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Please fix the bug: 'ReferenceError: WallVertical2 is not defined' in or related to this line: 'var newWall2 = new WallVertical2();' Line Number: 228
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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
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Make another respawning of walls from top to bottom
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Make the respawning from left to right horizontally only
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Don't respawn wall2 from left to right respawn it from left
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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
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Add wall2 to level 2 as objects respawning randomly from top. add another respawning from left.
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Ensure that wall1 respawning in level 1 only
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Make the respawning of wall1 in level1 only ensure it
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Make different sizes of wall1 in level1
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Make Different sizes and shapes
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Make random shapes vertical and Horizonal for wall1
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Remove any respawning in level 2
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Respawn random shapes in level to from top and lef only
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Increas speed of walls of level1
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Remove respawning of wall2 and start respawn it from top
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Remove background1 from level2
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Ensure that wall1 respawning in level1 only
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Start respawning wall2 from tom
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Make wall2 respawning in level 2 only
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Add background2 and wall2 to the game
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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
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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.
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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.
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Add background2 image to level2
/**** * 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; };
===================================================================
--- original.js
+++ change.js
@@ -181,20 +181,8 @@
newWall.x = game.width;
newWall.y = Math.random() * game.height;
game.addChild(newWall);
}
- // Create random shapes spawning from top and left in level 2 only
- if (level === 2 && LK.ticks % 180 == 0) {
- var newShape = new RandomShape();
- if (Math.random() < 0.5) {
- newShape.x = Math.random() * game.width;
- newShape.y = 0;
- } else {
- newShape.x = 0;
- newShape.y = Math.random() * game.height;
- }
- game.addChild(newShape);
- }
// 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])) {