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
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Make text time the time. make it moving
User prompt
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
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
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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
/**** * 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 for each level var timers = [10, 20, 30, 40, 50, 60, 70, 80, 90, 100]; var timer = timers[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: ' + 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 = timers[level - 1]; // Reset timer for each level timerText.setText('Time: ' + timers[level - 1]); } }, 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
@@ -60,10 +60,11 @@
* Game Code
****/
// Initialize level
var level = 1;
-// Initialize timer
-var timer = 10;
+// Initialize timer for each level
+var timers = [10, 20, 30, 40, 50, 60, 70, 80, 90, 100];
+var timer = timers[level - 1];
// Initialize background
if (level === 1) {
var background = game.addChild(LK.getAsset('Background1', {
anchorX: 0.0,
@@ -98,10 +99,10 @@
} else {
LK.clearInterval(timerInterval);
level += 1; // Increase level
levelText.setText('Level ' + level); // Update level text
- timer = 10; // Reset timer
- timerText.setText('Time: ' + timer);
+ timer = timers[level - 1]; // Reset timer for each level
+ timerText.setText('Time: ' + timers[level - 1]);
}
}, 1000);
// Initialize 10 background assets for each level
for (var i = 1; i <= 10; i++) {}