User prompt
Please fix the bug: 's.apply(...).then is not a function' in or related to this line: 'self.patternTick += 1;' Line Number: 60
User prompt
Please fix the bug: 's.apply(...).then is not a function' in or related to this line: 'self.patternTick += 1;' Line Number: 61
User prompt
Please fix the bug: 's.apply(...).then is not a function' in or related to this line: 'self.patternTick += 1;' Line Number: 63
User prompt
Please fix the bug: 's.apply(...).then is not a function' in or related to this line: 'self.patternTick += 1;' Line Number: 61
User prompt
Please fix the bug: 's.apply(...).then is not a function' in or related to this line: 'self.patternTick += 1;' Line Number: 65
User prompt
Please fix the bug: 's.apply(...).then is not a function' in or related to this line: 'self.patternTick += 1;' Line Number: 65
User prompt
Please fix the bug: 's.apply(...).then is not a function' in or related to this line: 'self.patternTick += 1;' Line Number: 65
User prompt
Please fix the bug: 's.apply(...).then is not a function' in or related to this line: 'self.patternTick += 1;' Line Number: 63
User prompt
Please fix the bug: 's.apply(...).then is not a function' in or related to this line: 'self.patternTick += 1;' Line Number: 62
User prompt
Please fix the bug: 's.apply(...).then is not a function' in or related to this line: 'self.patternTick += 1;' Line Number: 60
User prompt
Please fix the bug: 's.apply(...).then is not a function' in or related to this line: 'self.patternTick += 1;' Line Number: 59
User prompt
Please fix the bug: 's.apply(...).then is not a function' in or related to this line: 'self.patternTick += 1;' Line Number: 59
User prompt
Please fix the bug: 's.apply(...).then is not a function' in or related to this line: 'self.patternTick += 1;' Line Number: 59
User prompt
Please fix the bug: 's.apply(...).then is not a function' in or related to this line: 'self.patternTick += 1;' Line Number: 59
User prompt
Please fix the bug: 's.apply(...).then is not a function' in or related to this line: 'self.y += self.vy;' Line Number: 70
User prompt
Please fix the bug: 's.apply(...).then is not a function' in or related to this line: 'self.patternTick += 1;' Line Number: 58
User prompt
Please fix the bug: 's.apply(...).then is not a function' in or related to this line: 'self.patternTick += 1;' Line Number: 58
User prompt
Please fix the bug: 's.apply(...).then is not a function' in or related to this line: 'self.patternTick += 1;' Line Number: 58
User prompt
Please fix the bug: 's.apply(...).then is not a function' in or related to this line: 'self.patternTick += 1;' Line Number: 58
User prompt
Please fix the bug: 's.apply(...).then is not a function' in or related to this line: 'self.patternTick += 1;' Line Number: 58
User prompt
Please fix the bug: 's.apply(...).then is not a function' in or related to this line: 'self.y += self.vy;' Line Number: 66
User prompt
Please fix the bug: 's.apply(...).then is not a function' in or related to this line: 'self.patternTick += 1;' Line Number: 58
User prompt
Please fix the bug: 's.apply(...).then is not a function' in or related to this line: 'self.patternTick += 1;' Line Number: 55
User prompt
Please fix the bug: 's.apply(...).then is not a function' in or related to this line: 'self.patternTick += 1;' Line Number: 59
User prompt
Please fix the bug: 's.apply(...).then is not a function' in or related to this line: 'self.patternTick += 1;' Line Number: 59
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Enemy (for future expansion, currently just a box at the top) var Enemy = Container.expand(function () { var self = Container.call(this); var enemyBox = self.attachAsset('enemyBox', { width: 400, height: 260, // Increased height for a longer (taller) enemy box, width unchanged color: 0x2222ff, shape: 'box', anchorX: 0.5, anchorY: 0.5 }); return self; }); // Enemy Bullet var EnemyBullet = Container.expand(function () { var self = Container.call(this); // Attach bullet asset (white circle) var bullet = self.attachAsset('enemyBullet', { width: 60, height: 60, color: 0xffffff, shape: 'ellipse', anchorX: 0.5, anchorY: 0.5 }); // Movement properties self.vx = 0; self.vy = 0; // For pattern logic self.pattern = null; // Always initialize patternTick to 0 for each bullet self.patternTick = 0; // Called every tick self.update = function () { if (self.pattern) { self.pattern(self, self.patternTick); if (typeof self.patternTick !== "number" || _typeof9(self.patternTick) === "object" && self.patternTick !== null && typeof self.patternTick.then === "function") { self.patternTick = 0; } if (typeof self.patternTick === "number" && !(_typeof9(self.patternTick) === "object" && self.patternTick !== null && typeof self.patternTick.then === "function")) { self.patternTick += 1; } else { self.patternTick = 1; } } else { // Defensive: ensure self.vx is a number before using if (typeof self.vx === "number") { self.x += self.vx; } // Defensive: ensure self.vy is a number and not a thenable before using if (typeof self.vy === "number" && !(_typeof6(self.vy) === "object" && self.vy !== null && typeof self.vy.then === "function")) { self.y += self.vy; } } }; return self; }); // Freeze Bullet (special: only damages if player is not moving) var FreezeBullet = Container.expand(function () { var self = Container.call(this); // Attach freeze bullet asset (blue ellipse) var bullet = self.attachAsset('freezeBullet', { width: 60, height: 60, color: 0x3399ff, shape: 'ellipse', anchorX: 0.5, anchorY: 0.5 }); // Movement properties self.vx = 0; self.vy = 0; // For pattern logic self.pattern = null; self.patternTick = 0; self.update = function () { if (self.pattern) { self.pattern(self, self.patternTick); if (typeof self.patternTick !== "number" || _typeof5(self.patternTick) === "object" && self.patternTick !== null && typeof self.patternTick.then === "function") { self.patternTick = 0; } if (typeof self.patternTick === "number" && !(_typeof5(self.patternTick) === "object" && self.patternTick !== null && typeof self.patternTick.then === "function")) { self.patternTick += 1; } else { self.patternTick = 1; } } else { if (typeof self.vx === "number") { self.x += self.vx; } if (typeof self.vy === "number" && !(_typeof2(self.vy) === "object" && self.vy !== null && typeof self.vy.then === "function")) { self.y += self.vy; } } }; return self; }); // Heart-shaped Soul (Player) var Soul = Container.expand(function () { var self = Container.call(this); // Attach heart asset (ellipse, red, scaled to look like a heart) // Since we can't draw a heart, use an ellipse and scale it to look heart-like var heart = self.attachAsset('soulHeart', { width: 60, height: 50, color: 0xff2d55, shape: 'ellipse', anchorX: 0.5, anchorY: 0.5 }); // Squash to make it more heart-like heart.scaleY = 1.1; heart.scaleX = 1.2; // For hit feedback self.flash = function () { tween(heart, { tint: 0xffffff }, { duration: 80, onFinish: function onFinish() { tween(heart, { tint: 0xff2d55 }, { duration: 120 }); } }); }; // For movement bounds self.radius = 30; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ // Game area (the "box" where the soul can move) // Tween plugin for movement and effects function _typeof9(o) { "@babel/helpers - typeof"; return _typeof9 = "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; }, _typeof9(o); } function _typeof8(o) { "@babel/helpers - typeof"; return _typeof8 = "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; }, _typeof8(o); } function _typeof7(o) { "@babel/helpers - typeof"; return _typeof7 = "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; }, _typeof7(o); } function _typeof6(o) { "@babel/helpers - typeof"; return _typeof6 = "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; }, _typeof6(o); } function _typeof5(o) { "@babel/helpers - typeof"; return _typeof5 = "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; }, _typeof5(o); } function _typeof4(o) { "@babel/helpers - typeof"; return _typeof4 = "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; }, _typeof4(o); } function _typeof3(o) { "@babel/helpers - typeof"; return _typeof3 = "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; }, _typeof3(o); } 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); } 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 boxWidth = 900; var boxHeight = 900; var boxX = (2048 - boxWidth) / 2; var boxY = 2732 - boxHeight - 200; // Draw the box (white border, transparent fill) var boxBorder = LK.getAsset('boxBorder', { width: boxWidth, height: boxHeight, color: 0xffffff, shape: 'box', anchorX: 0, anchorY: 0 }); boxBorder.alpha = 0.15; boxBorder.x = boxX; boxBorder.y = boxY; game.addChild(boxBorder); // Add a big enemy (bi) at the top of the game area var enemy = new Enemy(); enemy.x = 2048 / 2; enemy.y = 2732 / 2 - 120; // Move enemy a little up from center enemy.scaleX = 2.2; enemy.scaleY = 2.2; game.addChild(enemy); // Enemy health bar var enemyMaxHP = 20; var enemyHP = enemyMaxHP; var enemyHealthBarWidth = 700; var enemyHealthBarHeight = 60; var enemyHealthBarBg = LK.getAsset('boxBorder', { width: enemyHealthBarWidth, height: enemyHealthBarHeight, color: 0x333333, shape: 'box', anchorX: 0.5, anchorY: 0.5 }); // Place health bar background further below the enemy enemyHealthBarBg.x = enemy.x; enemyHealthBarBg.y = enemy.y + 260; // Move health bar further down to match new enemy position game.addChild(enemyHealthBarBg); var enemyHealthBar = LK.getAsset('boxBorder', { width: enemyHealthBarWidth - 8, height: enemyHealthBarHeight - 2, color: 0xFFFF00, // yellow shape: 'box', anchorX: 0.5, anchorY: 0.5 }); enemyHealthBar.x = enemy.x; enemyHealthBar.y = enemy.y + 260; game.addChild(enemyHealthBar); // Add soul (player) at center of box var soul = new Soul(); soul.x = boxX + boxWidth / 2; soul.y = boxY + boxHeight / 2; game.addChild(soul); // Health system var maxHP = 5; var hp = maxHP; // Score (number of waves survived) var score = 0; // Bullets array var enemyBullets = []; // GUI: HP display (top right, avoid top left) var hpText = new Text2('HP: ' + hp, { size: 90, fill: 0xFF2D55 }); hpText.anchor.set(1, 0); LK.gui.topRight.addChild(hpText); // GUI: Score display (top center) var scoreText = new Text2('WAVES: 0', { size: 90, fill: 0xFFFFFF }); scoreText.anchor.set(0.5, 0); LK.gui.top.addChild(scoreText); // Touch controls for soul movement var draggingSoul = false; var dragOffsetX = 0; var dragOffsetY = 0; // Helper: clamp soul inside box function clampSoulPosition(x, y) { var r = soul.radius; var minX = boxX + r; var maxX = boxX + boxWidth - r; var minY = boxY + r; var maxY = boxY + boxHeight - r; if (x < minX) x = minX; if (x > maxX) x = maxX; if (y < minY) y = minY; if (y > maxY) y = maxY; return { x: x, y: y }; } // Touch down: start dragging if inside soul game.down = function (x, y, obj) { // Only allow drag if inside soul var dx = x - soul.x; var dy = y - soul.y; if (dx * dx + dy * dy <= soul.radius * soul.radius) { draggingSoul = true; dragOffsetX = soul.x - x; dragOffsetY = soul.y - y; } }; // Touch up: stop dragging game.up = function (x, y, obj) { draggingSoul = false; }; // Touch move: move soul game.move = function (x, y, obj) { // Always follow the mouse/touch, clamped to the box var pos = clampSoulPosition(x, y); soul.x = pos.x; soul.y = pos.y; }; // Bullet patterns function spawnWave(waveNum) { // Clear bullets for (var i = 0; i < enemyBullets.length; i++) { enemyBullets[i].destroy(); } enemyBullets.length = 0; // Choose pattern based on waveNum for variety var patternType = waveNum % 5; if (patternType === 0) { // Radial burst (classic) var count = 8; // constant var speed = 3 + waveNum * 0.3; for (var i = 0; i < count; i++) { var angle = Math.PI * 2 * i / count; var b = new EnemyBullet(); b.x = 2048 / 2; b.y = boxY + 40; b.vx = Math.cos(angle) * speed; b.vy = Math.sin(angle) * speed; enemyBullets.push(b); game.addChild(b); } } else if (patternType === 1) { // Sine wave bullets from both sides var sineCount = 4; // constant var sineSpeed = 4 + waveNum * 0.3; for (var i = 0; i < sineCount; i++) { var b = new EnemyBullet(); b.x = boxX + 40; b.y = boxY + 120 + i * 120; b.vx = sineSpeed; b.vy = 0; b.pattern = function (self, t) { self.x += self.vx; self.y += Math.sin((self.x + t * 2) / 80) * 5; }; enemyBullets.push(b); game.addChild(b); } for (var i = 0; i < sineCount; i++) { var b = new EnemyBullet(); b.x = boxX + boxWidth - 40; b.y = boxY + 120 + i * 120; b.vx = -sineSpeed; b.vy = 0; b.pattern = function (self, t) { self.x += self.vx; self.y += Math.sin((self.x + t * 2) / 80) * 5; }; enemyBullets.push(b); game.addChild(b); } } else if (patternType === 2) { // Falling zigzag bullets from above var zigzagCount = 8; // constant var zigzagSpeed = 4 + waveNum * 0.2; for (var i = 0; i < zigzagCount; i++) { var b = new EnemyBullet(); b.x = boxX + 80 + (boxWidth - 160) * (i / zigzagCount); b.y = boxY + 20; b.vx = 0; b.vy = zigzagSpeed; b.pattern = function (self, t) { self.y += self.vy; self.x += Math.sin(self.y / 60) * 3; }; enemyBullets.push(b); game.addChild(b); } } else if (patternType === 3) { // Spiral pattern from center (spawn a little further down) var spiralCount = 18; // constant var spiralSpawnY = boxY + 180; // moved further down from boxY + 40 var spiralSpeed = 3.5 + waveNum * 0.25; for (var i = 0; i < spiralCount; i++) { var b = new EnemyBullet(); b.x = 2048 / 2; b.y = spiralSpawnY; var baseAngle = Math.PI * 2 * i / spiralCount; b.pattern = function (angleOffset) { return function (self, t) { var speed = spiralSpeed; var angle = angleOffset + t * 0.07; self.x = 2048 / 2 + Math.cos(angle) * speed * t; self.y = spiralSpawnY + Math.sin(angle) * speed * t; }; }(baseAngle); enemyBullets.push(b); game.addChild(b); } } else if (patternType === 4) { // Aimed shots at the player (soul), with some spread var shots = 7; // constant var aimedSpeed = 5 + waveNum * 0.2; for (var i = 0; i < shots; i++) { var b = new EnemyBullet(); b.x = 2048 / 2; b.y = boxY + 40; // Aim at soul, add spread var dx = soul.x - b.x; var dy = soul.y - b.y; var angle = Math.atan2(dy, dx) + (i - (shots - 1) / 2) * 0.12; b.vx = Math.cos(angle) * aimedSpeed; b.vy = Math.sin(angle) * aimedSpeed; enemyBullets.push(b); game.addChild(b); } } // New attack style: FreezeBullets (special blue bullets) // Every 6th wave (patternType === 5) if (waveNum % 6 === 5) { var freezeCount = 7; var freezeSpeed = 4 + waveNum * 0.25; for (var i = 0; i < freezeCount; i++) { var b = new FreezeBullet(); // Spawn from top, spread horizontally b.x = boxX + 80 + (boxWidth - 160) * (i / (freezeCount - 1)); b.y = boxY + 20; b.vx = 0; b.vy = freezeSpeed; enemyBullets.push(b); game.addChild(b); } } } // Game state var waveNum = 0; var waveTimer = 0; var waveDuration = 240; // 4 seconds per wave // Invincibility after hit var invincibleTicks = 0; // Main update loop game.update = function () { // Track last soul position for freeze bullet logic if (typeof lastSoulX !== "number") lastSoulX = soul.x; if (typeof lastSoulY !== "number") lastSoulY = soul.y; var prevSoulX = soul.x; var prevSoulY = soul.y; // Update bullets for (var i = enemyBullets.length - 1; i >= 0; i--) { var b = enemyBullets[i]; b.update(); // Remove if out of box if (b.x < boxX - 80 || b.x > boxX + boxWidth + 80 || b.y < boxY - 80 || b.y > boxY + boxHeight + 80) { b.destroy(); enemyBullets.splice(i, 1); continue; } // Collision with soul if (invincibleTicks === 0 && b.intersects(soul)) { // If it's a FreezeBullet, only damage if player is not moving if (b.constructor && b.constructor === FreezeBullet) { // Check if player is moving: compare soul.x/y to lastSoulX/lastSoulY if (typeof lastSoulX === "number" && typeof lastSoulY === "number" && soul.x === lastSoulX && soul.y === lastSoulY) { // Player is NOT moving, do NOT damage // Optionally, flash blue to indicate safe LK.effects.flashObject(soul, 0x3399ff, 200); } else { // Player is moving, take damage hp--; soul.flash(); invincibleTicks = 60; // 1 second invincibility hpText.setText('HP: ' + hp); LK.effects.flashObject(soul, 0xffffff, 300); if (hp <= 0) { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); return; } } } else { // Normal bullet: always damage hp--; soul.flash(); invincibleTicks = 60; // 1 second invincibility hpText.setText('HP: ' + hp); LK.effects.flashObject(soul, 0xffffff, 300); if (hp <= 0) { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); return; } } } // Example: Decrease enemyHP for demonstration (remove this in real game, or connect to your attack logic) // if (someCondition) { enemyHP--; } enemyHealthBar.width = (enemyHealthBarWidth - 8) * Math.max(0, enemyHP) / enemyMaxHP; } // Invincibility timer if (invincibleTicks > 0) { invincibleTicks--; } // Wave logic waveTimer++; if (waveTimer >= waveDuration) { waveNum++; score++; scoreText.setText('WAVES: ' + score); waveTimer = 0; spawnWave(waveNum); } // Update lastSoulX and lastSoulY for next frame lastSoulX = prevSoulX; lastSoulY = prevSoulY; }; // Start first wave spawnWave(waveNum);
===================================================================
--- original.js
+++ change.js
@@ -42,12 +42,12 @@
// Called every tick
self.update = function () {
if (self.pattern) {
self.pattern(self, self.patternTick);
- if (typeof self.patternTick !== "number" || _typeof5(self.patternTick) === "object" && self.patternTick !== null && typeof self.patternTick.then === "function") {
+ if (typeof self.patternTick !== "number" || _typeof9(self.patternTick) === "object" && self.patternTick !== null && typeof self.patternTick.then === "function") {
self.patternTick = 0;
}
- if (typeof self.patternTick === "number" && !(_typeof8(self.patternTick) === "object" && self.patternTick !== null && typeof self.patternTick.then === "function")) {
+ if (typeof self.patternTick === "number" && !(_typeof9(self.patternTick) === "object" && self.patternTick !== null && typeof self.patternTick.then === "function")) {
self.patternTick += 1;
} else {
self.patternTick = 1;
}
@@ -151,8 +151,16 @@
* Game Code
****/
// Game area (the "box" where the soul can move)
// Tween plugin for movement and effects
+function _typeof9(o) {
+ "@babel/helpers - typeof";
+ return _typeof9 = "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;
+ }, _typeof9(o);
+}
function _typeof8(o) {
"@babel/helpers - typeof";
return _typeof8 = "function" == typeof Symbol && "symbol" == typeof Symbol.iterator ? function (o) {
return typeof o;