User prompt
Make wall5 of the top respawning vertically and left respawning horizontally in level5.
User prompt
Make walls of the top respawning vertically and left respawning horizontally in level5.
User prompt
Respawn wall5 for level5 only.
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
User prompt
Replace the vertical object wall1 with wall4 for level 4
User prompt
Make another respawning of wall4 moving vertically from top to bottom for level 4
User prompt
Add Random Shape of wall4 Vertical level 4
User prompt
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
User prompt
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
/**** * 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 horizontal spawning from left to right if (level === 4 && LK.ticks % 60 == 0) { var newWall4 = new Wall4(); newWall4.x = 0; // Start from the left newWall4.y = Math.random() * (game.height - newWall4.height) + newWall4.height / 2; 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
@@ -402,13 +402,13 @@
game.children[i].visible = false;
}
}
}
- // Add Wall4 objects to level 4 with vertical spawning from bottom to top
+ // Add Wall4 objects to level 4 with horizontal spawning from left to right
if (level === 4 && LK.ticks % 60 == 0) {
var newWall4 = new Wall4();
- newWall4.x = Math.random() * (game.width - newWall4.width - 200) + 100 + newWall4.width / 2; // Avoid corners
- newWall4.y = 0; // Start from the top
+ newWall4.x = 0; // Start from the left
+ newWall4.y = Math.random() * (game.height - newWall4.height) + newWall4.height / 2;
game.addChild(newWall4);
}
// Add wall5 to level 5 as objects respawning from top to bottom
if (level === 5 && LK.ticks % 60 == 0) {