User prompt
Make background3 for level3
User prompt
If new level start change to new background
User prompt
Remove background1 for all levels except level 1
User prompt
Make background for each level
User prompt
Remove Background1 from level 2 and replace it by background2
User prompt
Respawn all walls in any level inside boundaries only.
User prompt
If player touch any walls in the game do game over
User prompt
Don't respawn wall2 from corner respawn it from top vertically to the bottom
User prompt
Add wall2 ass walls respawning from top in level 2
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
/**** * 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 RandomShape class for shapes spawning from top and left var RandomShape = Container.expand(function () { var self = Container.call(this); // Attach a random shape asset to represent the shape var shapeGraphics = self.attachAsset('shape' + Math.floor(Math.random() * 10), { anchorX: 0.5, anchorY: 0.5 }); // Set shape speed self.speed = 2; // This is automatically called every game tick, if the shape is attached! self.update = function () { // Randomly decide the direction of the shape 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 = 4; // 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 = 4; // 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 = 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 in level 1 only if (level === 1 && 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 in level 1 only if (level === 1 && 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 RandomShape class for shapes spawning from top and left
var RandomShape = Container.expand(function () {
var self = Container.call(this);
// Attach a random shape asset to represent the shape
var shapeGraphics = self.attachAsset('shape' + Math.floor(Math.random() * 10), {
anchorX: 0.5,
anchorY: 0.5
});
// Set shape speed
self.speed = 2;
// This is automatically called every game tick, if the shape is attached!
self.update = function () {
// Randomly decide the direction of the shape
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 = 4;
// 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 = 4;
// 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 = 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 in level 1 only
if (level === 1 && 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 in level 1 only
if (level === 1 && 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;
};