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Please fix the bug: 'Cannot read properties of undefined (reading 'health')' in or related to this line: 'var ratio = Math.max(0, fighter1.health / fighter1.maxHealth);' Line Number: 216
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Please fix the bug: 'Cannot read properties of undefined (reading 'healthBar')' in or related to this line: 'if (fighter1.healthBar && fighter1.healthBar.parent) {' Line Number: 184
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move the healtbars to the top of the screens
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Please fix the bug: 'ReferenceError: healthBar1 is not defined' in or related to this line: 'healthBar1.setText(fighter1.health);' Line Number: 376
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move the healthbars over the characters
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move it up a bit
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make when characters jump, they fall to the same position they were in before jumping.
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move all the buttons up a bit
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move the characters down a bit
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move it down a bit
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now move it down
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a little down
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move it very much
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more
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more
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move more
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a little more
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move te ground uup a bit
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move the ground texture to players bottom
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make the ground texture fixed
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make the ground texture connected so it can be infinite
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make the ground an asset
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make a ground for the caracters to stay
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Please fix the bug: 'TypeError: setTimeout is not a function' in or related to this line: 'setTimeout(function () {' Line Number: 112
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rewrite the game
/**** * Classes ****/ // Arena class: handles the ground and background var Arena = Container.expand(function () { var self = Container.call(this); // Attach background asset self.bg = self.attachAsset('arena_bg', { anchorX: 0.5, anchorY: 1.0, x: 2048 / 2, y: 2732 }); // Ground Y for fighters self.groundY = 2100; return self; }); // Attack class: represents a punch/kick or special move var Attack = Container.expand(function (isSpecial) { var self = Container.call(this); self.isSpecial = isSpecial === true; self.owner = null; self.damage = self.isSpecial ? 35 : 15; self.lifetime = self.isSpecial ? 30 : 12; self.frame = 0; // Attach asset self.sprite = self.attachAsset(self.isSpecial ? 'special_attack' : 'attack', { anchorX: 0.5, anchorY: 0.5 }); // Set color for visual feedback self.sprite.tint = self.isSpecial ? 0x00ffff : 0xffcc00; // Set owner after creation self.setOwner = function (owner) { self.owner = owner; }; // Update per frame self.update = function () { self.frame++; if (self.frame > self.lifetime) { self.destroy(); } }; return self; }); var Fighter = Container.expand(function () { var self = Container.call(this); // Attach fighter asset (placeholder box, can be replaced with unique fighter art) self.sprite = self.attachAsset('fighter', { anchorX: 0.5, anchorY: 1.0 }); // Fighter properties self.maxHealth = 100; self.health = 100; self.isFacingRight = true; self.isJumping = false; self.isAttacking = false; self.isSpecialReady = true; self.specialCooldown = 180; // 3 seconds at 60fps self.specialTimer = 0; self.moveSpeed = 18; self.jumpPower = -60; self.gravity = 6; self.velY = 0; self.groundY = 2100; // Default ground Y, will be set by Arena // Health bar self.healthBar = new Container(); self.healthBarBg = self.healthBar.addChild(LK.getAsset('healthbar_bg', { anchorX: 0, anchorY: 0.5 })); self.healthBarFg = self.healthBar.addChild(LK.getAsset('healthbar_fg', { anchorX: 0, anchorY: 0.5 })); self.healthBar.y = -220; self.addChild(self.healthBar); // Update health bar self.updateHealthBar = function () { var ratio = Math.max(0, self.health / self.maxHealth); self.healthBarFg.width = 300 * ratio; }; // Take damage self.takeDamage = function (amount) { self.health = Math.max(0, self.health - amount); self.updateHealthBar(); }; // Attack self.attack = function () { if (self.isAttacking) return; self.isAttacking = true; var atk = new Attack(self, false); atk.x = self.x + (self.isFacingRight ? 120 : -120); atk.y = self.y - 180; self.parent.addChild(atk); LK.setTimeout(function () { self.isAttacking = false; }, 300); }; // Special move self.special = function () { if (!self.isSpecialReady) return; self.isSpecialReady = false; self.specialTimer = self.specialCooldown; var atk = new Attack(self, true); atk.x = self.x + (self.isFacingRight ? 180 : -180); atk.y = self.y - 180; self.parent.addChild(atk); }; // Jump self.jump = function () { if (self.isJumping) return; self.isJumping = true; self.velY = self.jumpPower; }; // Update per frame self.update = function () { // Special cooldown if (!self.isSpecialReady) { self.specialTimer--; if (self.specialTimer <= 0) { self.isSpecialReady = true; } } // Jump physics if (self.isJumping) { self.y += self.velY; self.velY += self.gravity; if (self.y >= self.groundY) { self.y = self.groundY; self.isJumping = false; self.velY = 0; } } }; // Flip sprite self.setFacing = function (right) { self.isFacingRight = right; self.sprite.scaleX = right ? 1 : -1; }; // Initialize health bar self.updateHealthBar(); return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ // --- Arena setup --- //Note game dimensions are 2048x2732 var arena = new Arena(); arena.x = 0; arena.y = 0; game.addChild(arena); // --- Fixed ground platform (visual) --- var groundHeight = 60; var groundTileWidth = LK.getAsset('ground', { anchorX: 0, anchorY: 0 }).width; var groundY = arena.groundY - 800; // Move ground up by 800px (move it down a bit) var groundTiles = []; var numGroundTiles = Math.ceil(2048 / groundTileWidth); // Only enough to fill the screen for (var i = 0; i < numGroundTiles; i++) { var groundTile = LK.getAsset('ground', { anchorX: 0, anchorY: 0, x: i * groundTileWidth, y: groundY }); game.addChild(groundTile); groundTiles.push(groundTile); } // No infinite scrolling, ground is fixed and does not move // --- Fighters --- var fighter1 = new Fighter(); var fighter2 = new Fighter(); // Place fighters on opposite sides fighter1.x = 600; fighter1.y = arena.groundY + 80; fighter1.setFacing(true); fighter2.x = 2048 - 600; fighter2.y = arena.groundY + 80; fighter2.setFacing(false); game.addChild(fighter1); game.addChild(fighter2); // --- Health bar GUI --- var healthBar1 = new Text2('100', { size: 80, fill: 0xFF4444 }); var healthBar2 = new Text2('100', { size: 80, fill: 0x44AAFF }); healthBar1.anchor.set(0, 0); healthBar2.anchor.set(1, 0); LK.gui.top.addChild(healthBar1); LK.gui.top.addChild(healthBar2); // --- Round and timer --- var round = 1; var maxRounds = 3; var wins1 = 0; var wins2 = 0; var roundTime = 60 * 30; // 30 seconds at 60fps var roundTimer = roundTime; var timerText = new Text2('30', { size: 80, fill: "#fff" }); timerText.anchor.set(0.5, 0); LK.gui.top.addChild(timerText); // --- Touch controls (mobile-friendly) --- var leftPressed = false, rightPressed = false, atkPressed = false, jumpPressed = false, spcPressed = false; // Control buttons (simple rectangles for now) var btnLeft = LK.getAsset('btn_left', { anchorX: 0.5, anchorY: 0.5, x: 200, y: 2600 }); var btnRight = LK.getAsset('btn_right', { anchorX: 0.5, anchorY: 0.5, x: 500, y: 2600 }); var btnAtk = LK.getAsset('btn_atk', { anchorX: 0.5, anchorY: 0.5, x: 2048 - 500, y: 2600 }); var btnJump = LK.getAsset('btn_jump', { anchorX: 0.5, anchorY: 0.5, x: 2048 - 200, y: 2600 }); var btnSpc = LK.getAsset('btn_spc', { anchorX: 0.5, anchorY: 0.5, x: 2048 - 350, y: 2450 }); game.addChild(btnLeft); game.addChild(btnRight); game.addChild(btnAtk); game.addChild(btnJump); game.addChild(btnSpc); // Button event helpers btnLeft.down = function () { leftPressed = true; }; btnLeft.up = function () { leftPressed = false; }; btnRight.down = function () { rightPressed = true; }; btnRight.up = function () { rightPressed = false; }; btnAtk.down = function () { atkPressed = true; }; btnAtk.up = function () { atkPressed = false; }; btnJump.down = function () { jumpPressed = true; }; btnJump.up = function () { jumpPressed = false; }; btnSpc.down = function () { spcPressed = true; }; btnSpc.up = function () { spcPressed = false; }; // --- Attacks array --- var attacks = []; // --- Game update loop --- game.update = function () { // --- Timer --- if (roundTimer > 0) { roundTimer--; timerText.setText(Math.ceil(roundTimer / 60)); } // --- Ground is fixed, no update needed --- // --- Player 1 controls (left side) --- if (leftPressed) { fighter1.x = Math.max(120, fighter1.x - fighter1.moveSpeed); fighter1.setFacing(false); } if (rightPressed) { fighter1.x = Math.min(2048 - 120, fighter1.x + fighter1.moveSpeed); fighter1.setFacing(true); } if (jumpPressed) { fighter1.jump(); } if (atkPressed) { fighter1.attack(); } if (spcPressed) { fighter1.special(); } // --- AI for fighter2 (simple: move toward player, attack if close) --- var dx = fighter1.x - fighter2.x; if (Math.abs(dx) > 180) { if (dx < 0) { fighter2.x -= fighter2.moveSpeed * 0.7; fighter2.setFacing(false); } else { fighter2.x += fighter2.moveSpeed * 0.7; fighter2.setFacing(true); } } else if (!fighter2.isAttacking && Math.random() < 0.04) { fighter2.attack(); } if (!fighter2.isJumping && Math.random() < 0.01) { fighter2.jump(); } if (fighter2.isSpecialReady && Math.random() < 0.008) { fighter2.special(); } // --- Update fighters --- fighter1.update(); fighter2.update(); // --- Update attacks --- for (var i = attacks.length - 1; i >= 0; i--) { var atk = attacks[i]; atk.update(); // Remove if destroyed if (atk.destroyed) { attacks.splice(i, 1); continue; } // Set owner if not set if (!atk.owner) { atk.setOwner(atk.isSpecial ? atk.x < 2048 / 2 ? fighter1 : fighter2 : fighter1); } // Check collision var target = atk.owner === fighter1 ? fighter2 : fighter1; if (atk.intersects(target) && !atk.hit) { target.takeDamage(atk.damage); atk.hit = true; atk.destroy(); // Flash on hit LK.effects.flashObject(target, 0xff0000, 200); } } // --- Health bar updates --- healthBar1.setText(fighter1.health); healthBar2.setText(fighter2.health); // --- Win/lose/round logic --- var roundOver = false; var winner = null; if (fighter1.health <= 0) { wins2++; roundOver = true; winner = 2; } else if (fighter2.health <= 0) { wins1++; roundOver = true; winner = 1; } else if (roundTimer <= 0) { if (fighter1.health > fighter2.health) { wins1++; winner = 1; } else if (fighter2.health > fighter1.health) { wins2++; winner = 2; } else { // Draw, no one gets a win } roundOver = true; } if (roundOver) { if (wins1 >= 2) { LK.showYouWin(); return; } else if (wins2 >= 2) { LK.showGameOver(); return; } // Next round round++; roundTimer = roundTime; fighter1.health = fighter1.maxHealth; fighter2.health = fighter2.maxHealth; fighter1.updateHealthBar(); fighter2.updateHealthBar(); fighter1.x = 600; fighter2.x = 2048 - 600; fighter1.setFacing(true); fighter2.setFacing(false); // Remove all attacks for (var j = attacks.length - 1; j >= 0; j--) { if (attacks[j].destroy) attacks[j].destroy(); } attacks = []; } };
===================================================================
--- original.js
+++ change.js
@@ -184,12 +184,12 @@
var fighter1 = new Fighter();
var fighter2 = new Fighter();
// Place fighters on opposite sides
fighter1.x = 600;
-fighter1.y = arena.groundY;
+fighter1.y = arena.groundY + 80;
fighter1.setFacing(true);
fighter2.x = 2048 - 600;
-fighter2.y = arena.groundY;
+fighter2.y = arena.groundY + 80;
fighter2.setFacing(false);
game.addChild(fighter1);
game.addChild(fighter2);
// --- Health bar GUI ---