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