User prompt
If player touch the gate in level1 go to level2 so on till level10
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'width')' in or related to this line: 'gate.x = Math.random() * (2048 - gate.width) + gate.width / 2;' Line Number: 648
User prompt
Please fix the bug: 'TypeError: currentLevel.getChildByName is not a function' in or related to this line: 'var gate = currentLevel.getChildByName('gate'); // Retrieve the gate by name' Line Number: 647
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'width')' in or related to this line: 'gate.x = Math.random() * (2048 - gate.width) + gate.width / 2;' Line Number: 648
User prompt
Please fix the bug: 'ReferenceError: gate is not defined' in or related to this line: 'gate.x = Math.random() * (2048 - gate.width) + gate.width / 2;' Line Number: 646
User prompt
If player touch the gate go to the next level
User prompt
Please fix the bug: 'TypeError: game.reset is not a function' in or related to this line: 'game.reset();' Line Number: 105
User prompt
Add level2-10
User prompt
Make level10 last level
User prompt
Please fix the bug: 'TypeError: LK.showNextLevel is not a function' in or related to this line: 'LK.showNextLevel();' Line Number: 101
User prompt
Make random shapes of wall1
User prompt
Increase walls in level1
User prompt
Remove 3 lines of the respawning wall1 from top and bottom of the screen.
User prompt
Set wall1 to respawn only between the gate and the player positions.
User prompt
If player touch gate move it to the next level
User prompt
Add collision to the gate. if player touch the gate move it to the next level.
User prompt
Make rotation for the gate 360° to the left repeated
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'height')' in or related to this line: 'var gate = self.attachAsset('Gate', {' Line Number: 64
User prompt
Set gate position to the top side
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'height')' in or related to this line: 'var gate = self.attachAsset('Gate', {' Line Number: 64
User prompt
Set the gate inside screen from the top
User prompt
Please fix the bug: 'ReferenceError: wall1d is not defined' in or related to this line: 'wall1d.x += 10;' Line Number: 76
User prompt
Add small gate to the game on the top middle.
User prompt
Make it move by large distance and stop
User prompt
Increase distance movement of the player and its speed
/**** * Classes ****/ var Level1 = Container.expand(function () { var self = Container.call(this); var background = self.attachAsset('Background1', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 1366, scaleX: 2048 / 800, scaleY: 2732 / 800 }); var wall1a = self.attachAsset('wall1', { anchorX: 0.5, anchorY: 0.5, x: 2048, y: 1366 }); var wall1b = self.attachAsset('wall1', { anchorX: 0.5, anchorY: 0.5, x: 0, y: 1366 }); var wall1c = self.attachAsset('wall1', { anchorX: 0.5, anchorY: 0.5, x: 2048, y: 1366 }); var wall1d = self.attachAsset('wall1', { anchorX: 0.5, anchorY: 0.5, x: 0, y: 1366 }); var gate = self.attachAsset('Gate', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 125 // half of the gate height (250/2) }); self.update = function () { wall1a.x -= 10; wall1b.x += 10; if (wall1a.x < -wall1a.width / 2) { wall1a.x = 2048 + wall1a.width / 2; wall1a.y = Math.random() * (gate.y - player.y - wall1a.height) + player.y + wall1a.height / 2; // Randomly set the y-coordinate for wall1a between the gate and the player } if (wall1b.x > 2048 + wall1b.width / 2) { wall1b.x = -wall1b.width / 2; wall1b.y = Math.random() * (gate.y - player.y - wall1b.height) + player.y + wall1b.height / 2; // Randomly set the y-coordinate for wall1b between the gate and the player } wall1c.x -= 10; wall1d.x += 10; if (wall1c.x < -wall1c.width / 2) { wall1c.x = 2048 + wall1c.width / 2; wall1c.y = Math.random() * (2732 - wall1c.height) + wall1c.height / 2; // Randomly set the y-coordinate for wall1c within screen boundaries } if (wall1d.x > 2048 + wall1d.width / 2) { wall1d.x = -wall1d.width / 2; wall1d.y = Math.random() * (2732 - wall1d.height) + wall1d.height / 2; // Randomly set the y-coordinate for wall1d within screen boundaries } // Rotate the gate gate.rotation -= 0.01; // Rotate 360° to the left // Check for collision between player and walls if (player.intersects(wall1a) || player.intersects(wall1b) || player.intersects(wall1c) || player.intersects(wall1d)) { // Flash screen red for 1 second (1000ms) to show collision. LK.effects.flashScreen(0xff0000, 1000); } // Check for collision between player and gate if (player.intersects(gate)) { moveToNextLevel(); } }; }); var Level10 = Container.expand(function () { var self = Container.call(this); var background = self.attachAsset('Background10', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 1366, scaleX: 2048 / 800, scaleY: 2732 / 800 }); var wall10a = self.attachAsset('wall10', { anchorX: 0.5, anchorY: 0.5, x: 2048, y: 1366 }); var wall10b = self.attachAsset('wall10', { anchorX: 0.5, anchorY: 0.5, x: 0, y: 1366 }); var gate = self.attachAsset('Gate', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 125 }); self.update = function () { wall10a.x -= 10; wall10b.x += 10; if (wall10a.x < -wall10a.width / 2) { wall10a.x = 2048 + wall10a.width / 2; wall10a.y = Math.random() * (gate.y - player.y - wall10a.height) + player.y + wall10a.height / 2; } if (wall10b.x > 2048 + wall10b.width / 2) { wall10b.x = -wall10b.width / 2; wall10b.y = Math.random() * (gate.y - player.y - wall10b.height) + player.y + wall10b.height / 2; } gate.rotation -= 0.01; if (player.intersects(wall10a) || player.intersects(wall10b)) { LK.effects.flashScreen(0xff0000, 1000); } if (player.intersects(gate)) { if (game.level < 10) { game.level += 1; levelText.setText('Level ' + game.level); resetGame(); gate.x = Math.random() * (2048 - gate.width) + gate.width / 2; gate.y = Math.random() * (2732 - gate.height) + gate.height / 2; } else { LK.showGameOver(); } } }; }); var Level2 = Container.expand(function () { var self = Container.call(this); var background = self.attachAsset('Background2', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 1366, scaleX: 2048 / 800, scaleY: 2732 / 800 }); var wall2a = self.attachAsset('wall2', { anchorX: 0.5, anchorY: 0.5, x: 2048, y: 1366 }); var wall2b = self.attachAsset('wall2', { anchorX: 0.5, anchorY: 0.5, x: 0, y: 1366 }); var gate = self.attachAsset('Gate', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 125 }); self.update = function () { wall2a.x -= 10; wall2b.x += 10; if (wall2a.x < -wall2a.width / 2) { wall2a.x = 2048 + wall2a.width / 2; wall2a.y = Math.random() * (gate.y - player.y - wall2a.height) + player.y + wall2a.height / 2; } if (wall2b.x > 2048 + wall2b.width / 2) { wall2b.x = -wall2b.width / 2; wall2b.y = Math.random() * (gate.y - player.y - wall2b.height) + player.y + wall2b.height / 2; } gate.rotation -= 0.01; if (player.intersects(wall2a) || player.intersects(wall2b)) { LK.effects.flashScreen(0xff0000, 1000); } if (player.intersects(gate)) { if (game.level < 10) { game.level += 1; levelText.setText('Level ' + game.level); resetGame(); gate.x = Math.random() * (2048 - gate.width) + gate.width / 2; gate.y = Math.random() * (2732 - gate.height) + gate.height / 2; } else { LK.showGameOver(); } } }; }); var Level3 = Container.expand(function () { var self = Container.call(this); var background = self.attachAsset('Background3', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 1366, scaleX: 2048 / 800, scaleY: 2732 / 800 }); var wall3a = self.attachAsset('wall3', { anchorX: 0.5, anchorY: 0.5, x: 2048, y: 1366 }); var wall3b = self.attachAsset('wall3', { anchorX: 0.5, anchorY: 0.5, x: 0, y: 1366 }); var gate = self.attachAsset('Gate', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 125 }); self.update = function () { wall3a.x -= 10; wall3b.x += 10; if (wall3a.x < -wall3a.width / 2) { wall3a.x = 2048 + wall3a.width / 2; wall3a.y = Math.random() * (gate.y - player.y - wall3a.height) + player.y + wall3a.height / 2; } if (wall3b.x > 2048 + wall3b.width / 2) { wall3b.x = -wall3b.width / 2; wall3b.y = Math.random() * (gate.y - player.y - wall3b.height) + player.y + wall3b.height / 2; } gate.rotation -= 0.01; if (player.intersects(wall3a) || player.intersects(wall3b)) { LK.effects.flashScreen(0xff0000, 1000); } if (player.intersects(gate)) { if (game.level < 10) { game.level += 1; levelText.setText('Level ' + game.level); resetGame(); gate.x = Math.random() * (2048 - gate.width) + gate.width / 2; gate.y = Math.random() * (2732 - gate.height) + gate.height / 2; } else { LK.showGameOver(); } } }; }); var Level4 = Container.expand(function () { var self = Container.call(this); var background = self.attachAsset('Background4', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 1366, scaleX: 2048 / 800, scaleY: 2732 / 800 }); var wall4a = self.attachAsset('wall4', { anchorX: 0.5, anchorY: 0.5, x: 2048, y: 1366 }); var wall4b = self.attachAsset('wall4', { anchorX: 0.5, anchorY: 0.5, x: 0, y: 1366 }); var gate = self.attachAsset('Gate', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 125 }); self.update = function () { wall4a.x -= 10; wall4b.x += 10; if (wall4a.x < -wall4a.width / 2) { wall4a.x = 2048 + wall4a.width / 2; wall4a.y = Math.random() * (gate.y - player.y - wall4a.height) + player.y + wall4a.height / 2; } if (wall4b.x > 2048 + wall4b.width / 2) { wall4b.x = -wall4b.width / 2; wall4b.y = Math.random() * (gate.y - player.y - wall4b.height) + player.y + wall4b.height / 2; } gate.rotation -= 0.01; if (player.intersects(wall4a) || player.intersects(wall4b)) { LK.effects.flashScreen(0xff0000, 1000); } if (player.intersects(gate)) { if (game.level < 10) { game.level += 1; levelText.setText('Level ' + game.level); resetGame(); gate.x = Math.random() * (2048 - gate.width) + gate.width / 2; gate.y = Math.random() * (2732 - gate.height) + gate.height / 2; } else { LK.showGameOver(); } } }; }); var Level5 = Container.expand(function () { var self = Container.call(this); var background = self.attachAsset('Background5', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 1366, scaleX: 2048 / 800, scaleY: 2732 / 800 }); var wall5a = self.attachAsset('wall5', { anchorX: 0.5, anchorY: 0.5, x: 2048, y: 1366 }); var wall5b = self.attachAsset('wall5', { anchorX: 0.5, anchorY: 0.5, x: 0, y: 1366 }); var gate = self.attachAsset('Gate', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 125 }); self.update = function () { wall5a.x -= 10; wall5b.x += 10; if (wall5a.x < -wall5a.width / 2) { wall5a.x = 2048 + wall5a.width / 2; wall5a.y = Math.random() * (gate.y - player.y - wall5a.height) + player.y + wall5a.height / 2; } if (wall5b.x > 2048 + wall5b.width / 2) { wall5b.x = -wall5b.width / 2; wall5b.y = Math.random() * (gate.y - player.y - wall5b.height) + player.y + wall5b.height / 2; } gate.rotation -= 0.01; if (player.intersects(wall5a) || player.intersects(wall5b)) { LK.effects.flashScreen(0xff0000, 1000); } if (player.intersects(gate)) { if (game.level < 10) { game.level += 1; levelText.setText('Level ' + game.level); resetGame(); gate.x = Math.random() * (2048 - gate.width) + gate.width / 2; gate.y = Math.random() * (2732 - gate.height) + gate.height / 2; } else { LK.showGameOver(); } } }; }); var Level6 = Container.expand(function () { var self = Container.call(this); var background = self.attachAsset('Background6', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 1366, scaleX: 2048 / 800, scaleY: 2732 / 800 }); var wall6a = self.attachAsset('wall6', { anchorX: 0.5, anchorY: 0.5, x: 2048, y: 1366 }); var wall6b = self.attachAsset('wall6', { anchorX: 0.5, anchorY: 0.5, x: 0, y: 1366 }); var gate = self.attachAsset('Gate', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 125 }); self.update = function () { wall6a.x -= 10; wall6b.x += 10; if (wall6a.x < -wall6a.width / 2) { wall6a.x = 2048 + wall6a.width / 2; wall6a.y = Math.random() * (gate.y - player.y - wall6a.height) + player.y + wall6a.height / 2; } if (wall6b.x > 2048 + wall6b.width / 2) { wall6b.x = -wall6b.width / 2; wall6b.y = Math.random() * (gate.y - player.y - wall6b.height) + player.y + wall6b.height / 2; } gate.rotation -= 0.01; if (player.intersects(wall6a) || player.intersects(wall6b)) { LK.effects.flashScreen(0xff0000, 1000); } if (player.intersects(gate)) { if (game.level < 10) { game.level += 1; levelText.setText('Level ' + game.level); resetGame(); gate.x = Math.random() * (2048 - gate.width) + gate.width / 2; gate.y = Math.random() * (2732 - gate.height) + gate.height / 2; } else { LK.showGameOver(); } } }; }); var Level7 = Container.expand(function () { var self = Container.call(this); var background = self.attachAsset('Background7', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 1366, scaleX: 2048 / 800, scaleY: 2732 / 800 }); var wall7a = self.attachAsset('wall7', { anchorX: 0.5, anchorY: 0.5, x: 2048, y: 1366 }); var wall7b = self.attachAsset('wall7', { anchorX: 0.5, anchorY: 0.5, x: 0, y: 1366 }); var gate = self.attachAsset('Gate', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 125 }); self.update = function () { wall7a.x -= 10; wall7b.x += 10; if (wall7a.x < -wall7a.width / 2) { wall7a.x = 2048 + wall7a.width / 2; wall7a.y = Math.random() * (gate.y - player.y - wall7a.height) + player.y + wall7a.height / 2; } if (wall7b.x > 2048 + wall7b.width / 2) { wall7b.x = -wall7b.width / 2; wall7b.y = Math.random() * (gate.y - player.y - wall7b.height) + player.y + wall7b.height / 2; } gate.rotation -= 0.01; if (player.intersects(wall7a) || player.intersects(wall7b)) { LK.effects.flashScreen(0xff0000, 1000); } if (player.intersects(gate)) { if (game.level < 10) { game.level += 1; levelText.setText('Level ' + game.level); resetGame(); gate.x = Math.random() * (2048 - gate.width) + gate.width / 2; gate.y = Math.random() * (2732 - gate.height) + gate.height / 2; } else { LK.showGameOver(); } } }; }); var Level8 = Container.expand(function () { var self = Container.call(this); var background = self.attachAsset('Background8', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 1366, scaleX: 2048 / 800, scaleY: 2732 / 800 }); var wall8a = self.attachAsset('wall8', { anchorX: 0.5, anchorY: 0.5, x: 2048, y: 1366 }); var wall8b = self.attachAsset('wall8', { anchorX: 0.5, anchorY: 0.5, x: 0, y: 1366 }); var gate = self.attachAsset('Gate', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 125 }); self.update = function () { wall8a.x -= 10; wall8b.x += 10; if (wall8a.x < -wall8a.width / 2) { wall8a.x = 2048 + wall8a.width / 2; wall8a.y = Math.random() * (gate.y - player.y - wall8a.height) + player.y + wall8a.height / 2; } if (wall8b.x > 2048 + wall8b.width / 2) { wall8b.x = -wall8b.width / 2; wall8b.y = Math.random() * (gate.y - player.y - wall8b.height) + player.y + wall8b.height / 2; } gate.rotation -= 0.01; if (player.intersects(wall8a) || player.intersects(wall8b)) { LK.effects.flashScreen(0xff0000, 1000); } if (player.intersects(gate)) { if (game.level < 10) { game.level += 1; levelText.setText('Level ' + game.level); resetGame(); gate.x = Math.random() * (2048 - gate.width) + gate.width / 2; gate.y = Math.random() * (2732 - gate.height) + gate.height / 2; } else { LK.showGameOver(); } } }; }); var Level9 = Container.expand(function () { var self = Container.call(this); var background = self.attachAsset('Background9', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 1366, scaleX: 2048 / 800, scaleY: 2732 / 800 }); var wall9a = self.attachAsset('wall9', { anchorX: 0.5, anchorY: 0.5, x: 2048, y: 1366 }); var wall9b = self.attachAsset('wall9', { anchorX: 0.5, anchorY: 0.5, x: 0, y: 1366 }); var gate = self.attachAsset('Gate', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 125 }); self.update = function () { wall9a.x -= 10; wall9b.x += 10; if (wall9a.x < -wall9a.width / 2) { wall9a.x = 2048 + wall9a.width / 2; wall9a.y = Math.random() * (gate.y - player.y - wall9a.height) + player.y + wall9a.height / 2; } if (wall9b.x > 2048 + wall9b.width / 2) { wall9b.x = -wall9b.width / 2; wall9b.y = Math.random() * (gate.y - player.y - wall9b.height) + player.y + wall9b.height / 2; } gate.rotation -= 0.01; if (player.intersects(wall9a) || player.intersects(wall9b)) { LK.effects.flashScreen(0xff0000, 1000); } if (player.intersects(gate)) { if (game.level < 10) { game.level += 1; levelText.setText('Level ' + game.level); resetGame(); gate.x = Math.random() * (2048 - gate.width) + gate.width / 2; gate.y = Math.random() * (2732 - gate.height) + gate.height / 2; } else { LK.showGameOver(); } } }; }); var Player = Container.expand(function () { var self = Container.call(this); var player = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5, x: 1024 }); player.y = 2732 - player.height / 2; game.down = function (x, y, obj) { var dx = x - player.x; var dy = y - player.y; var distance = Math.sqrt(dx * dx + dy * dy); var speed = 100; player.x += dx / distance * speed; player.y += dy / distance * speed; game.up = function (x, y, obj) { player.x = player.x; player.y = player.y; }; }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ function moveToNextLevel() { if (game.level < 10) { game.level += 1; levelText.setText('Level ' + game.level); resetGame(); // Load the next level loadLevel(game.level); } else { LK.showGameOver(); } } function loadLevel(level) { // Remove the current level game.removeChildAt(0); // Add the new level based on the current level number switch (level) { case 1: game.addChild(new Level1()); break; case 2: game.addChild(new Level2()); break; case 3: game.addChild(new Level3()); break; case 4: game.addChild(new Level4()); break; case 5: game.addChild(new Level5()); break; case 6: game.addChild(new Level6()); break; case 7: game.addChild(new Level7()); break; case 8: game.addChild(new Level8()); break; case 9: game.addChild(new Level9()); break; case 10: game.addChild(new Level10()); break; } } function resetGame() { // Reset the game state to the initial conditions game.level = 1; levelText.setText('Level ' + game.level); player.x = 1024; player.y = 2732 - player.height / 2; // Additional reset logic can be added here } game.level = 1; var level1 = game.addChild(new Level1()); var player = game.addChild(new Player()); // Create level text var levelText = new Text2('Level 1', { size: 100, // Increase the size of the text fill: 0xFFA500 // Orange color }); // Position the level text at the top right corner levelText.anchor.set(1, 0); // Sets anchor to the right of the top edge of the text. LK.gui.topRight.addChild(levelText);
===================================================================
--- original.js
+++ change.js
@@ -615,17 +615,51 @@
if (game.level < 10) {
game.level += 1;
levelText.setText('Level ' + game.level);
resetGame();
- // Reposition the gate to a new random location
- var currentLevel = game.getChildAt(0); // Assuming the current level is the first child
- var gate = currentLevel.getChildAt(currentLevel.children.length - 1); // Assuming the gate is the last child
- gate.x = Math.random() * (2048 - gate.width) + gate.width / 2;
- gate.y = Math.random() * (2732 - gate.height) + gate.height / 2;
+ // Load the next level
+ loadLevel(game.level);
} else {
LK.showGameOver();
}
}
+function loadLevel(level) {
+ // Remove the current level
+ game.removeChildAt(0);
+ // Add the new level based on the current level number
+ switch (level) {
+ case 1:
+ game.addChild(new Level1());
+ break;
+ case 2:
+ game.addChild(new Level2());
+ break;
+ case 3:
+ game.addChild(new Level3());
+ break;
+ case 4:
+ game.addChild(new Level4());
+ break;
+ case 5:
+ game.addChild(new Level5());
+ break;
+ case 6:
+ game.addChild(new Level6());
+ break;
+ case 7:
+ game.addChild(new Level7());
+ break;
+ case 8:
+ game.addChild(new Level8());
+ break;
+ case 9:
+ game.addChild(new Level9());
+ break;
+ case 10:
+ game.addChild(new Level10());
+ break;
+ }
+}
function resetGame() {
// Reset the game state to the initial conditions
game.level = 1;
levelText.setText('Level ' + game.level);