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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)
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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 var bounds = new Rectangle(player.x - player.width / 2, player.y - player.height / 2, player.width, player.height); if (bounds.contains(x, 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
@@ -349,12 +349,10 @@
if (y < player.y) {
player.jump();
}
// Start dragging when tapping player
- if (player.containsPoint({
- x: x,
- y: y
- })) {
+ var bounds = new Rectangle(player.x - player.width / 2, player.y - player.height / 2, player.width, player.height);
+ if (bounds.contains(x, y)) {
dragNode = player;
}
};
game.up = function (x, y, obj) {
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