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Please fix the bug: 'ReferenceError: Laya is not defined' in or related to this line: 'if (Laya.timer.currFrame % 60 == 0) {' Line Number: 78
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Please fix the bug: 'Laya is not defined' in or related to this line: 'Laya.init(800, 600);' Line Number: 29
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Please fix the bug: 'Laya is not defined' in or related to this line: 'Laya.loader.load([{' Line Number: 12
Code edit (1 edits merged)
Please save this source code
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Please fix the bug: 'this.addChild is not a function' in or related to this line: 'this.addChild(boatGraphics);' Line Number: 184
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Please fix the bug: '_this.addChild is not a function' in or related to this line: '_this.addChild(boatGraphics);' Line Number: 184
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Please fix the bug: 'this.addChild is not a function' in or related to this line: 'this.addChild(boatGraphics);' Line Number: 184
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Please fix the bug: '_this.addChild is not a function' in or related to this line: '_this.addChild(boatGraphics);' Line Number: 184
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Please fix the bug: 'Cannot read properties of undefined (reading 'attachAsset')' in or related to this line: 'self.attachAsset('boat', {' Line Number: 180
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Please fix the bug: '_this.addChild is not a function' in or related to this line: '_this.addChild(boatGraphics);' Line Number: 180
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Code edit (1 edits merged)
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/**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ /**** Assets ****/ function _typeof(o) { "@babel/helpers - typeof"; return _typeof = "function" == typeof Symbol && "symbol" == typeof Symbol.iterator ? function (o) { return typeof o; } : function (o) { return o && "function" == typeof Symbol && o.constructor === Symbol && o !== Symbol.prototype ? "symbol" : typeof o; }, _typeof(o); } var _this4 = void 0; function _defineProperties(e, r) { for (var t = 0; t < r.length; t++) { var o = r[t]; o.enumerable = o.enumerable || !1, o.configurable = !0, "value" in o && (o.writable = !0), Object.defineProperty(e, _toPropertyKey(o.key), o); } } function _createClass(e, r, t) { return r && _defineProperties(e.prototype, r), t && _defineProperties(e, t), Object.defineProperty(e, "prototype", { writable: !1 }), e; } function _toPropertyKey(t) { var i = _toPrimitive(t, "string"); return "symbol" == _typeof(i) ? i : i + ""; } function _toPrimitive(t, r) { if ("object" != _typeof(t) || !t) { return t; } var e = t[Symbol.toPrimitive]; if (void 0 !== e) { var i = e.call(t, r || "default"); if ("object" != _typeof(i)) { return i; } throw new TypeError("@@toPrimitive must return a primitive value."); } return ("string" === r ? String : Number)(t); } function _classCallCheck(a, n) { if (!(a instanceof n)) { throw new TypeError("Cannot call a class as a function"); } } function _callSuper(t, o, e) { return o = _getPrototypeOf(o), _possibleConstructorReturn(t, _isNativeReflectConstruct() ? Reflect.construct(o, e || [], _getPrototypeOf(t).constructor) : o.apply(t, e)); } function _possibleConstructorReturn(t, e) { if (e && ("object" == _typeof(e) || "function" == typeof e)) { return e; } if (void 0 !== e) { throw new TypeError("Derived constructors may only return object or undefined"); } return _assertThisInitialized(t); } function _assertThisInitialized(e) { if (void 0 === e) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return e; } function _isNativeReflectConstruct() { try { var t = !Boolean.prototype.valueOf.call(Reflect.construct(Boolean, [], function () {})); } catch (t) {} return (_isNativeReflectConstruct = function _isNativeReflectConstruct() { return !!t; })(); } function _getPrototypeOf(t) { return _getPrototypeOf = Object.setPrototypeOf ? Object.getPrototypeOf.bind() : function (t) { return t.__proto__ || Object.getPrototypeOf(t); }, _getPrototypeOf(t); } function _inherits(t, e) { if ("function" != typeof e && null !== e) { throw new TypeError("Super expression must either be null or a function"); } t.prototype = Object.create(e && e.prototype, { constructor: { value: t, writable: !0, configurable: !0 } }), Object.defineProperty(t, "prototype", { writable: !1 }), e && _setPrototypeOf(t, e); } function _setPrototypeOf(t, e) { return _setPrototypeOf = Object.setPrototypeOf ? Object.setPrototypeOf.bind() : function (t, e) { return t.__proto__ = e, t; }, _setPrototypeOf(t, e); } Laya.loader.load([{ url: "boat.png", type: Laya.Loader.IMAGE }, { url: "obstacle.png", type: Laya.Loader.IMAGE }, { url: "treasure.png", type: Laya.Loader.IMAGE }]); /**** Classes ****/ // 🚤 Boat (Player) var Boat = /*#__PURE__*/function (_Laya$Sprite) { function Boat() { var _this; _classCallCheck(this, Boat); _this = _callSuper(this, Boat); _this.loadImage("boat.png"); _this.anchorX = _this.anchorY = 0.5; _this.speed = 10; return _this; } _inherits(Boat, _Laya$Sprite); return _createClass(Boat); }(Laya.Sprite); // ⚠ Obstacle var Obstacle = /*#__PURE__*/function (_Laya$Sprite2) { function Obstacle() { var _this2; _classCallCheck(this, Obstacle); _this2 = _callSuper(this, Obstacle); _this2.loadImage("obstacle.png"); _this2.anchorX = _this2.anchorY = 0.5; _this2.speed = 5; return _this2; } _inherits(Obstacle, _Laya$Sprite2); return _createClass(Obstacle, [{ key: "update", value: function update() { this.y += this.speed; if (this.y > Laya.stage.height) { this.destroy(); } } }]); }(Laya.Sprite); // 💰 Treasure var Treasure = /*#__PURE__*/function (_Laya$Sprite3) { function Treasure() { var _this3; _classCallCheck(this, Treasure); _this3 = _callSuper(this, Treasure); _this3.loadImage("treasure.png"); _this3.anchorX = _this3.anchorY = 0.5; _this3.speed = 5; return _this3; } _inherits(Treasure, _Laya$Sprite3); return _createClass(Treasure, [{ key: "update", value: function update() { this.y += this.speed; if (this.y > Laya.stage.height) { this.destroy(); } } }]); }(Laya.Sprite); /**** Initialize Game ****/ Laya.init(800, 600); Laya.stage.bgColor = "#87CEEB"; // Water background // 🚤 Player Boat var boat = new Boat(); boat.pos(Laya.stage.width / 2, Laya.stage.height - 100); Laya.stage.addChild(boat); // 🔢 Score Display var score = 0; var scoreTxt = new Laya.Text(); scoreTxt.text = "Score: 0"; scoreTxt.fontSize = 30; scoreTxt.color = "#FFF"; scoreTxt.pos(10, 10); Laya.stage.addChild(scoreTxt); // 🎮 Boat Movement Laya.stage.on(Laya.Event.MOUSE_MOVE, void 0, function (e) { boat.x = Math.max(0, Math.min(Laya.stage.width, Laya.stage.mouseX)); }); // 🚀 Game Loop var obstacles = [], treasures = []; Laya.timer.frameLoop(1, void 0, function () { // Spawn every 60 frames (~1 second) if (Laya.timer.currFrame % 60 == 0) { var spawnItem = function spawnItem(Class, arr) { var item = new Class(); item.pos(Math.random() * Laya.stage.width, -50); Laya.stage.addChild(item); arr.push(item); }; spawnItem(Obstacle, obstacles); spawnItem(Treasure, treasures); } // 📉 Update & Collision Check var updateItems = function updateItems(arr, onCollide) { for (var i = arr.length - 1; i >= 0; i--) { var obj = arr[i]; obj.update(); if (boat.getBounds().intersects(obj.getBounds())) { onCollide(obj, i); } if (obj.y > Laya.stage.height) { arr.splice(i, 1); } } }; // ⚠ Check Collisions updateItems(obstacles, function () { Laya.stage.off(Laya.Event.MOUSE_MOVE, _this4); Laya.timer.clearAll(_this4); console.log("Game Over!"); }); updateItems(treasures, function (treasure, index) { score += 10; scoreTxt.text = "Score: " + score; treasures.splice(index, 1); treasure.destroy(); }); });
===================================================================
--- original.js
+++ change.js
@@ -7,30 +7,18 @@
/****
* Game Code
****/
-// Load assets (boat, obstacle, treasure)
-function _typeof2(o) {
- "@babel/helpers - typeof";
- return _typeof2 = "function" == typeof Symbol && "symbol" == typeof Symbol.iterator ? function (o) {
- return typeof o;
- } : function (o) {
- return o && "function" == typeof Symbol && o.constructor === Symbol && o !== Symbol.prototype ? "symbol" : typeof o;
- }, _typeof2(o);
-}
+/**** Assets ****/
function _typeof(o) {
"@babel/helpers - typeof";
return _typeof = "function" == typeof Symbol && "symbol" == typeof Symbol.iterator ? function (o) {
return typeof o;
} : function (o) {
return o && "function" == typeof Symbol && o.constructor === Symbol && o !== Symbol.prototype ? "symbol" : typeof o;
}, _typeof(o);
}
-function _classCallCheck(a, n) {
- if (!(a instanceof n)) {
- throw new TypeError("Cannot call a class as a function");
- }
-}
+var _this4 = void 0;
function _defineProperties(e, r) {
for (var t = 0; t < r.length; t++) {
var o = r[t];
o.enumerable = o.enumerable || !1, o.configurable = !0, "value" in o && (o.writable = !0), Object.defineProperty(e, _toPropertyKey(o.key), o);
@@ -58,8 +46,13 @@
throw new TypeError("@@toPrimitive must return a primitive value.");
}
return ("string" === r ? String : Number)(t);
}
+function _classCallCheck(a, n) {
+ if (!(a instanceof n)) {
+ throw new TypeError("Cannot call a class as a function");
+ }
+}
function _callSuper(t, o, e) {
return o = _getPrototypeOf(o), _possibleConstructorReturn(t, _isNativeReflectConstruct() ? Reflect.construct(o, e || [], _getPrototypeOf(t).constructor) : o.apply(t, e));
}
function _possibleConstructorReturn(t, e) {
@@ -90,9 +83,9 @@
return t.__proto__ || Object.getPrototypeOf(t);
}, _getPrototypeOf(t);
}
function _inherits(t, e) {
- if (typeof e !== "function" && e !== null) {
+ if ("function" != typeof e && null !== e) {
throw new TypeError("Super expression must either be null or a function");
}
t.prototype = Object.create(e && e.prototype, {
constructor: {
@@ -102,153 +95,137 @@
}
}), Object.defineProperty(t, "prototype", {
writable: !1
}), e && _setPrototypeOf(t, e);
- return t; // Ensure the function returns the subclass
}
function _setPrototypeOf(t, e) {
return _setPrototypeOf = Object.setPrototypeOf ? Object.setPrototypeOf.bind() : function (t, e) {
return t.__proto__ = e, t;
}, _setPrototypeOf(t, e);
}
-// Boat class to represent the player's boat
-var Boat = /*#__PURE__*/function (_LK$Container) {
+Laya.loader.load([{
+ url: "boat.png",
+ type: Laya.Loader.IMAGE
+}, {
+ url: "obstacle.png",
+ type: Laya.Loader.IMAGE
+}, {
+ url: "treasure.png",
+ type: Laya.Loader.IMAGE
+}]);
+/**** Classes ****/
+// 🚤 Boat (Player)
+var Boat = /*#__PURE__*/function (_Laya$Sprite) {
function Boat() {
var _this;
_classCallCheck(this, Boat);
_this = _callSuper(this, Boat);
- _this.loadImage("boat.png"); // Load boat image
- _this.anchorX = 0.5; // Center the boat horizontally
- _this.anchorY = 0.5; // Center the boat vertically
- _this.speed = 10; // Boat speed
+ _this.loadImage("boat.png");
+ _this.anchorX = _this.anchorY = 0.5;
+ _this.speed = 10;
return _this;
}
- _inherits(Boat, LK.Container);
- return _createClass(Boat, [{
- key: "update",
- value: function update() {
- // Boat movement logic will be handled in the game move event
- }
- }]);
-}(LK.Container); // Obstacle class to represent rocks and logs
-var Obstacle = /*#__PURE__*/function (_LK$Container2) {
+ _inherits(Boat, _Laya$Sprite);
+ return _createClass(Boat);
+}(Laya.Sprite); // ⚠ Obstacle
+var Obstacle = /*#__PURE__*/function (_Laya$Sprite2) {
function Obstacle() {
var _this2;
_classCallCheck(this, Obstacle);
_this2 = _callSuper(this, Obstacle);
- _this2.loadImage("obstacle.png"); // Load obstacle image
- _this2.anchorX = 0.5; // Center the obstacle horizontally
- _this2.anchorY = 0.5; // Center the obstacle vertically
- _this2.speed = 5; // Obstacle speed
+ _this2.loadImage("obstacle.png");
+ _this2.anchorX = _this2.anchorY = 0.5;
+ _this2.speed = 5;
return _this2;
}
- _inherits(Obstacle, LK.Container);
+ _inherits(Obstacle, _Laya$Sprite2);
return _createClass(Obstacle, [{
key: "update",
value: function update() {
- this.y += this.speed; // Move the obstacle down the screen
- if (this.y > 2732) {
- this.destroy(); // Destroy the obstacle if it goes off-screen
+ this.y += this.speed;
+ if (this.y > Laya.stage.height) {
+ this.destroy();
}
}
}]);
-}(LK.Container); // Treasure class to represent collectible treasures
-var Treasure = /*#__PURE__*/function (_LK$Container3) {
+}(Laya.Sprite); // 💰 Treasure
+var Treasure = /*#__PURE__*/function (_Laya$Sprite3) {
function Treasure() {
var _this3;
_classCallCheck(this, Treasure);
_this3 = _callSuper(this, Treasure);
- _this3.loadImage("treasure.png"); // Load treasure image
- _this3.anchorX = 0.5; // Center the treasure horizontally
- _this3.anchorY = 0.5; // Center the treasure vertically
- _this3.speed = 5; // Treasure speed
+ _this3.loadImage("treasure.png");
+ _this3.anchorX = _this3.anchorY = 0.5;
+ _this3.speed = 5;
return _this3;
}
- _inherits(Treasure, LK.Container);
+ _inherits(Treasure, _Laya$Sprite3);
return _createClass(Treasure, [{
key: "update",
value: function update() {
- this.y += this.speed; // Move the treasure down the screen
- if (this.y > 2732) {
- this.destroy(); // Destroy the treasure if it goes off-screen
+ this.y += this.speed;
+ if (this.y > Laya.stage.height) {
+ this.destroy();
}
}
}]);
-}(LK.Container);
-// Initialize game variables
+}(Laya.Sprite);
+/**** Initialize Game ****/
+Laya.init(800, 600);
+Laya.stage.bgColor = "#87CEEB"; // Water background
+// 🚤 Player Boat
var boat = new Boat();
-boat.x = 2048 / 2;
-boat.y = 2732 - 100; // Position the boat at the bottom center
-game.addChild(boat);
-var obstacles = []; // Array to store obstacles
-var treasures = []; // Array to store treasures
-var score = 0; // Player's score
-// Display the score on the screen
-var scoreTxt = new Text2("Score: 0", {
- size: 30,
- fill: 0xFFFFFF
+boat.pos(Laya.stage.width / 2, Laya.stage.height - 100);
+Laya.stage.addChild(boat);
+// 🔢 Score Display
+var score = 0;
+var scoreTxt = new Laya.Text();
+scoreTxt.text = "Score: 0";
+scoreTxt.fontSize = 30;
+scoreTxt.color = "#FFF";
+scoreTxt.pos(10, 10);
+Laya.stage.addChild(scoreTxt);
+// 🎮 Boat Movement
+Laya.stage.on(Laya.Event.MOUSE_MOVE, void 0, function (e) {
+ boat.x = Math.max(0, Math.min(Laya.stage.width, Laya.stage.mouseX));
});
-scoreTxt.x = 10;
-scoreTxt.y = 10; // Position the score text at the top-left corner
-LK.gui.topLeft.addChild(scoreTxt);
-// Function to handle boat movement
-function handleMove(x, y, obj) {
- boat.x = x; // Move the boat to the touch X position
- if (boat.x < 0) {
- boat.x = 0; // Prevent the boat from going off the left edge
+// 🚀 Game Loop
+var obstacles = [],
+ treasures = [];
+Laya.timer.frameLoop(1, void 0, function () {
+ // Spawn every 60 frames (~1 second)
+ if (Laya.timer.currFrame % 60 == 0) {
+ var spawnItem = function spawnItem(Class, arr) {
+ var item = new Class();
+ item.pos(Math.random() * Laya.stage.width, -50);
+ Laya.stage.addChild(item);
+ arr.push(item);
+ };
+ spawnItem(Obstacle, obstacles);
+ spawnItem(Treasure, treasures);
}
- if (boat.x > 2048) {
- boat.x = 2048; // Prevent the boat from going off the right edge
- }
-}
-// Game move event to handle swiping
-game.move = handleMove;
-// Game update loop
-var gameLoop = LK.setInterval(function () {
- // Spawn obstacles and treasures every 60 frames (1 second)
- if (LK.ticks % 60 == 0) {
- // Spawn a new obstacle
- var newObstacle = new Obstacle();
- newObstacle.pos(Math.random() * 2048, -50); // Random x position, start above the screen
- obstacles.push(newObstacle);
- game.addChild(newObstacle);
- // Spawn a new treasure
- var newTreasure = new Treasure();
- newTreasure.pos(Math.random() * 2048, -50); // Random x position, start above the screen
- treasures.push(newTreasure);
- game.addChild(newTreasure);
- }
- // Update obstacles and check for collisions
- for (var i = obstacles.length - 1; i >= 0; i--) {
- var obstacle = obstacles[i];
- obstacle.update(); // Move the obstacle down the screen
- // Check for collision between the boat and the obstacle
- if (boat.intersects(obstacle)) {
- game.move = null; // Stop boat movement
- LK.clearInterval(gameLoop); // Stop the game loop
- LK.showGameOver(); // Show game over screen
- return;
+ // 📉 Update & Collision Check
+ var updateItems = function updateItems(arr, onCollide) {
+ for (var i = arr.length - 1; i >= 0; i--) {
+ var obj = arr[i];
+ obj.update();
+ if (boat.getBounds().intersects(obj.getBounds())) {
+ onCollide(obj, i);
+ }
+ if (obj.y > Laya.stage.height) {
+ arr.splice(i, 1);
+ }
}
- // Remove the obstacle if it goes off the screen
- if (obstacle.y > 2732) {
- obstacle.destroy();
- obstacles.splice(i, 1);
- }
- }
- // Update treasures and check for collection
- for (var j = treasures.length - 1; j >= 0; j--) {
- var treasure = treasures[j];
- treasure.update(); // Move the treasure down the screen
- // Check for collision between the boat and the treasure
- if (boat.intersects(treasure)) {
- score += 10; // Increase the score
- scoreTxt.setText("Score: " + score); // Update the score display
- treasure.destroy(); // Remove the treasure
- treasures.splice(j, 1); // Remove the treasure from the array
- }
- // Remove the treasure if it goes off the screen
- if (treasure.y > 2732) {
- treasure.destroy();
- treasures.splice(j, 1);
- }
- }
+ };
+ // ⚠ Check Collisions
+ updateItems(obstacles, function () {
+ Laya.stage.off(Laya.Event.MOUSE_MOVE, _this4);
+ Laya.timer.clearAll(_this4);
+ console.log("Game Over!");
+ });
+ updateItems(treasures, function (treasure, index) {
+ score += 10;
+ scoreTxt.text = "Score: " + score;
+ treasures.splice(index, 1);
+ treasure.destroy();
+ });
});
\ No newline at end of file
shining moon. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
a single shining yellowish golden coin with the boat on it. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
a colorful, cartoon style boat with an orange and blue color scheme. the boat has a small flag on top, round windows and a curved hull , with the BOAT text on it with bold letters. the design is vibrant, playful and optimized for a mobile game. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
white water bubble. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
single rock. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
gold sparkle. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
single gold sparkle. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
red shining heart symbol. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
whale head in octogonal box with green background asset. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
orange life rings asset that revive from water. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
single rounded white bubble firefly trail. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
shining sun cartoon style. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
flying owl with blue gold color mix asset. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
coin magnet white blue red in color. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
warning asset. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows