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Please fix the bug: 'LK.getGameWidth is not a function' in or related to this line: 'background.scaleX = LK.getGameWidth() / background.width;' Line Number: 88
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Make the background fit to screen
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Remove lag in game if many objects and game start been slow.
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Optimize the game
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Make th respawned shapes from the top have vertical shape like tall vertical and the maze wall that respawn from left side tall horizontal
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Make the player can move up and down
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Make the maze wall smaller
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Make vertical and horizontal mazewall constraned shapes
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Don't do game over if player touch mazewall mak only from the front(face to face)
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Make constrain movement with mazewall on the sides do game over only with touching mazewall from the front
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If player touch mazewall side by side don't do gameover
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Reduce numbers mazewall
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Add collision to all objects of the game "player & mazewall" assets
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check the classes if match with the game.
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1-Fix the game! no touching between the assets mazeWall and player.
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Fit it to screen
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Add background to the game
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Don't make touch by sides
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Addmazewall to the game
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If mazeWall touch player do game over
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Make mazewall asset not passable by the playr
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Dix the touching no touch between the player and walls?
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If player touch maze wall from the fron do game over
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Make the walls assets the maze walls
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If player touch walls assets from the front side do game over
/**** * Classes ****/ var Wall = Container.expand(function () { var self = Container.call(this); var wallGraphics = self.attachAsset('mazeWall', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { self.y += 5; if (self.y > 2732) { self.destroy(); } }; }); /**** * Initialize Game ****/ // Removed maze regeneration and player reinitialization // Removed player movement and click event listener related to the maze // Function to generate a random maze var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ // Update game loop to move maze walls // Add event listener for player movement game.move = function (x, y, obj) { player.x = x; }; var mazeWalls = []; moveMazeWalls(); function generateMazeWall() { var wall = new Wall(); wall.scaleX = Math.random() * 1.5 + 0.5; // Random horizontal scale between 0.5 and 2 wall.scaleY = Math.random() * 1.5 + 0.5; // Random vertical scale between 0.5 and 2 wall.x = Math.random() * (2048 - wall.width) + wall.width / 2; wall.y = -wall.height; mazeWalls.push(wall); game.addChild(wall); } function moveMazeWalls() { for (var i = mazeWalls.length - 1; i >= 0; i--) { mazeWalls[i].update(); if (mazeWalls[i].y > 2732) { mazeWalls.splice(i, 1); } else if (player.intersects(mazeWalls[i])) { // Check for collision with player if (player.y < mazeWalls[i].y - mazeWalls[i].height / 2 && player.x > mazeWalls[i].x - mazeWalls[i].width / 2 && player.x < mazeWalls[i].x + mazeWalls[i].width / 2) { // Check if collision is from the front LK.effects.flashScreen(0xff0000, 1000); // Flash screen red LK.showGameOver(); // Trigger game over } } } } LK.setInterval(generateMazeWall, 500); var player = LK.getAsset('player', { anchorX: 0.5, anchorY: 0.5 }); game.addChild(player); player.x = 2048 / 2; player.y = 2732 - 150;
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--- original.js
+++ change.js
@@ -50,9 +50,9 @@
if (mazeWalls[i].y > 2732) {
mazeWalls.splice(i, 1);
} else if (player.intersects(mazeWalls[i])) {
// Check for collision with player
- if (player.y < mazeWalls[i].y - mazeWalls[i].height / 2) {
+ if (player.y < mazeWalls[i].y - mazeWalls[i].height / 2 && player.x > mazeWalls[i].x - mazeWalls[i].width / 2 && player.x < mazeWalls[i].x + mazeWalls[i].width / 2) {
// Check if collision is from the front
LK.effects.flashScreen(0xff0000, 1000); // Flash screen red
LK.showGameOver(); // Trigger game over
}