User prompt
Please fix the bug: 'maze1 is not defined' in or related to this line: 'if (maze1[i][j] == 1) {' Line Number: 40
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Make the wall on all the yellow lines of the image maze1 with same scale.
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Add the wall and player to the game
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Make walls similar as in the image of maze1
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Make the screen image always smooth and clearer each time of loading the game or new level.
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Make it 1000x1000 and fit it to the screen
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Make maze1 the background in the first level1
Code edit (1 edits merged)
Please save this source code
User prompt
Please fix the bug: 'ReferenceError: player is not defined' in or related to this line: 'if (player.intersects(wall1a) || player.intersects(wall1b) || player.intersects(wall1c) || player.intersects(wall1d)) {' Line Number: 102
User prompt
Please fix the bug: 'ReferenceError: player is not defined' in or related to this line: 'if (player.intersects(wall1a) || player.intersects(wall1b) || player.intersects(wall1c) || player.intersects(wall1d)) {' Line Number: 102
User prompt
Fix the game
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Remove second player and reposition the first player again in the bottom middle .
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Make the respawning of wall1 random with random shapes from anywhere on the side.
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Increase speed of walls for each level
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Make the wall2 small and increase the respawning of it in level 2.
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Add game over to the game if player touch any wall in any level trigger game over.
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If player touch gate in level2 teleport it to level3 so on
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Add collision to wall2-10
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Add collision to gate in level2
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Add collision to gate in each level
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Add player to other levels
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Increase speed of the player
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Make it move when click not teleport to the point
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Increase speed of player
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Don't move player to level 2 teleport it to level 2 when touch the gate in level 1
/**** * 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 -= 12; wall1b.x += 12; wall1c.x -= 12; wall1d.x += 12; var wallShapes = ['wall1', 'wall2', 'wall3', 'wall4', 'wall5', 'wall6', 'wall7', 'wall8', 'wall9', 'wall10']; function respawnWall(wall) { var randomShape = wallShapes[Math.floor(Math.random() * wallShapes.length)]; var newWall = self.attachAsset(randomShape, { anchorX: 0.5, anchorY: 0.5, x: Math.random() > 0.5 ? 2048 + wall.width / 2 : -wall.width / 2, y: Math.random() * 2732 }); wall.destroy(); return newWall; } if (wall1a.x < -wall1a.width / 2 || wall1a.x > 2048 + wall1a.width / 2) { wall1a = respawnWall(wall1a); } if (wall1b.x < -wall1b.width / 2 || wall1b.x > 2048 + wall1b.width / 2) { wall1b = respawnWall(wall1b); } if (wall1c.x < -wall1c.width / 2 || wall1c.x > 2048 + wall1c.width / 2) { wall1c = respawnWall(wall1c); } if (wall1d.x < -wall1d.width / 2 || wall1d.x > 2048 + wall1d.width / 2) { wall1d = respawnWall(wall1d); } // 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); // Trigger game over LK.showGameOver(); } // 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 -= 28; wall10b.x += 28; 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); // Trigger game over LK.showGameOver(); } if (player.intersects(gate)) { moveToNextLevel(); } }; }); 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 -= 18; wall2b.x += 18; 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); // Trigger game over LK.showGameOver(); } // Check for collision between player and gate if (player.intersects(gate)) { game.level = 3; // Set the next level to Level 3 moveToNextLevel(); } if (player.intersects(gate)) { moveToNextLevel(); } }; }); 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 -= 14; wall3b.x += 14; 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); // Trigger game over LK.showGameOver(); } if (player.intersects(gate)) { moveToNextLevel(); } }; }); 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 -= 16; wall4b.x += 16; 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); // Trigger game over LK.showGameOver(); } if (player.intersects(gate)) { moveToNextLevel(); } }; }); 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 -= 18; wall5b.x += 18; 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); // Trigger game over LK.showGameOver(); } if (player.intersects(gate)) { moveToNextLevel(); } }; }); 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 -= 20; wall6b.x += 20; 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); // Trigger game over LK.showGameOver(); } if (player.intersects(gate)) { moveToNextLevel(); } }; }); 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 -= 22; wall7b.x += 22; 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); // Trigger game over LK.showGameOver(); } if (player.intersects(gate)) { moveToNextLevel(); } }; }); 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 -= 24; wall8b.x += 24; 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); // Trigger game over LK.showGameOver(); } if (player.intersects(gate)) { moveToNextLevel(); } }; }); 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 -= 26; wall9b.x += 26; 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); // Trigger game over LK.showGameOver(); } if (player.intersects(gate)) { moveToNextLevel(); } }; }); 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 targetX = x; var targetY = y; var speed = 10; game.update = function () { var dx = targetX - player.x; var dy = targetY - player.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > speed) { 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); player.x = 1024; // Center player horizontally player.y = 2732 - player.height / 2; // Position player at the bottom // 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()); // game.addChild(new Player()); // Add player to level 1 break; case 2: game.addChild(new Level2()); game.addChild(new Player()); // Add player to level 2 break; case 3: game.addChild(new Level3()); game.addChild(new Player()); // Add player to level 3 break; case 4: game.addChild(new Level4()); game.addChild(new Player()); // Add player to level 4 break; case 5: game.addChild(new Level5()); game.addChild(new Player()); // Add player to level 5 break; case 6: game.addChild(new Level6()); game.addChild(new Player()); // Add player to level 6 break; case 7: game.addChild(new Level7()); game.addChild(new Player()); // Add player to level 7 break; case 8: game.addChild(new Level8()); game.addChild(new Player()); // Add player to level 8 break; case 9: game.addChild(new Level9()); game.addChild(new Player()); // Add player to level 9 break; case 10: game.addChild(new Level10()); game.addChild(new Player()); // Add player to level 10 break; } } function resetGame() { // Reset the game state to the initial conditions game.level = 1; levelText.setText('Level ' + game.level); player.x = 1024; // Center player horizontally player.y = 2732 - player.height / 2; // Position player at the bottom // 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
@@ -596,9 +596,9 @@
// Add the new level based on the current level number
switch (level) {
case 1:
game.addChild(new Level1());
- game.addChild(new Player()); // Add player to level 1
+ // game.addChild(new Player()); // Add player to level 1
break;
case 2:
game.addChild(new Level2());
game.addChild(new Player()); // Add player to level 2
@@ -640,10 +640,10 @@
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;
+ player.x = 1024; // Center player horizontally
+ player.y = 2732 - player.height / 2; // Position player at the bottom
// Additional reset logic can be added here
}
game.level = 1;
var level1 = game.addChild(new Level1());