User prompt
Ensure that the Background1 image asset for level 1 only. make The Background2 Image asset for level 2.
User prompt
Add level2 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: 235
User prompt
Please fix the bug: 'ReferenceError: WallVertical2 is not defined' in or related to this line: 'var newWall2 = new WallVertical2();' Line Number: 228
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: 235
User prompt
Make another respawning of walls from top to bottom
User prompt
Make the respawning from left to right horizontally only
User prompt
Don't respawn wall2 from left to right respawn it from left
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: 219
User prompt
Add wall2 to level 2 as objects respawning randomly from top. add another respawning from left.
User prompt
Ensure that wall1 respawning in level 1 only
User prompt
Make the respawning of wall1 in level1 only ensure it
User prompt
Make different sizes of wall1 in level1
User prompt
Make Different sizes and shapes
User prompt
Make random shapes vertical and Horizonal for wall1
User prompt
Remove any respawning in level 2
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
/****
* 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 Wall2 class for walls spawning randomly from top to bottom and from left to right
var Wall2 = Container.expand(function () {
var self = Container.call(this);
// Attach a wall asset to represent the wall
var wallGraphics = self.attachAsset('wall2', {
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 () {
// Randomly decide the direction of the wall
if (Math.random() < 0.5) {
self.y += self.speed;
} else {
self.x += self.speed;
}
};
});
// 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 to bottom
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 = Array(10).fill(10);
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);
} else if (level === 2) {
background.destroy(); // Destroy the previous background
background = game.addChild(LK.getAsset('Background2', {
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 for each level
timerText.setText('Time: ' + timers[level - 1]);
// Restart the timer for the next level
timerInterval = LK.setInterval(function () {
if (timer > 0) {
timer--;
timerText.setText('Time: ' + timer);
} else {
LK.clearInterval(timerInterval);
}
}, 1000);
}
}, 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);
}
// 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 any wall
for (var i = 0; i < game.children.length; i++) {
if (game.children[i] instanceof WallVertical || game.children[i] instanceof WallHorizontal) {
if (player.intersects(game.children[i])) {
LK.showGameOver();
break;
}
}
}
};
// 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;
}; /****
* 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 Wall2 class for walls spawning randomly from top to bottom and from left to right
var Wall2 = Container.expand(function () {
var self = Container.call(this);
// Attach a wall asset to represent the wall
var wallGraphics = self.attachAsset('wall2', {
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 () {
// Randomly decide the direction of the wall
if (Math.random() < 0.5) {
self.y += self.speed;
} else {
self.x += self.speed;
}
};
});
// 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 to bottom
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 = Array(10).fill(10);
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);
} else if (level === 2) {
background.destroy(); // Destroy the previous background
background = game.addChild(LK.getAsset('Background2', {
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 for each level
timerText.setText('Time: ' + timers[level - 1]);
// Restart the timer for the next level
timerInterval = LK.setInterval(function () {
if (timer > 0) {
timer--;
timerText.setText('Time: ' + timer);
} else {
LK.clearInterval(timerInterval);
}
}, 1000);
}
}, 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);
}
// 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 any wall
for (var i = 0; i < game.children.length; i++) {
if (game.children[i] instanceof WallVertical || game.children[i] instanceof WallHorizontal) {
if (player.intersects(game.children[i])) {
LK.showGameOver();
break;
}
}
}
};
// 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;
};
Playable maze with orange lines. at black background.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
2d coin. Ninja face in the coin. red coin. 2 circles inside it. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Fullscreen, high definition, light, blur, small time watch, colors, wood, for a game titled "Maze" and with the description "Navigate ever-changing mazes! Each level with different background, coins, time speed. Can you finish collecting coins before time is up? Challenge your skills in Maze!". with text on banner "MAZE"!