User prompt
Make text time the time. make it moving
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Make time reducing till reach 0 if reach 0 change to level 2
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Please fix the bug: 'Timeout.tick error: Cannot read properties of undefined (reading 'split')' in or related to this line: 'var currentTime = parseInt(timerText.text.split(' ')[1]);' Line Number: 109
User prompt
Make 10 seconds the time for surviving for dodging the walls
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If player touch wall1 in level 1 do game over
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If time reach 0 change level
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If player touch walls game over
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Respawn only from top or right
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Make random shapes like generated maze
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Make the respawning walls of wall1 have different shapes taller vertical from top and some taller horizontal from right.
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Please fix the bug: 'ReferenceError: Wall is not defined' in or related to this line: 'var newWall = new Wall();' Line Number: 132
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Make respawning from top
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Make respawning walls by wall1 from top to down and from right to left with different shapes.
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fix set 13!
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Regenerate a respawning maze by wall1 from top and right with different shapes
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Make Background1 for level 1 only
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Add background to the game
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Please fix the bug: 'Uncaught ReferenceError: dragNode is not defined' in or related to this line: 'if (dragNode) {' Line Number: 97
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Make countinuouse draging
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Teleport player to the cursor if mouse button clicked
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Make it not follow cursor
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add dreg player
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If click on the screen teleport player
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Hold the player position
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Make player follow cursor
/**** * Classes ****/ // Create a Player class var Player = Container.expand(function () { var self = Container.call(this); // Attach a shape asset to represent the player var playerGraphics = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5 }); // Set player speed self.speed = 50; // This is automatically called every game tick, if the player is attached! self.update = function () { // No continuous movement }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ // Initialize 10 levels with corresponding background assets for (var i = 1; i <= 10; i++) { var background = game.addChild(LK.getAsset("background".concat(i), { anchorX: 0.0, anchorY: 0.0, width: 800, height: 800, x: 0, y: 0 })); // Fit the background to the screen background.scale.set(game.width / background.width, game.height / background.height); } // Add level text on the top right corner var levelText = new Text2('Level 1', { size: 100, fill: 0x808080 // Grey color }); levelText.anchor.set(1, 0); // Sets anchor to the right of the top edge of the text. LK.gui.topRight.addChild(levelText); // Add timer on the top left corner var timerText = new Text2('Time: 10', { size: 100, fill: 0x808080 // Grey color }); timerText.anchor.set(0, 0); // Sets anchor to the left of the top edge of the text. LK.gui.topLeft.addChild(timerText); // Set timer for each level var timer = LK.setInterval(function () { var currentTime = parseInt(timerText.text); if (currentTime > 0) { timerText.setText(currentTime - 1); } else { LK.clearInterval(timer); } }, 1000); // Initialize 10 background assets for each level for (var i = 1; i <= 10; i++) {} // Initialize a player instance and attach it to the game var player = game.addChild(new Player()); // Position player at the center of the screen player.x = game.width / 2; player.y = game.height / 2; // Removed maze regeneration and player reinitialization // Removed player movement and click event listener related to the maze // Function to generate a random maze // Add event listener for player movement // Removed game.down event listener as it's not needed // Update game loop to move player towards target position var targetPosition = null; game.update = function () { if (targetPosition) { var dx = targetPosition.x - player.x; var dy = targetPosition.y - player.y; var angle = Math.atan2(dy, dx); player.x += Math.cos(angle) * player.speed; player.y += Math.sin(angle) * player.speed; } }; // Add event listeners for player movement // Define handleMove function function handleMove(x, y, obj) { if (dragNode) { dragNode.x = x; dragNode.y = y; } } game.down = function (x, y, obj) { targetPosition = { x: x, y: y }; }; game.move = function (x, y, obj) { targetPosition = { x: x, y: y }; }; // Removed game.move event listener as it's not needed // Removed player movement towards target position in game update
/****
* Classes
****/
// Create a Player class
var Player = Container.expand(function () {
var self = Container.call(this);
// Attach a shape asset to represent the player
var playerGraphics = self.attachAsset('player', {
anchorX: 0.5,
anchorY: 0.5
});
// Set player speed
self.speed = 50;
// This is automatically called every game tick, if the player is attached!
self.update = function () {
// No continuous movement
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000
});
/****
* Game Code
****/
// Initialize 10 levels with corresponding background assets
for (var i = 1; i <= 10; i++) {
var background = game.addChild(LK.getAsset("background".concat(i), {
anchorX: 0.0,
anchorY: 0.0,
width: 800,
height: 800,
x: 0,
y: 0
}));
// Fit the background to the screen
background.scale.set(game.width / background.width, game.height / background.height);
}
// Add level text on the top right corner
var levelText = new Text2('Level 1', {
size: 100,
fill: 0x808080 // Grey color
});
levelText.anchor.set(1, 0); // Sets anchor to the right of the top edge of the text.
LK.gui.topRight.addChild(levelText);
// Add timer on the top left corner
var timerText = new Text2('Time: 10', {
size: 100,
fill: 0x808080 // Grey color
});
timerText.anchor.set(0, 0); // Sets anchor to the left of the top edge of the text.
LK.gui.topLeft.addChild(timerText);
// Set timer for each level
var timer = LK.setInterval(function () {
var currentTime = parseInt(timerText.text);
if (currentTime > 0) {
timerText.setText(currentTime - 1);
} else {
LK.clearInterval(timer);
}
}, 1000);
// Initialize 10 background assets for each level
for (var i = 1; i <= 10; i++) {}
// Initialize a player instance and attach it to the game
var player = game.addChild(new Player());
// Position player at the center of the screen
player.x = game.width / 2;
player.y = game.height / 2;
// Removed maze regeneration and player reinitialization
// Removed player movement and click event listener related to the maze
// Function to generate a random maze
// Add event listener for player movement
// Removed game.down event listener as it's not needed
// Update game loop to move player towards target position
var targetPosition = null;
game.update = function () {
if (targetPosition) {
var dx = targetPosition.x - player.x;
var dy = targetPosition.y - player.y;
var angle = Math.atan2(dy, dx);
player.x += Math.cos(angle) * player.speed;
player.y += Math.sin(angle) * player.speed;
}
};
// Add event listeners for player movement
// Define handleMove function
function handleMove(x, y, obj) {
if (dragNode) {
dragNode.x = x;
dragNode.y = y;
}
}
game.down = function (x, y, obj) {
targetPosition = {
x: x,
y: y
};
};
game.move = function (x, y, obj) {
targetPosition = {
x: x,
y: y
};
};
// Removed game.move event listener as it's not needed
// Removed player movement towards target position in game update