User prompt
Please fix the bug: 'ReferenceError: river2 is not defined' in or related to this line: 'if (river2) {' Line Number: 429
User prompt
Please fix the bug: 'TypeError: Cannot read properties of null (reading 'y')' in or related to this line: 'river.y += river.speed;' Line Number: 423
User prompt
Please fix the bug: 'TypeError: Cannot read properties of null (reading 'y')' in or related to this line: 'river.y += river.speed;' Line Number: 419
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'speed')' in or related to this line: 'boat.y -= river.speed;' Line Number: 327
User prompt
If river is inside a function, move it outside to the global scope.
User prompt
Please fix the bug: 'ReferenceError: river is not defined' in or related to this line: 'boat.y -= river.speed;' Line Number: 330
User prompt
Please fix the bug: 'ReferenceError: river is not defined' in or related to this line: 'boat.y -= river.speed;' Line Number: 330
User prompt
Please fix the bug: 'ReferenceError: river is not defined' in or related to this line: 'boat.y -= river.speed;' Line Number: 331
User prompt
Please fix the bug: 'ReferenceError: river is not defined' in or related to this line: 'boat.y -= river.speed;' Line Number: 330
User prompt
remove 1331
User prompt
Please fix the bug: 'ReferenceError: river is not defined' in or related to this line: 'boat.y -= river.speed;' Line Number: 331
User prompt
Please fix the bug: 'ReferenceError: river is not defined' in or related to this line: 'boat.y -= river.speed;' Line Number: 331
User prompt
Please fix the bug: 'ReferenceError: river is not defined' in or related to this line: 'boat.y -= river.speed;' Line Number: 331
User prompt
Adjust the speed, obstacle frequency, or UI positioning if needed.
User prompt
Please fix the bug: 'ReferenceError: river is not defined' in or related to this line: 'boat.y -= river.speed;' Line Number: 329
User prompt
Please fix the bug: 'ReferenceError: river is not defined' in or related to this line: 'boat.y -= river.speed;' Line Number: 329
User prompt
Please fix the bug: 'ReferenceError: river is not defined' in or related to this line: 'boat.y -= river.speed;' Line Number: 330
User prompt
Please fix the bug: 'ReferenceError: river is not defined' in or related to this line: 'boat.y -= river.speed;' Line Number: 329
User prompt
Add water-flowing sound effects and collision sounds. Create a water splash effect when the boat moves.
User prompt
Please fix the bug: 'ReferenceError: river is not defined' in or related to this line: 'boat.y -= river.speed;' Line Number: 321
User prompt
Show a Game Over screen when the player loses, displaying the final score and a 'Retry' button."
User prompt
Please fix the bug: 'ReferenceError: river is not defined' in or related to this line: 'boat.y -= river.speed;' Line Number: 253
User prompt
Please fix the bug: 'ReferenceError: river is not defined' in or related to this line: 'boat.y -= river.speed;' Line Number: 253
User prompt
Please fix the bug: 'ReferenceError: river is not defined' in or related to this line: 'boat.y -= river.speed;' Line Number: 253
User prompt
Please fix the bug: 'ReferenceError: river is not defined' in or related to this line: 'boat.y -= river.speed;' Line Number: 253
/**** 
* Classes
****/ 
// Create a Boat class
var Boat = Container.expand(function () {
	var self = Container.call(this);
	var boatGraphics = self.attachAsset('boat', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	// Set boat speed
	self.speed = -5;
	// This is automatically called every game tick, if the boat is attached!
	self.update = function () {
		// Update score based on distance traveled
		score += Math.abs(self.speed);
		scoreTxt.setText(Math.floor(score));
		// Create a water splash effect when the boat moves
		LK.effects.flashObject(self, 0x00FFFF, 200);
		// Check if the boat is intersecting with the riverbanks or any obstacle
		if (self.x < 0) {
			self.x = 0;
		} else if (self.x > 2048 - self.width) {
			self.x = 2048 - self.width;
		}
		if (self.y < 0) {
			self.y = 0;
		} else if (self.y > 2732 - self.height) {
			self.y = 2732 - self.height;
		}
		for (var i = 0; i < obstacles.length; i++) {
			if (self.intersects(obstacles[i])) {
				// Play collision sound effect
				LK.getSound('collision').play();
				// Show game over. The game will be automatically paused while game over is showing.
				LK.showGameOver();
			}
		}
	};
});
// Create an Obstacle class
var Obstacle = Container.expand(function () {
	var self = Container.call(this);
	var obstacleGraphics = self.attachAsset('obstacle', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	// Set obstacle speed
	self.speed = 5;
	// This is automatically called every game tick, if the obstacle is attached!
	self.update = function () {
		self.y += self.speed;
		// Destroy the obstacle when it goes off screen
		if (self.y > 2732) {
			self.destroy();
		}
	};
});
// Create a River class
var River = Container.expand(function () {
	var self = Container.call(this);
	// Set initial river speed
	self.speed = 5;
	// Increase river speed over time
	self.update = function () {
		self.y += self.speed;
		self.speed += 0.01; // Increase speed by 0.01 every frame
		// Reset the position of the river to create a loop effect
		if (self.y >= 2732) {
			self.y = 0;
		}
	};
	// This is automatically called every game tick, if the river is attached!
	self.update = function () {
		self.y += self.speed;
		// Reset the position of the river to create a loop effect
		if (self.y >= 2732) {
			self.y = 0;
		}
	};
});
// Create a Riverbank class
var Riverbank = Container.expand(function () {
	var self = Container.call(this);
	var riverbankGraphics = self.attachAsset('riverbank', {
		anchorX: 0.5,
		anchorY: 0.5
	});
});
/**** 
* Initialize Game
****/ 
// Initialize a boat and add it to the game
var game = new LK.Game({
	backgroundColor: 0x0000ff // Change the color to a blue tone to represent a river
});
/**** 
* Game Code
****/ 
// Create a start screen with a 'Tap to Start' button
var startScreen = new Container();
var startText = new Text2('Tap to Start', {
	size: 200,
	fill: 0xFFFFFF
});
startText.anchor.set(0.5, 0.5);
startText.x = 2048 / 2;
startText.y = 2732 / 2;
startScreen.addChild(startText);
game.addChild(startScreen);
game.down = function (x, y, obj) {
	if (startScreen.parent) {
		startScreen.parent.removeChild(startScreen);
		initializeGame();
	}
};
var river = null; // Initialize river variable in the global scope
var river2 = null; // Initialize river2 variable in the global scope
// Function to initialize the game
function initializeGame() {
	river = game.addChild(new River());
	// Play water-flowing sound effect
	LK.getSound('waterFlow').play();
	var river2 = game.addChild(LK.getAsset('river', {
		x: 0,
		y: -2732
	}));
	// Initialize riverbanks and add them to the game
	var leftRiverbank = game.addChild(new Riverbank());
	leftRiverbank.x = leftRiverbank.width / 2;
	var rightRiverbank = game.addChild(new Riverbank());
	rightRiverbank.x = 2048 - rightRiverbank.width / 2;
	// Initialize score
	var score = 0;
	// Initialize score text
	var scoreTxt = new Text2('0', {
		size: 150,
		fill: 0xFFFFFF
	});
	scoreTxt.anchor.set(0.5, 0.5); //{1j} // Center the score text vertically
	LK.gui.top.addChild(scoreTxt);
	// Initialize obstacles array
	var obstacles = [];
	// Initialize a boat and add it to the game
	var boat = game.addChild(new Boat());
	// Position the boat at the bottom center of the screen
	boat.x = 2048 / 2;
	boat.y = 2732 - boat.height / 2;
	// Add swipe controls to move the boat left and right
	var dragNode = null;
	game.down = function (x, y, obj) {
		dragNode = boat;
	};
	game.up = function (x, y, obj) {
		dragNode = null;
	};
	game.move = function (x, y, obj) {
		if (dragNode) {
			// Prevent the boat from moving outside the riverbanks
			var newX = Math.max(leftRiverbank.width + boat.width / 2, Math.min(2048 - rightRiverbank.width - boat.width / 2, x));
			dragNode.x = newX;
		}
	};
	// Initialize obstacles array
	var obstacles = [];
	boat.update = function () {
		boat.speed = river.speed; // Adjust boat speed to match river speed
		// Check if the boat is intersecting with the riverbanks or any obstacle
		if (boat.intersects(leftRiverbank) || boat.intersects(rightRiverbank)) {
			// Show game over. The game will be automatically paused while game over is showing.
			// Create a Game Over screen
			var gameOverScreen = new Container();
			var gameOverText = new Text2('Game Over', {
				size: 200,
				fill: 0xFFFFFF
			});
			gameOverText.anchor.set(0.5, 0.5);
			gameOverText.x = 2048 / 2;
			gameOverText.y = 2732 / 2 - 100;
			gameOverScreen.addChild(gameOverText);
			// Display final score
			var finalScoreText = new Text2('Score: ' + Math.floor(score), {
				size: 150,
				fill: 0xFFFFFF
			});
			finalScoreText.anchor.set(0.5, 0.5);
			finalScoreText.x = 2048 / 2;
			finalScoreText.y = 2732 / 2;
			gameOverScreen.addChild(finalScoreText);
			// Add a Retry button
			var retryButton = new Text2('Retry', {
				size: 150,
				fill: 0xFFFFFF
			});
			retryButton.anchor.set(0.5, 0.5);
			retryButton.x = 2048 / 2;
			retryButton.y = 2732 / 2 + 100;
			gameOverScreen.addChild(retryButton);
			// Add event listener for Retry button
			retryButton.interactive = true;
			retryButton.on('pointerdown', function () {
				gameOverScreen.parent.removeChild(gameOverScreen);
				initializeGame();
			});
			game.addChild(gameOverScreen);
		}
		if (typeof obstacles !== 'undefined') {
			for (var i = 0; i < obstacles.length; i++) {
				if (boat.intersects(obstacles[i])) {
					// Show game over. The game will be automatically paused while game over is showing.
					// Create a Game Over screen
					var gameOverScreen = new Container();
					var gameOverText = new Text2('Game Over', {
						size: 200,
						fill: 0xFFFFFF
					});
					gameOverText.anchor.set(0.5, 0.5);
					gameOverText.x = 2048 / 2;
					gameOverText.y = 2732 / 2 - 100;
					gameOverScreen.addChild(gameOverText);
					// Display final score
					var finalScoreText = new Text2('Score: ' + Math.floor(score), {
						size: 150,
						fill: 0xFFFFFF
					});
					finalScoreText.anchor.set(0.5, 0.5);
					finalScoreText.x = 2048 / 2;
					finalScoreText.y = 2732 / 2;
					gameOverScreen.addChild(finalScoreText);
					// Add a Retry button
					var retryButton = new Text2('Retry', {
						size: 150,
						fill: 0xFFFFFF
					});
					retryButton.anchor.set(0.5, 0.5);
					retryButton.x = 2048 / 2;
					retryButton.y = 2732 / 2 + 100;
					gameOverScreen.addChild(retryButton);
					// Add event listener for Retry button
					retryButton.interactive = true;
					retryButton.on('pointerdown', function () {
						gameOverScreen.parent.removeChild(gameOverScreen);
						initializeGame();
					});
					game.addChild(gameOverScreen);
				}
			}
		}
		// Check if the boat is intersecting with the riverbanks
		if (boat.intersects(leftRiverbank) || boat.intersects(rightRiverbank)) {
			// Show game over. The game will be automatically paused while game over is showing.
			LK.showGameOver();
		}
		// Initialize obstacles array
		var obstacles = [];
		// Update river background position to create a scrolling effect
		if (river) {
			river.y += river.speed;
		}
		if (river2) {
			river2.y += river.speed;
		}
		if (river.y >= 2732) {
			river.y = -2732;
		}
		if (river2.y >= 2732) {
			river2.y = -2732;
		}
		// Generate obstacles
		if (LK.ticks % 30 == 0) {
			//{3l} // Increase obstacle frequency
			// every second
			var obstacle = new Obstacle();
			obstacle.x = Math.random() * (2048 - obstacle.width); // random position in the river
			obstacle.y = -obstacle.height; // start from the top of the screen
			game.addChild(obstacle);
			obstacles.push(obstacle);
		}
	};
}
// Initialize riverbanks and add them to the game
var leftRiverbank = game.addChild(new Riverbank());
leftRiverbank.x = leftRiverbank.width / 2;
var rightRiverbank = game.addChild(new Riverbank());
rightRiverbank.x = 2048 - rightRiverbank.width / 2;
// Initialize score
var score = 0;
// Initialize score text
var scoreTxt = new Text2('0', {
	size: 150,
	fill: 0xFFFFFF
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
// Initialize obstacles array
var obstacles = [];
// Initialize a boat and add it to the game
var boat = game.addChild(new Boat());
// Position the boat at the bottom center of the screen
boat.x = 2048 / 2;
boat.y = 2732 - boat.height / 2;
// Add swipe controls to move the boat left and right
var dragNode = null;
game.down = function (x, y, obj) {
	dragNode = boat;
};
game.up = function (x, y, obj) {
	dragNode = null;
};
game.move = function (x, y, obj) {
	if (dragNode) {
		// Prevent the boat from moving outside the riverbanks
		var newX = Math.max(leftRiverbank.width + boat.width / 2, Math.min(2048 - rightRiverbank.width - boat.width / 2, x));
		dragNode.x = newX;
	}
};
// Initialize obstacles array
var obstacles = [];
boat.update = function () {
	if (river) {
		boat.y -= river.speed;
	}
	// Check if the boat is intersecting with the riverbanks or any obstacle
	if (boat.intersects(leftRiverbank) || boat.intersects(rightRiverbank)) {
		// Show game over. The game will be automatically paused while game over is showing.
		LK.showGameOver();
	}
	if (typeof obstacles !== 'undefined') {
		for (var i = 0; i < obstacles.length; i++) {
			if (boat.intersects(obstacles[i])) {
				// Show game over. The game will be automatically paused while game over is showing.
				// Create a Game Over screen
				var gameOverScreen = new Container();
				var gameOverText = new Text2('Game Over', {
					size: 200,
					fill: 0xFFFFFF
				});
				gameOverText.anchor.set(0.5, 0.5);
				gameOverText.x = 2048 / 2;
				gameOverText.y = 2732 / 2 - 100;
				gameOverScreen.addChild(gameOverText);
				// Display final score
				var finalScoreText = new Text2('Score: ' + Math.floor(score), {
					size: 150,
					fill: 0xFFFFFF
				});
				finalScoreText.anchor.set(0.5, 0.5);
				finalScoreText.x = 2048 / 2;
				finalScoreText.y = 2732 / 2;
				gameOverScreen.addChild(finalScoreText);
				// Add a Retry button
				var retryButton = new Text2('Retry', {
					size: 150,
					fill: 0xFFFFFF
				});
				retryButton.anchor.set(0.5, 0.5);
				retryButton.x = 2048 / 2;
				retryButton.y = 2732 / 2 + 100;
				gameOverScreen.addChild(retryButton);
				// Add event listener for Retry button
				retryButton.interactive = true;
				retryButton.on('pointerdown', function () {
					gameOverScreen.parent.removeChild(gameOverScreen);
					initializeGame();
				});
				game.addChild(gameOverScreen);
			}
		}
	}
	// Check if the boat is intersecting with the riverbanks
	if (boat.intersects(leftRiverbank) || boat.intersects(rightRiverbank)) {
		// Show game over. The game will be automatically paused while game over is showing.
		// Create a Game Over screen
		var gameOverScreen = new Container();
		var gameOverText = new Text2('Game Over', {
			size: 200,
			fill: 0xFFFFFF
		});
		gameOverText.anchor.set(0.5, 0.5);
		gameOverText.x = 2048 / 2;
		gameOverText.y = 2732 / 2 - 100;
		gameOverScreen.addChild(gameOverText);
		// Display final score
		var finalScoreText = new Text2('Score: ' + Math.floor(score), {
			size: 150,
			fill: 0xFFFFFF
		});
		finalScoreText.anchor.set(0.5, 0.5);
		finalScoreText.x = 2048 / 2;
		finalScoreText.y = 2732 / 2;
		gameOverScreen.addChild(finalScoreText);
		// Add a Retry button
		var retryButton = new Text2('Retry', {
			size: 150,
			fill: 0xFFFFFF
		});
		retryButton.anchor.set(0.5, 0.5);
		retryButton.x = 2048 / 2;
		retryButton.y = 2732 / 2 + 100;
		gameOverScreen.addChild(retryButton);
		// Add event listener for Retry button
		retryButton.interactive = true;
		retryButton.on('pointerdown', function () {
			gameOverScreen.parent.removeChild(gameOverScreen);
			initializeGame();
		});
		game.addChild(gameOverScreen);
	}
	// Initialize obstacles array
	var obstacles = [];
	// Update river background position to create a scrolling effect
	if (river) {
		river.y += river.speed;
		if (river.y >= 2732) {
			river.y = -2732;
		}
	}
	if (river2) {
		river2.y += river.speed;
		if (river2.y >= 2732) {
			river2.y = -2732;
		}
	}
	// Generate obstacles
	if (LK.ticks % 60 == 0) {
		// every second
		var obstacle = new Obstacle();
		obstacle.x = Math.random() * (2048 - obstacle.width); // random position in the river
		obstacle.y = -obstacle.height; // start from the top of the screen
		game.addChild(obstacle);
		obstacles.push(obstacle);
	}
}; ===================================================================
--- original.js
+++ change.js
@@ -116,8 +116,9 @@
 		initializeGame();
 	}
 };
 var river = null; // Initialize river variable in the global scope
+var river2 = null; // Initialize river2 variable in the global scope
 // Function to initialize the game
 function initializeGame() {
 	river = game.addChild(new River());
 	// Play water-flowing sound effect
 
 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