User prompt
Respawn random shapes in level to from top and lef only
User prompt
Increas speed of walls of level1
User prompt
Remove respawning of wall2 and start respawn it from top
User prompt
Remove background1 from level2
User prompt
Ensure that wall1 respawning in level1 only
User prompt
Start respawning wall2 from tom
User prompt
Make wall2 respawning in level 2 only
User prompt
Add background2 and wall2 to the game
User prompt
Please fix the bug: 'ReferenceError: WallVertical is not defined' in or related to this line: 'if (game.children[i] instanceof WallVertical || game.children[i] instanceof WallHorizontal) {' Line Number: 189
User prompt
Make wall2 respawning randomly from top to bottom and from left to right. If level 2 start change the Background of level 2 to background2.
User prompt
Make the Background2 image the background asset for level 2. and wall2 asset for walls in level 2.make random shapes respawning from top and left.
User prompt
Add background2 image to level2
User prompt
Make statu time 10 second in all levels
User prompt
Don't replace time with statu
User prompt
Make the time text the statu time
User prompt
Make statu tame of 10 sec in all levels
User prompt
If player touch any walls in the game do game over
User prompt
Remove 20 sec from other levels
User prompt
Set statu of time of 10 sec in all levels
User prompt
Start decreasing time every level
User prompt
Add collision between player and the asset wall1 if touched do game over
User prompt
Make the same for time in other levels
User prompt
Make time text reducing from 10 sec to 0 when game is start. start game from level 1
User prompt
Add wall1 assets as walls to the game. if player touch any of it do game over
User prompt
Make time for level 1 10 sec for
/**** * 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 WallHorizontal class for taller horizontal walls spawning from right var WallHorizontal = 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, width: 200 // Make the wall wider }); // 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 WallVertical class for taller vertical walls spawning from top var WallVertical = 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, height: 200 // Make the wall taller }); // 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 timer var timer = 10; // 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: ' + timer, { 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); // Decrease timer every second and update timer text var timerInterval = LK.setInterval(function () { if (timer > 0) { timer--; timerText.setText('Time: ' + timer); } else { LK.clearInterval(timerInterval); level += 1; // Increase level levelText.setText('Level ' + level); // Update level text timer = 10; // Reset timer timerText.setText('Time: ' + 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 taller vertical walls from top to down if (LK.ticks % 60 == 0) { var newWall = new WallVertical(); newWall.x = Math.random() * game.width; newWall.y = 0; game.addChild(newWall); // Check if player intersects with the wall if (player.intersects(newWall)) { LK.showGameOver(); } } // Create taller horizontal walls from right to left if (LK.ticks % 120 == 0) { var newWall = new WallHorizontal(); newWall.x = game.width; newWall.y = Math.random() * game.height; game.addChild(newWall); // Check if player intersects with wall1 in level 1 if (level === 1 && player.intersects(newWall)) { LK.showGameOver(); } } }; // 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
@@ -60,8 +60,10 @@
* Game Code
****/
// Initialize level
var level = 1;
+// Initialize timer
+var timer = 10;
// Initialize background
if (level === 1) {
var background = game.addChild(LK.getAsset('Background1', {
anchorX: 0.0,
@@ -81,30 +83,27 @@
});
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', {
+var timerText = new Text2('Time: ' + timer, {
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 level 1 to 10 seconds
-if (level === 1) {
- var timer = LK.setInterval(function () {
- if (timerText.text) {
- var currentTime = parseInt(timerText.text.split(' ')[1]);
- }
- if (currentTime > 0) {
- timerText.setText('Time: ' + (currentTime - 1));
- } else {
- LK.clearInterval(timer);
- level += 1; // Increase level
- levelText.setText('Level ' + level); // Update level text
- timerText.setText('Time: 10'); // Reset timer
- }
- }, 1000);
-}
+// Decrease timer every second and update timer text
+var timerInterval = LK.setInterval(function () {
+ if (timer > 0) {
+ timer--;
+ timerText.setText('Time: ' + timer);
+ } else {
+ LK.clearInterval(timerInterval);
+ level += 1; // Increase level
+ levelText.setText('Level ' + level); // Update level text
+ timer = 10; // Reset timer
+ timerText.setText('Time: ' + 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());
@@ -127,21 +126,30 @@
var angle = Math.atan2(dy, dx);
player.x += Math.cos(angle) * player.speed;
player.y += Math.sin(angle) * player.speed;
}
- // Create wall1 assets as walls to the game
+ // Create taller vertical walls from top to down
if (LK.ticks % 60 == 0) {
- var newWall = game.addChild(LK.getAsset('wall1', {
- anchorX: 0.5,
- anchorY: 0.5,
- x: Math.random() * game.width,
- y: Math.random() * game.height
- }));
+ var newWall = new WallVertical();
+ newWall.x = Math.random() * game.width;
+ newWall.y = 0;
+ game.addChild(newWall);
// Check if player intersects with the wall
if (player.intersects(newWall)) {
LK.showGameOver();
}
}
+ // Create taller horizontal walls from right to left
+ if (LK.ticks % 120 == 0) {
+ var newWall = new WallHorizontal();
+ newWall.x = game.width;
+ newWall.y = Math.random() * game.height;
+ game.addChild(newWall);
+ // Check if player intersects with wall1 in level 1
+ if (level === 1 && player.intersects(newWall)) {
+ LK.showGameOver();
+ }
+ }
};
// Add event listeners for player movement
// Define handleMove function
function handleMove(x, y, obj) {