User prompt
Make text time the time. make it moving
User prompt
Make time reducing till reach 0 if reach 0 change to level 2
User prompt
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
User prompt
If player touch wall1 in level 1 do game over
User prompt
If time reach 0 change level
User prompt
If player touch walls game over
User prompt
Respawn only from top or right
User prompt
Make random shapes like generated maze
User prompt
Make the respawning walls of wall1 have different shapes taller vertical from top and some taller horizontal from right.
User prompt
Please fix the bug: 'ReferenceError: Wall is not defined' in or related to this line: 'var newWall = new Wall();' Line Number: 132
User prompt
Make respawning from top
User prompt
Make respawning walls by wall1 from top to down and from right to left with different shapes.
User prompt
fix set 13!
User prompt
Regenerate a respawning maze by wall1 from top and right with different shapes
User prompt
Make Background1 for level 1 only
User prompt
Add background to the game
User prompt
Please fix the bug: 'Uncaught ReferenceError: dragNode is not defined' in or related to this line: 'if (dragNode) {' Line Number: 97
User prompt
Make countinuouse draging
User prompt
Teleport player to the cursor if mouse button clicked
User prompt
Make it not follow cursor
User prompt
add dreg player
User prompt
If click on the screen teleport player
User prompt
Hold the player position
User prompt
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
};
});
// Create a Wall class for walls spawning from right
var Wall = Container.expand(function () {
var self = Container.call(this);
// Attach a wall asset to represent the wall
var wallGraphics = self.attachAsset('wall1', {
anchorX: 0.5,
anchorY: 0.5
});
// Set wall speed
self.speed = 2;
// This is automatically called every game tick, if the wall is attached!
self.update = function () {
self.x -= self.speed;
};
});
// Create a Wall class for walls spawning from top
var WallTop = Container.expand(function () {
var self = Container.call(this);
// Attach a wall asset to represent the wall
var wallGraphics = self.attachAsset('wall1', {
anchorX: 0.5,
anchorY: 0.5
});
// Set wall speed
self.speed = 2;
// This is automatically called every game tick, if the wall is attached!
self.update = function () {
self.y += self.speed;
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000
});
/****
* Game Code
****/
// Initialize level
var level = 1;
// Initialize background
if (level === 1) {
var background = game.addChild(LK.getAsset('Background1', {
anchorX: 0.0,
anchorY: 0.0,
width: game.width,
height: game.height,
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;
// Initialize dragNode
var dragNode = null;
// 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;
}
// Create walls from top to down
if (LK.ticks % 60 == 0) {
var newWall = new WallTop();
newWall.x = Math.random() * game.width;
newWall.y = 0;
game.addChild(newWall);
}
// Create walls from right to left
if (LK.ticks % 120 == 0) {
var newWall = new Wall();
newWall.x = game.width;
newWall.y = Math.random() * game.height;
game.addChild(newWall);
}
};
// 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) {
dragNode = player;
handleMove(x, y, obj);
};
game.move = handleMove;
// Removed game.move event listener as it's not needed
// Removed player movement towards target position in game update
game.up = function (x, y, obj) {
dragNode = null;
}; ===================================================================
--- original.js
+++ change.js
@@ -15,8 +15,23 @@
self.update = function () {
// No continuous movement
};
});
+// Create a Wall class for walls spawning from right
+var Wall = Container.expand(function () {
+ var self = Container.call(this);
+ // Attach a wall asset to represent the wall
+ var wallGraphics = self.attachAsset('wall1', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ // Set wall speed
+ self.speed = 2;
+ // This is automatically called every game tick, if the wall is attached!
+ self.update = function () {
+ self.x -= self.speed;
+ };
+});
// Create a Wall class for walls spawning from top
var WallTop = Container.expand(function () {
var self = Container.call(this);
// Attach a wall asset to represent the wall