User prompt
Please fix the bug: 'TypeError: LK.isKeyDown is not a function' in or related to this line: 'if (LK.isKeyDown('ArrowLeft')) {' Line Number: 38
User prompt
Make the square move
User prompt
Please fix the bug: 'Uncaught ReferenceError: handleMove is not defined' in or related to this line: 'handleMove(x, y, obj);' Line Number: 73
Initial prompt
Minecraft
/**** * Classes ****/ // Define the Enemy class var Enemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 5; self.update = function () { // Enemy update logic self.y += self.speed; if (self.y > 2732) { self.y = -self.height; self.x = Math.random() * 2048; } }; }); //<Assets used in the game will automatically appear here> // Define the Player class var Player = Container.expand(function () { var self = Container.call(this); var playerGraphics = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 10; self.update = function () { if (keyState['ArrowLeft']) { self.x -= self.speed; } if (keyState['ArrowRight']) { self.x += self.speed; } if (keyState['ArrowUp']) { self.y -= self.speed; } if (keyState['ArrowDown']) { self.y += self.speed; } // Player update logic }; self.move = function (x, y) { self.x = x; self.y = y; }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 //Init game with black background }); /**** * Game Code ****/ // Add key state tracking for player movement var keyState = {}; LK.on('keydown', function (key) { keyState[key] = true; }); LK.on('keyup', function (key) { keyState[key] = false; }); // Initialize player var player = new Player(); player.x = 2048 / 2; player.y = 2732 - 200; game.addChild(player); // Initialize enemies var enemies = []; for (var i = 0; i < 5; i++) { var enemy = new Enemy(); enemy.x = Math.random() * 2048; enemy.y = Math.random() * -2732; enemies.push(enemy); game.addChild(enemy); } // Handle player movement var dragNode = null; function handleMove(x, y, obj) { if (dragNode) { dragNode.move(x, y); } } game.down = function (x, y, obj) { dragNode = player; handleMove(x, y, obj); }; game.up = function (x, y, obj) { dragNode = null; }; // Update game state game.update = function () { for (var i = 0; i < enemies.length; i++) { enemies[i].update(); if (player.intersects(enemies[i])) { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } } };
===================================================================
--- original.js
+++ change.js
@@ -27,18 +27,18 @@
anchorY: 0.5
});
self.speed = 10;
self.update = function () {
- if (LK.isKeyDown('ArrowLeft')) {
+ if (keyState['ArrowLeft']) {
self.x -= self.speed;
}
- if (LK.isKeyDown('ArrowRight')) {
+ if (keyState['ArrowRight']) {
self.x += self.speed;
}
- if (LK.isKeyDown('ArrowUp')) {
+ if (keyState['ArrowUp']) {
self.y -= self.speed;
}
- if (LK.isKeyDown('ArrowDown')) {
+ if (keyState['ArrowDown']) {
self.y += self.speed;
}
// Player update logic
};
@@ -57,14 +57,16 @@
/****
* Game Code
****/
-// Add keyboard event listeners for player movement
+// Add key state tracking for player movement
+var keyState = {};
LK.on('keydown', function (key) {
- if (key === 'ArrowLeft' || key === 'ArrowRight' || key === 'ArrowUp' || key === 'ArrowDown') {
- player.update();
- }
+ keyState[key] = true;
});
+LK.on('keyup', function (key) {
+ keyState[key] = false;
+});
// Initialize player
var player = new Player();
player.x = 2048 / 2;
player.y = 2732 - 200;