User prompt
Reduce number of respawning walls for level 4
User prompt
Add wall5 to the game
User prompt
Remove any walls in level 5 and add respawning walls of the asset wall5 with random shapes
User prompt
Replace the asset wall1 by wall5 in level5
User prompt
1-Remove any walls in level 5. 2-Add wall5 to level5 random respawning shapes taller horizontal and vertical bottom to top and from right to left.
User prompt
Hide walls of level 4 if level 5 start, don't do game over if player touch when hidden in level 5.
User prompt
Respawn wall4 only in level4
User prompt
Make wall4 respawning for level 4 only.
User prompt
Make time for each level 20 sec
User prompt
Add collision for level 4 to trigger game over
User prompt
Please fix the bug: 'ReferenceError: Wall4Vertical is not defined' in or related to this line: 'var newWall4Vertical = new Wall4Vertical();' Line Number: 441
User prompt
Make 2 respawning directions only horizontal left side to right side and vertical from top side to bottom side of the screen for level 4
User prompt
change direction of the new walls in level4
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Replace the vertical object wall1 with wall4 for level 4
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Make another respawning of wall4 moving vertically from top to bottom for level 4
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Add Random Shape of wall4 Vertical level 4
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Add another random respawning shapes vertical to level 4
User prompt
Don't respawn walls in level 4 from corner make it moving horizontally from left to right
User prompt
Remove the walls and add them from left
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Change side of respawning in level 4
User prompt
Don't respawn wall4 from corner respawn it vertically from bottom
User prompt
Respawn walls in level 4 vertical from bottom to top
User prompt
Don't respawn walls for level 4 in screen respawn it from bottom to top only
User prompt
Add walls for level 4
User prompt
Remove all walls from level4
/**** * 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 walls spawning randomly with random shapes from top to bottom and left to right 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, width: Math.random() * 200 + 100, // Random width height: Math.random() * 200 + 100 // Random height }); // 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; // Move downwards vertically if (self.y > game.height) { self.y = 0; // Reset position to the top when reaching the bottom edge self.x = Math.random() * (game.width - self.width) + self.width / 2; // Randomize horizontal position } }; }); // Create a Wall3 class for walls spawning from bottom to top and right to left var Wall3 = Container.expand(function () { var self = Container.call(this); // Attach a wall3 asset to represent the wall var wallGraphics = self.attachAsset('wall3', { anchorX: 0.5, anchorY: 0.5, width: Math.random() * 200 + 100, // Random width height: Math.random() * 200 + 100 // Random height }); // 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; // Move upwards }; }); // Create a Wall3Right class for walls spawning from right to left var Wall3Right = Container.expand(function () { var self = Container.call(this); // Attach a wall3 asset to represent the wall var wallGraphics = self.attachAsset('wall3', { anchorX: 0.5, anchorY: 0.5, width: Math.random() * 200 + 100, // Random width height: Math.random() * 200 + 100 // Random height }); // 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; // Move leftwards }; }); // Create a Wall4 class for walls spawning from bottom to top and left to right var Wall4 = Container.expand(function () { var self = Container.call(this); // Attach a wall4 asset to represent the wall var wallGraphics = self.attachAsset('wall4', { anchorX: 0.5, anchorY: 0.5, width: Math.random() * 200 + 100, // Random width height: Math.random() * 200 + 100 // Random height }); // Set wall speed self.speed = 4; // This is automatically called every game tick, if the wall is attached! self.update = function () { if (Math.random() < 0.5) { self.y -= self.speed; // Move upwards } else { self.x += self.speed; // Move rightwards } }; }); // Create a Wall4Horizontal class for walls spawning randomly from left and right horizontally var Wall4Horizontal = Container.expand(function () { var self = Container.call(this); // Attach a wall4 asset to represent the wall var wallGraphics = self.attachAsset('wall4', { anchorX: 0.5, anchorY: 0.5, width: Math.random() * 200 + 100, // Random width height: Math.random() * 200 + 100 // Random height }); // Set wall speed self.speed = 4; // This is automatically called every game tick, if the wall is attached! self.update = function () { if (Math.random() < 0.5) { self.x -= self.speed; // Move leftwards } else { self.x += self.speed; // Move rightwards } }; }); // 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() * 400 + 200 // 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() * 400 + 200 // 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 ****/ var background = null; function setBackgroundForLevel(level) { if (background) { background.destroy(); // Remove the current background } if (level === 1) { background = game.addChildAt(LK.getAsset('Background1', { anchorX: 0.0, anchorY: 0.0, x: (game.width - LK.getAsset('Background1', {}).width * game.width / LK.getAsset('Background1', {}).width) / 2, y: (game.height - LK.getAsset('Background1', {}).height * game.height / LK.getAsset('Background1', {}).height) / 2 }), 0); background.scale.set(game.width / background.width, game.height / background.height); } else if (level === 2) { background = game.addChildAt(LK.getAsset('Background2', { anchorX: 0.0, anchorY: 0.0, x: (game.width - LK.getAsset('Background2', {}).width * game.width / LK.getAsset('Background2', {}).width) / 2, y: (game.height - LK.getAsset('Background2', {}).height * game.height / LK.getAsset('Background2', {}).height) / 2 }), 0); background.scale.set(game.width / background.width, game.height / background.height); } else if (level === 3) { levelText.setText('Level 3'); // Update level text for level 3 background = game.addChildAt(LK.getAsset('Background3', { anchorX: 0.0, anchorY: 0.0, x: (game.width - LK.getAsset('Background3', {}).width * game.width / LK.getAsset('Background3', {}).width) / 2, y: (game.height - LK.getAsset('Background3', {}).height * game.height / LK.getAsset('Background3', {}).height) / 2 }), 0); background.scale.set(game.width / background.width, game.height / background.height); } else if (level === 4) { levelText.setText('Level 4'); // Update level text for level 4 background = game.addChildAt(LK.getAsset('Background4', { anchorX: 0.0, anchorY: 0.0, x: (game.width - LK.getAsset('Background4', {}).width * game.width / LK.getAsset('Background4', {}).width) / 2, y: (game.height - LK.getAsset('Background4', {}).height * game.height / LK.getAsset('Background4', {}).height) / 2 }), 0); background.scale.set(game.width / background.width, game.height / background.height); } else if (level === 5) { levelText.setText('Level 5'); // Update level text for level 5 background = game.addChildAt(LK.getAsset('Background5', { anchorX: 0.0, anchorY: 0.0, x: (game.width - LK.getAsset('Background5', {}).width * game.width / LK.getAsset('Background5', {}).width) / 2, y: (game.height - LK.getAsset('Background5', {}).height * game.height / LK.getAsset('Background5', {}).height) / 2 }), 0); background.scale.set(game.width / background.width, game.height / background.height); } else if (level === 6) { levelText.setText('Level 6'); // Update level text for level 6 background = game.addChildAt(LK.getAsset('Background6', { anchorX: 0.0, anchorY: 0.0, x: (game.width - LK.getAsset('Background6', {}).width * game.width / LK.getAsset('Background6', {}).width) / 2, y: (game.height - LK.getAsset('Background6', {}).height * game.height / LK.getAsset('Background6', {}).height) / 2 }), 0); background.scale.set(game.width / background.width, game.height / background.height); } if (background) { background.scale.set(game.width / background.width, game.height / background.height); } } setBackgroundForLevel(level); var level = 1; var levelChangeInterval = 10 * 60; // 10 seconds at 60 FPS var levelChangeTimer = 0; // Initialize background var background; if (level === 1) { background = game.addChildAt(LK.getAsset('Background1', { anchorX: 0.0, anchorY: 0.0, width: game.width, height: game.height, x: 0, y: 0 }), 0); } else if (level === 2) { background = game.addChildAt(LK.getAsset('Background2', { anchorX: 0.0, anchorY: 0.0, width: game.width, height: game.height, x: 0, y: 0 }), 0); } else if (level === 3) { background = game.addChildAt(LK.getAsset('Background3', { anchorX: 0.0, anchorY: 0.0, x: (game.width - LK.getAsset('Background3', {}).width * game.width / LK.getAsset('Background3', {}).width) / 2, y: (game.height - LK.getAsset('Background3', {}).height * game.height / LK.getAsset('Background3', {}).height) / 2 }), 0); background.scale.set(game.width / background.width, game.height / background.height); } // Fit the background to the screen if it is defined if (background) { background.scale.set(game.width / background.width, game.height / background.height); background.width = game.width; background.height = game.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); // Initialize 10 background assets for each level for (var i = 1; i <= 10; i++) {} // Add time text on the top left corner var timeText = new Text2('Time: 0', { size: 100, fill: 0x808080 // Grey color }); timeText.anchor.set(0, 0); // Sets anchor to the left of the top edge of the text. LK.gui.topLeft.addChild(timeText); // 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; // Show player on the screen for level 2 if (level === 2) { player.visible = true; player.x = game.width / 2; player.y = 0; } // 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 % 30 == 0) { var newWall1; if (Math.random() < 0.5) { newWall1 = new WallVertical(); newWall1.x = Math.random() * (game.width - newWall1.width) + newWall1.width / 2; newWall1.y = 0; } else { newWall1 = new WallHorizontal(); newWall1.x = game.width; newWall1.y = Math.random() * (game.height - newWall1.height) + newWall1.height / 2; } game.addChild(newWall1); } // Hide Wall1 objects in level 2 if (level === 2) { for (var i = 0; i < game.children.length; i++) { if (game.children[i] instanceof WallVertical || game.children[i] instanceof WallHorizontal) { game.children[i].visible = false; } } } // Add Wall2 objects respawning randomly with random shapes moving vertically from top to bottom for level 2 if (level === 2 && LK.ticks % 60 == 0) { var newWall2Vertical = new Wall2(); newWall2Vertical.x = Math.random() * (game.width - newWall2Vertical.width) + newWall2Vertical.width / 2; newWall2Vertical.y = 0; game.addChild(newWall2Vertical); var newWall2Bottom = new Wall2(); newWall2Bottom.x = Math.random() * (game.width - newWall2Bottom.width) + newWall2Bottom.width / 2; newWall2Bottom.y = game.height; newWall2Bottom.speed = -4; // Move upwards game.addChild(newWall2Bottom); } // Add wall3 to level 3 as objects respawning from bottom to top and right to left if (level === 3 && LK.ticks % 60 == 0) { var newWall3 = new Wall3(); newWall3.x = Math.random() * (game.width - newWall3.width) + newWall3.width / 2; newWall3.y = game.height; game.addChild(newWall3); var newWall3Right = new Wall3Right(); newWall3Right.x = game.width; newWall3Right.y = Math.random() * (game.height - newWall3Right.height) + newWall3Right.height / 2; game.addChild(newWall3Right); // Ensure Wall3 objects are visible in level 3 for (var i = 0; i < game.children.length; i++) { if (game.children[i] instanceof Wall2) { game.children[i].visible = false; } } } else if (level !== 3) { // Ensure Wall3 objects are not respawning in levels other than 3 for (var i = 0; i < game.children.length; i++) { if (game.children[i] instanceof Wall3 || game.children[i] instanceof Wall3Right) { game.children[i].visible = false; } } } // Add Wall4 objects to level 4 with vertical spawning from bottom to top if (level === 4 && LK.ticks % 60 == 0) { var newWall4 = new Wall4(); newWall4.x = Math.random() * (game.width - newWall4.width) + newWall4.width / 2; newWall4.y = game.height; game.addChild(newWall4); } // Add wall5 to level 5 as objects respawning from top to bottom if (level === 5 && LK.ticks % 60 == 0) { // Ensure timer decreases correctly for level 5 var newWall5 = new WallVertical2(); newWall5.x = Math.random() * (game.width - newWall5.width) + newWall5.width / 2; newWall5.y = 0; game.addChild(newWall5); } // Add wall6 to level 6 as objects respawning from bottom to top if (level === 6 && LK.ticks % 60 == 0) { // Ensure timer decreases correctly for level 6 var newWall6 = new Wall3(); newWall6.x = Math.random() * (game.width - newWall6.width) + newWall6.width / 2; newWall6.y = game.height; game.addChild(newWall6); } 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 || game.children[i] instanceof WallVertical2) { if (player.intersects(game.children[i]) && game.children[i].visible) { if (!(level === 2 && (game.children[i] instanceof WallVertical || game.children[i] instanceof WallHorizontal) || level === 4 && (game.children[i] instanceof Wall3 || game.children[i] instanceof Wall3Right) || level === 3 && (game.children[i] instanceof Wall3 || game.children[i] instanceof Wall3Right) || level === 5 && game.children[i] instanceof WallVertical2)) { LK.showGameOver(); break; } } } if (level === 4 && game.children[i] instanceof Wall4Horizontal && player.intersects(game.children[i])) { LK.showGameOver(); break; } } // Increment the level change timer levelChangeTimer++; // Update the time text to show the current status time timeText.setText('Time: ' + Math.floor(levelChangeTimer / 60)); // Convert ticks to seconds // Check if it's time to change the level if (levelChangeTimer >= levelChangeInterval) { levelChangeTimer = 0; // Reset the timer level++; // Increment the level if (level > 6) { level = 1; } // Loop back to level 1 after level 6 setBackgroundForLevel(level); // Change the background for the new level levelText.setText('Level ' + level); // Update the level text } }; // 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
@@ -402,9 +402,9 @@
game.children[i].visible = false;
}
}
}
- // Add Wall4 and Wall4Horizontal objects to level 4 with random spawning
+ // Add Wall4 objects to level 4 with vertical spawning from bottom to top
if (level === 4 && LK.ticks % 60 == 0) {
var newWall4 = new Wall4();
newWall4.x = Math.random() * (game.width - newWall4.width) + newWall4.width / 2;
newWall4.y = game.height;