0 && currentLevel === maxLevel) { LK.showYouWin(); } }; var powerUps = [];
===================================================================
--- original.js
+++ change.js
@@ -93,14 +93,19 @@
/****
* Initialize Game
****/
var game = new LK.Game({
- backgroundColor: 0x000000 //Init game with black background
+ backgroundColor: 0x000000 //Init game with black background
});
/****
* Game Code
****/
+document.addEventListener('keydown', function (event) {
+ if (event.code === 'Space') {
+ shootBullet();
+ }
+});
// Initialize login screen
function removeAllGameObjects() {
// Remove all enemies
enemies.forEach(function (enemy) {
@@ -177,14 +182,8 @@
}
bullets.push(bullet);
game.addChild(bullet);
}
-// Handle space bar press to shoot bullet
-document.addEventListener('keydown', function (event) {
- if (event.code === 'Space') {
- shootBullet();
- }
-});
// Game update loop
game.update = function () {
// Update player
if (player) {