User prompt
Add player to level2 from front Of the screen
User prompt
Don't do game over if player touch hidden walls
User prompt
Make the image asset of Background2 behind all objects in level 2
User prompt
If level2 start hide whats left from walls of level 1
User prompt
Make the background behin player in level 2
User prompt
Show player in the screen for level 2
User prompt
Make the player in level 2 on the background not behind it same for walls add the to the front not behind
User prompt
Fix location of player in level 2
User prompt
Make all walls respawning on the fron of the background and the player in the front.
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'intersects')' in or related to this line: 'if (player.intersects(game.children[i])) {' Line Number: 281
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'intersects')' in or related to this line: 'if (player.intersects(game.children[i])) {' Line Number: 281
User prompt
Make the player front of the background in level 2
User prompt
Make the background in level 2 behind the respawning walls
User prompt
Make background3 for level3
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If new level start change to new background
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Remove background1 for all levels except level 1
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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
/**** * 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, width: Math.random() * 200, // Random width between 0 and 200 height: Math.random() * 200 // Random height between 0 and 200 }); // 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 Wall2 class for wall2 spawning from top and moving vertically to the bottom var Wall2 = Container.expand(function () { var self = Container.call(this); // Attach a wall2 asset to represent the wall var wallGraphics = self.attachAsset('wall2', { 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; }; }); // 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: Math.random() * 200 + 100 // Make the wall wider and random }); // 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 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: Math.random() * 200 + 100 // Make the wall taller and random }); // 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; }; }); // Create a WallVertical2 class for taller vertical walls spawning from top to bottom var WallVertical2 = 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: Math.random() * 200 + 100 // Make the wall taller and random }); // 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 var background; if (level === 1) { background = game.addChild(LK.getAsset('Background1', { anchorX: 0.0, anchorY: 0.0, width: game.width, height: game.height, x: 0, y: 0 })); } else { 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]); // Change background for the new level if (background) { background.destroy(); // Remove the current background } background = game.addChild(LK.getAsset('Background' + level, { anchorX: 0.0, anchorY: 0.0, width: game.width, height: game.height, x: 0, y: 0 })); background.scale.set(game.width / background.width, game.height / background.height); // 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 random vertical and horizontal walls for wall1 in level 1 only if (level === 1 && LK.ticks % 60 == 0) { var newWall; if (Math.random() < 0.5) { newWall = new WallVertical(); newWall.x = Math.random() * (game.width - newWall.width) + newWall.width / 2; newWall.y = 0; } else { newWall = new WallHorizontal(); newWall.x = game.width; newWall.y = Math.random() * (game.height - newWall.height) + newWall.height / 2; } game.addChild(newWall); } // Add wall2 to level 2 as objects respawning randomly from top to bottom if (level === 2 && LK.ticks % 60 == 0) { var newWall2 = new Wall2(); newWall2.x = Math.random() * (game.width - newWall2.width) + newWall2.width / 2; newWall2.y = 0; game.addChild(newWall2); } // 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 || game.children[i] instanceof Wall2) { 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
@@ -166,8 +166,21 @@
level += 1; // Increase level
levelText.setText('Level ' + level); // Update level text
timer = 10; // Reset timer for each level
timerText.setText('Time: ' + timers[level - 1]);
+ // Change background for the new level
+ if (background) {
+ background.destroy(); // Remove the current background
+ }
+ background = game.addChild(LK.getAsset('Background' + level, {
+ anchorX: 0.0,
+ anchorY: 0.0,
+ width: game.width,
+ height: game.height,
+ x: 0,
+ y: 0
+ }));
+ background.scale.set(game.width / background.width, game.height / background.height);
// Restart the timer for the next level
timerInterval = LK.setInterval(function () {
if (timer > 0) {
timer--;