User prompt
Please fix the bug: 'Uncaught TypeError: player.containsPoint is not a function' in or related to this line: 'if (player.containsPoint({' Line Number: 369
Code edit (1 edits merged)
Please save this source code
User prompt
Doraemon: Gadget Defender
Initial prompt
Making a Doraemon game fighting a enemy 3d anime game like a real world
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1");
/****
* Classes
****/
var Bullet = Container.expand(function (type) {
var self = Container.call(this);
var bulletSprite = self.attachAsset('bullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.type = type || 'normal';
self.speed = 20;
if (self.type === 'special') {
bulletSprite.tint = 0x00ffff;
bulletSprite.scaleX = 1.5;
bulletSprite.scaleY = 1.5;
self.damage = 3;
} else {
self.damage = 1;
}
self.update = function () {
self.x += self.speed;
// Check if bullet is off screen
if (self.x > 2200) {
self.destroy();
var index = bullets.indexOf(self);
if (index !== -1) {
bullets.splice(index, 1);
}
}
// Check for enemy collision
for (var i = enemies.length - 1; i >= 0; i--) {
if (self.intersects(enemies[i])) {
enemies[i].takeDamage(self.damage);
LK.getSound('hit').play();
// Remove bullet unless it's a special that can pierce
if (self.type !== 'special' || self.damage <= 0) {
self.destroy();
var index = bullets.indexOf(self);
if (index !== -1) {
bullets.splice(index, 1);
}
break;
} else {
// Special bullets can hit multiple enemies but lose power
self.damage -= 1;
}
}
}
};
return self;
});
var Doraemon = Container.expand(function () {
var self = Container.call(this);
var doraemonSprite = self.attachAsset('doraemon', {
anchorX: 0.5,
anchorY: 0.5
});
self.health = 3;
self.isJumping = false;
self.jumpVelocity = 0;
self.canShoot = true;
self.gadgets = 100;
self.currentGadget = 'normal';
self.jump = function () {
if (!self.isJumping) {
self.isJumping = true;
self.jumpVelocity = -25;
}
};
self.shoot = function () {
if (self.canShoot && self.gadgets > 0) {
self.gadgets -= 1;
self.canShoot = false;
var bullet = new Bullet(self.currentGadget);
bullet.x = self.x + 50;
bullet.y = self.y;
game.addChild(bullet);
bullets.push(bullet);
LK.getSound('shoot').play();
LK.setTimeout(function () {
self.canShoot = true;
}, 300);
return bullet;
}
return null;
};
self.takeDamage = function () {
self.health -= 1;
LK.effects.flashObject(self, 0xff0000, 500);
if (self.health <= 0) {
LK.showGameOver();
}
};
self.collectPowerup = function (type) {
LK.getSound('powerup').play();
if (type === 'health') {
self.health = Math.min(self.health + 1, 5);
} else if (type === 'gadget') {
self.gadgets += 20;
} else if (type === 'special') {
self.currentGadget = 'special';
LK.setTimeout(function () {
self.currentGadget = 'normal';
}, 10000);
}
};
self.update = function () {
if (self.isJumping) {
self.y += self.jumpVelocity;
self.jumpVelocity += 1;
// Check if landed on platform
if (self.y >= platformY - 150) {
self.y = platformY - 150;
self.isJumping = false;
self.jumpVelocity = 0;
}
}
};
return self;
});
var Enemy = Container.expand(function (type) {
var self = Container.call(this);
var enemySprite = self.attachAsset('enemy', {
anchorX: 0.5,
anchorY: 0.5
});
if (type === 'fast') {
enemySprite.scaleX = 0.8;
enemySprite.scaleY = 0.8;
self.speed = -12;
self.health = 1;
} else if (type === 'strong') {
enemySprite.scaleX = 1.3;
enemySprite.scaleY = 1.3;
self.speed = -5;
self.health = 3;
} else {
// Normal enemy
self.speed = -8;
self.health = 1;
}
self.type = type || 'normal';
self.update = function () {
self.x += self.speed;
// Check if enemy is off screen
if (self.x < -200) {
self.destroy();
var index = enemies.indexOf(self);
if (index !== -1) {
enemies.splice(index, 1);
player.takeDamage();
}
}
};
self.takeDamage = function (damage) {
self.health -= damage || 1;
LK.effects.flashObject(self, 0xffffff, 200);
if (self.health <= 0) {
LK.getSound('enemyDefeat').play();
LK.setScore(LK.getScore() + (self.type === 'strong' ? 3 : 1));
scoreText.setText(LK.getScore());
// Chance to drop a powerup
if (Math.random() < 0.3) {
var powerupTypes = ['health', 'gadget', 'special'];
var type = powerupTypes[Math.floor(Math.random() * powerupTypes.length)];
var powerup = new Powerup(type);
powerup.x = self.x;
powerup.y = self.y;
game.addChild(powerup);
powerups.push(powerup);
}
self.destroy();
var index = enemies.indexOf(self);
if (index !== -1) {
enemies.splice(index, 1);
}
}
};
return self;
});
var Powerup = Container.expand(function (type) {
var self = Container.call(this);
var powerupSprite = self.attachAsset('powerup', {
anchorX: 0.5,
anchorY: 0.5
});
self.type = type || 'gadget';
if (self.type === 'health') {
powerupSprite.tint = 0xff0000;
} else if (self.type === 'special') {
powerupSprite.tint = 0x00ffff;
}
self.speed = -3;
self.ySpeed = 0;
self.bounceHeight = 5;
self.update = function () {
self.x += self.speed;
self.y += self.ySpeed;
// Bouncing effect
self.ySpeed += 0.2;
if (self.y >= platformY - 35) {
self.y = platformY - 35;
self.ySpeed = -self.bounceHeight;
}
// Check if powerup is off screen
if (self.x < -100) {
self.destroy();
var index = powerups.indexOf(self);
if (index !== -1) {
powerups.splice(index, 1);
}
}
// Check for player collision
if (self.intersects(player)) {
player.collectPowerup(self.type);
self.destroy();
var index = powerups.indexOf(self);
if (index !== -1) {
powerups.splice(index, 1);
}
}
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x87ceeb
});
/****
* Game Code
****/
// Game constants
var platformY = 2500;
// Game variables
var player;
var enemies = [];
var bullets = [];
var powerups = [];
var spawnRate = 2000; // milliseconds
var waveCounter = 0;
var dragNode = null;
// Create background
var background = game.addChild(LK.getAsset('background', {
anchorX: 0,
anchorY: 0,
x: 0,
y: 0
}));
// Create platform
var platform = game.addChild(LK.getAsset('platform', {
anchorX: 0.5,
anchorY: 0.5,
x: 1024,
y: platformY
}));
platform.scaleX = 5; // Make platform wider
// Create player
player = game.addChild(new Doraemon());
player.x = 300;
player.y = platformY - 150;
// Create score display
var scoreText = new Text2('0', {
size: 80,
fill: 0xFFFFFF
});
scoreText.setText('Score: ' + LK.getScore());
scoreText.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreText);
// Create health display
var healthText = new Text2('Health: 3', {
size: 60,
fill: 0xFF0000
});
healthText.anchor.set(0, 0);
healthText.x = 100;
LK.gui.topRight.addChild(healthText);
// Create gadget meter
var gadgetText = new Text2('Gadgets: 100', {
size: 60,
fill: 0xFFCC00
});
gadgetText.anchor.set(0, 0);
gadgetText.x = 100;
gadgetText.y = 70;
LK.gui.topRight.addChild(gadgetText);
// Start spawning enemies
var spawnTimer = LK.setInterval(function () {
spawnEnemy();
}, spawnRate);
// Increase difficulty over time
var difficultyTimer = LK.setInterval(function () {
waveCounter++;
if (spawnRate > 500) {
spawnRate -= 100;
LK.clearInterval(spawnTimer);
spawnTimer = LK.setInterval(function () {
spawnEnemy();
}, spawnRate);
}
// Show wave notification
var waveText = new Text2('Wave ' + waveCounter + '!', {
size: 120,
fill: 0xFF0000
});
waveText.anchor.set(0.5, 0.5);
LK.gui.center.addChild(waveText);
tween(waveText, {
alpha: 0
}, {
duration: 2000,
onFinish: function onFinish() {
waveText.destroy();
}
});
}, 20000);
function spawnEnemy() {
var types = ['normal', 'normal', 'normal', 'fast', 'strong'];
var randomType = types[Math.floor(Math.random() * types.length)];
// Higher chance of stronger enemies in later waves
if (waveCounter > 3) {
if (Math.random() < 0.4) {
randomType = 'fast';
}
if (waveCounter > 5 && Math.random() < 0.3) {
randomType = 'strong';
}
}
var enemy = new Enemy(randomType);
enemy.x = 2200;
enemy.y = platformY - 150 - Math.random() * 300; // Spawn at different heights
game.addChild(enemy);
enemies.push(enemy);
}
// Game input handlers
game.down = function (x, y, obj) {
// Shoot when tapping
player.shoot();
// Allow jumping by tapping above player
if (y < player.y) {
player.jump();
}
// Start dragging when tapping player
if (player.containsPoint({
x: x,
y: y
})) {
dragNode = player;
}
};
game.up = function (x, y, obj) {
dragNode = null;
};
game.move = function (x, y, obj) {
if (dragNode) {
// Only allow horizontal movement within bounds
dragNode.x = Math.max(100, Math.min(x, 1500));
}
};
// Game update function
game.update = function () {
// Update score display
scoreText.setText('Score: ' + LK.getScore());
// Update health display
healthText.setText('Health: ' + player.health);
// Update gadget display
gadgetText.setText('Gadgets: ' + player.gadgets);
// Special gadget indicator
if (player.currentGadget === 'special') {
gadgetText.tint = 0x00ffff;
} else {
gadgetText.tint = 0xffffff;
}
// Auto-regenerate gadgets
if (LK.ticks % 60 === 0) {
player.gadgets += 1;
}
// Check for game over
if (player.health <= 0) {
LK.showGameOver();
}
// Update all game objects
for (var i = bullets.length - 1; i >= 0; i--) {
bullets[i].update();
}
for (var i = enemies.length - 1; i >= 0; i--) {
enemies[i].update();
}
for (var i = powerups.length - 1; i >= 0; i--) {
powerups[i].update();
}
player.update();
};
// Play background music
LK.playMusic('bgMusic'); ===================================================================
--- original.js
+++ change.js
@@ -1,6 +1,404 @@
-/****
+/****
+* Plugins
+****/
+var tween = LK.import("@upit/tween.v1");
+var storage = LK.import("@upit/storage.v1");
+
+/****
+* Classes
+****/
+var Bullet = Container.expand(function (type) {
+ var self = Container.call(this);
+ var bulletSprite = self.attachAsset('bullet', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.type = type || 'normal';
+ self.speed = 20;
+ if (self.type === 'special') {
+ bulletSprite.tint = 0x00ffff;
+ bulletSprite.scaleX = 1.5;
+ bulletSprite.scaleY = 1.5;
+ self.damage = 3;
+ } else {
+ self.damage = 1;
+ }
+ self.update = function () {
+ self.x += self.speed;
+ // Check if bullet is off screen
+ if (self.x > 2200) {
+ self.destroy();
+ var index = bullets.indexOf(self);
+ if (index !== -1) {
+ bullets.splice(index, 1);
+ }
+ }
+ // Check for enemy collision
+ for (var i = enemies.length - 1; i >= 0; i--) {
+ if (self.intersects(enemies[i])) {
+ enemies[i].takeDamage(self.damage);
+ LK.getSound('hit').play();
+ // Remove bullet unless it's a special that can pierce
+ if (self.type !== 'special' || self.damage <= 0) {
+ self.destroy();
+ var index = bullets.indexOf(self);
+ if (index !== -1) {
+ bullets.splice(index, 1);
+ }
+ break;
+ } else {
+ // Special bullets can hit multiple enemies but lose power
+ self.damage -= 1;
+ }
+ }
+ }
+ };
+ return self;
+});
+var Doraemon = Container.expand(function () {
+ var self = Container.call(this);
+ var doraemonSprite = self.attachAsset('doraemon', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.health = 3;
+ self.isJumping = false;
+ self.jumpVelocity = 0;
+ self.canShoot = true;
+ self.gadgets = 100;
+ self.currentGadget = 'normal';
+ self.jump = function () {
+ if (!self.isJumping) {
+ self.isJumping = true;
+ self.jumpVelocity = -25;
+ }
+ };
+ self.shoot = function () {
+ if (self.canShoot && self.gadgets > 0) {
+ self.gadgets -= 1;
+ self.canShoot = false;
+ var bullet = new Bullet(self.currentGadget);
+ bullet.x = self.x + 50;
+ bullet.y = self.y;
+ game.addChild(bullet);
+ bullets.push(bullet);
+ LK.getSound('shoot').play();
+ LK.setTimeout(function () {
+ self.canShoot = true;
+ }, 300);
+ return bullet;
+ }
+ return null;
+ };
+ self.takeDamage = function () {
+ self.health -= 1;
+ LK.effects.flashObject(self, 0xff0000, 500);
+ if (self.health <= 0) {
+ LK.showGameOver();
+ }
+ };
+ self.collectPowerup = function (type) {
+ LK.getSound('powerup').play();
+ if (type === 'health') {
+ self.health = Math.min(self.health + 1, 5);
+ } else if (type === 'gadget') {
+ self.gadgets += 20;
+ } else if (type === 'special') {
+ self.currentGadget = 'special';
+ LK.setTimeout(function () {
+ self.currentGadget = 'normal';
+ }, 10000);
+ }
+ };
+ self.update = function () {
+ if (self.isJumping) {
+ self.y += self.jumpVelocity;
+ self.jumpVelocity += 1;
+ // Check if landed on platform
+ if (self.y >= platformY - 150) {
+ self.y = platformY - 150;
+ self.isJumping = false;
+ self.jumpVelocity = 0;
+ }
+ }
+ };
+ return self;
+});
+var Enemy = Container.expand(function (type) {
+ var self = Container.call(this);
+ var enemySprite = self.attachAsset('enemy', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ if (type === 'fast') {
+ enemySprite.scaleX = 0.8;
+ enemySprite.scaleY = 0.8;
+ self.speed = -12;
+ self.health = 1;
+ } else if (type === 'strong') {
+ enemySprite.scaleX = 1.3;
+ enemySprite.scaleY = 1.3;
+ self.speed = -5;
+ self.health = 3;
+ } else {
+ // Normal enemy
+ self.speed = -8;
+ self.health = 1;
+ }
+ self.type = type || 'normal';
+ self.update = function () {
+ self.x += self.speed;
+ // Check if enemy is off screen
+ if (self.x < -200) {
+ self.destroy();
+ var index = enemies.indexOf(self);
+ if (index !== -1) {
+ enemies.splice(index, 1);
+ player.takeDamage();
+ }
+ }
+ };
+ self.takeDamage = function (damage) {
+ self.health -= damage || 1;
+ LK.effects.flashObject(self, 0xffffff, 200);
+ if (self.health <= 0) {
+ LK.getSound('enemyDefeat').play();
+ LK.setScore(LK.getScore() + (self.type === 'strong' ? 3 : 1));
+ scoreText.setText(LK.getScore());
+ // Chance to drop a powerup
+ if (Math.random() < 0.3) {
+ var powerupTypes = ['health', 'gadget', 'special'];
+ var type = powerupTypes[Math.floor(Math.random() * powerupTypes.length)];
+ var powerup = new Powerup(type);
+ powerup.x = self.x;
+ powerup.y = self.y;
+ game.addChild(powerup);
+ powerups.push(powerup);
+ }
+ self.destroy();
+ var index = enemies.indexOf(self);
+ if (index !== -1) {
+ enemies.splice(index, 1);
+ }
+ }
+ };
+ return self;
+});
+var Powerup = Container.expand(function (type) {
+ var self = Container.call(this);
+ var powerupSprite = self.attachAsset('powerup', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.type = type || 'gadget';
+ if (self.type === 'health') {
+ powerupSprite.tint = 0xff0000;
+ } else if (self.type === 'special') {
+ powerupSprite.tint = 0x00ffff;
+ }
+ self.speed = -3;
+ self.ySpeed = 0;
+ self.bounceHeight = 5;
+ self.update = function () {
+ self.x += self.speed;
+ self.y += self.ySpeed;
+ // Bouncing effect
+ self.ySpeed += 0.2;
+ if (self.y >= platformY - 35) {
+ self.y = platformY - 35;
+ self.ySpeed = -self.bounceHeight;
+ }
+ // Check if powerup is off screen
+ if (self.x < -100) {
+ self.destroy();
+ var index = powerups.indexOf(self);
+ if (index !== -1) {
+ powerups.splice(index, 1);
+ }
+ }
+ // Check for player collision
+ if (self.intersects(player)) {
+ player.collectPowerup(self.type);
+ self.destroy();
+ var index = powerups.indexOf(self);
+ if (index !== -1) {
+ powerups.splice(index, 1);
+ }
+ }
+ };
+ return self;
+});
+
+/****
* Initialize Game
-****/
+****/
var game = new LK.Game({
- backgroundColor: 0x000000
-});
\ No newline at end of file
+ backgroundColor: 0x87ceeb
+});
+
+/****
+* Game Code
+****/
+// Game constants
+var platformY = 2500;
+// Game variables
+var player;
+var enemies = [];
+var bullets = [];
+var powerups = [];
+var spawnRate = 2000; // milliseconds
+var waveCounter = 0;
+var dragNode = null;
+// Create background
+var background = game.addChild(LK.getAsset('background', {
+ anchorX: 0,
+ anchorY: 0,
+ x: 0,
+ y: 0
+}));
+// Create platform
+var platform = game.addChild(LK.getAsset('platform', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ x: 1024,
+ y: platformY
+}));
+platform.scaleX = 5; // Make platform wider
+// Create player
+player = game.addChild(new Doraemon());
+player.x = 300;
+player.y = platformY - 150;
+// Create score display
+var scoreText = new Text2('0', {
+ size: 80,
+ fill: 0xFFFFFF
+});
+scoreText.setText('Score: ' + LK.getScore());
+scoreText.anchor.set(0.5, 0);
+LK.gui.top.addChild(scoreText);
+// Create health display
+var healthText = new Text2('Health: 3', {
+ size: 60,
+ fill: 0xFF0000
+});
+healthText.anchor.set(0, 0);
+healthText.x = 100;
+LK.gui.topRight.addChild(healthText);
+// Create gadget meter
+var gadgetText = new Text2('Gadgets: 100', {
+ size: 60,
+ fill: 0xFFCC00
+});
+gadgetText.anchor.set(0, 0);
+gadgetText.x = 100;
+gadgetText.y = 70;
+LK.gui.topRight.addChild(gadgetText);
+// Start spawning enemies
+var spawnTimer = LK.setInterval(function () {
+ spawnEnemy();
+}, spawnRate);
+// Increase difficulty over time
+var difficultyTimer = LK.setInterval(function () {
+ waveCounter++;
+ if (spawnRate > 500) {
+ spawnRate -= 100;
+ LK.clearInterval(spawnTimer);
+ spawnTimer = LK.setInterval(function () {
+ spawnEnemy();
+ }, spawnRate);
+ }
+ // Show wave notification
+ var waveText = new Text2('Wave ' + waveCounter + '!', {
+ size: 120,
+ fill: 0xFF0000
+ });
+ waveText.anchor.set(0.5, 0.5);
+ LK.gui.center.addChild(waveText);
+ tween(waveText, {
+ alpha: 0
+ }, {
+ duration: 2000,
+ onFinish: function onFinish() {
+ waveText.destroy();
+ }
+ });
+}, 20000);
+function spawnEnemy() {
+ var types = ['normal', 'normal', 'normal', 'fast', 'strong'];
+ var randomType = types[Math.floor(Math.random() * types.length)];
+ // Higher chance of stronger enemies in later waves
+ if (waveCounter > 3) {
+ if (Math.random() < 0.4) {
+ randomType = 'fast';
+ }
+ if (waveCounter > 5 && Math.random() < 0.3) {
+ randomType = 'strong';
+ }
+ }
+ var enemy = new Enemy(randomType);
+ enemy.x = 2200;
+ enemy.y = platformY - 150 - Math.random() * 300; // Spawn at different heights
+ game.addChild(enemy);
+ enemies.push(enemy);
+}
+// Game input handlers
+game.down = function (x, y, obj) {
+ // Shoot when tapping
+ player.shoot();
+ // Allow jumping by tapping above player
+ if (y < player.y) {
+ player.jump();
+ }
+ // Start dragging when tapping player
+ if (player.containsPoint({
+ x: x,
+ y: y
+ })) {
+ dragNode = player;
+ }
+};
+game.up = function (x, y, obj) {
+ dragNode = null;
+};
+game.move = function (x, y, obj) {
+ if (dragNode) {
+ // Only allow horizontal movement within bounds
+ dragNode.x = Math.max(100, Math.min(x, 1500));
+ }
+};
+// Game update function
+game.update = function () {
+ // Update score display
+ scoreText.setText('Score: ' + LK.getScore());
+ // Update health display
+ healthText.setText('Health: ' + player.health);
+ // Update gadget display
+ gadgetText.setText('Gadgets: ' + player.gadgets);
+ // Special gadget indicator
+ if (player.currentGadget === 'special') {
+ gadgetText.tint = 0x00ffff;
+ } else {
+ gadgetText.tint = 0xffffff;
+ }
+ // Auto-regenerate gadgets
+ if (LK.ticks % 60 === 0) {
+ player.gadgets += 1;
+ }
+ // Check for game over
+ if (player.health <= 0) {
+ LK.showGameOver();
+ }
+ // Update all game objects
+ for (var i = bullets.length - 1; i >= 0; i--) {
+ bullets[i].update();
+ }
+ for (var i = enemies.length - 1; i >= 0; i--) {
+ enemies[i].update();
+ }
+ for (var i = powerups.length - 1; i >= 0; i--) {
+ powerups[i].update();
+ }
+ player.update();
+};
+// Play background music
+LK.playMusic('bgMusic');
\ No newline at end of file
Bullet gun. In-Game asset. 2d. High contrast. No shadows
Doraemon gadget. In-Game asset. 2d. High contrast. No shadows
Powerup. In-Game asset. 2d. High contrast. No shadows
Platform. In-Game asset. 2d. High contrast. No shadows
Doraemon shooting a gun. In-Game asset. 2d. High contrast. No shadows
Background war. In-Game asset. 2d. No shadows
Enemy. In-Game asset. 2d. No shadows