User prompt
Please fix the bug: 'ReferenceError: point is not defined' in or related to this line: 'if (!self.lastWasIntersecting && (point.intersects(self) || Math.abs(point.x - self.x) <= self.width / 2 && Math.abs(point.y - self.y) <= self.height / 2)) {' Line Number: 32
User prompt
Add class of cursor
User prompt
add +1 for each coin the cursor touches
User prompt
add 1 for each coin
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'split')' in or related to this line: 'var coinCount = parseInt(coinCountText.text.split('/')[0]) + 1;' Line Number: 165
User prompt
Please fix the bug: 'ReferenceError: point is not defined' in or related to this line: 'if (!self.lastWasIntersecting && (point.intersects(self) || Math.abs(point.x - self.x) <= self.width / 2 && Math.abs(point.y - self.y) <= self.height / 2)) {' Line Number: 32
User prompt
Add cursor class and logic
User prompt
If player moved to any of the coins positions hide the touched coin and add 1 to the text of collected coins.
User prompt
If mouse button down and the cursor pass any coin hide it and add 1 collected coin to the text
User prompt
Remove any zoom animation and zoom1 zoom2 assets
User prompt
Rest the zoom by size of the assets coin-zoom1-zoom2 βͺπ‘ Consider importing and using the following plugins: @upit/tween.v1
User prompt
after zoom in to 75x75 zoom back to size of zoom1 then 25x25 βͺπ‘ Consider importing and using the following plugins: @upit/tween.v1
User prompt
Make the max size 75x75 for the coins when zoom in βͺπ‘ Consider importing and using the following plugins: @upit/tween.v1
User prompt
Make the coins go bigger 25-50-75 then go small 75-50-25 βͺπ‘ Consider importing and using the following plugins: @upit/tween.v1
User prompt
make all coins zoom back to coin first size βͺπ‘ Consider importing and using the following plugins: @upit/tween.v1
User prompt
make all coins do the same animation and more slowly βͺπ‘ Consider importing and using the following plugins: @upit/tween.v1
User prompt
after zoom to the size of zoom2 back to size of zoom1 then to the coin first size. βͺπ‘ Consider importing and using the following plugins: @upit/tween.v1
User prompt
back with zoom to the real size of coin asset βͺπ‘ Consider importing and using the following plugins: @upit/tween.v1
User prompt
Zoom and zoom back repeatedly and more slowly βͺπ‘ Consider importing and using the following plugins: @upit/tween.v1
User prompt
Reduce speed of zoom make it slow and smooth βͺπ‘ Consider importing and using the following plugins: @upit/tween.v1
User prompt
Make the zoom animation when the game start. βͺπ‘ Consider importing and using the following plugins: @upit/tween.v1
User prompt
Make the coins go bigger as zoom1 then zoom2 after go back to real size. βͺπ‘ Consider importing and using the following plugins: @upit/tween.v1
User prompt
reduce speed of coin rotation
User prompt
Use zoom1 and zoom2 to for coin asset to make it big then small when game start. βͺπ‘ Consider importing and using the following plugins: @upit/tween.v1
User prompt
Make the coins can be collected by cursor when mouse button is down only.
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
var Coin = Container.expand(function () {
var self = Container.call(this);
var coinGraphics = self.attachAsset('coin', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 3,
scaleY: 3
});
self.touchCount = 0; // Add a counter to track the number of times the coin has been touched
self.lastWasIntersecting = false; // Initialize lastWasIntersecting for tracking intersection state
// Add rotation to the coin continuously when the game start
self.update = function () {
if (self.touchCount === 0) {
self.rotation += 0.05;
}
// Check if the point reaches the coin
if (!self.lastWasIntersecting && (point.intersects(self) || Math.abs(point.x - self.x) <= self.width / 2 && Math.abs(point.y - self.y) <= self.height / 2)) {
// No zoom animation, just handle intersection logic here
}
self.lastWasIntersecting = point.intersects(self) || Math.abs(point.x - self.x) <= self.width / 2 && Math.abs(point.y - self.y) <= self.height / 2;
};
});
var Cursor = Container.expand(function () {
var self = Container.call(this);
var cursorGraphics = self.attachAsset('point', {
anchorX: 0.5,
anchorY: 0.5
});
self.update = function (x, y) {
self.x = x;
self.y = y;
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000 //Init game with black background
});
/****
* Game Code
****/
// Initialize and add the Cursor instance to the game
var cursor = new Cursor();
game.addChild(cursor);
// Handle mouse movement
// Add background to the game
var background = LK.getAsset('Background1', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 2048 / 1000,
scaleY: 2732 / 1075
});
game.addChildAt(background, 0);
background.x = 2048 / 2;
background.y = 2732 / 2 + 115; // Lower the background a bit from the top
game.down = function (x, y, obj) {
// Check if the mouse is down
game.isMouseDown = true;
// Check for intersection with coin assets
game.children.forEach(function (child) {
if (child instanceof Coin && point.intersects(child)) {
// Remove the coin asset from the game immediately
game.removeChild(child);
// Increase the coin count
var coinCount = parseInt(coinCountText.text.split('/')[0]) + 1;
coinCountText.setText(coinCount + '/7');
child.visible = false; // Hide the coin
}
});
};
// Create 7 new coin assets at fixed positions
for (var i = 0; i < 7; i++) {
var newCoin = new Coin();
game.addChild(newCoin);
// Set the coins at fixed positions
if (i === 0) {
newCoin.x = 1035;
newCoin.y = 550;
} else if (i === 1) {
newCoin.x = 775;
newCoin.y = 790;
} else if (i === 2) {
newCoin.x = 640;
newCoin.y = 1485;
} else if (i === 3) {
newCoin.x = 1685;
newCoin.y = 670;
} else if (i === 4) {
newCoin.x = 640;
newCoin.y = 1840;
} else if (i === 5) {
newCoin.x = 365;
newCoin.y = 1425;
} else if (i === 6) {
newCoin.x = 1815;
newCoin.y = 1425;
} else {
newCoin.x = 200 + i * 200;
newCoin.y = 200 + i * 200;
}
console.log("Coin " + (i + 1) + " position: x=" + newCoin.x + ", y=" + newCoin.y);
}
game.up = function (x, y, obj) {
// Set a flag to track if the mouse is up
game.isMouseDown = false;
};
// Add status time text to the top right side
var statusTimeText = new Text2('1:00', {
size: 100,
fill: 0xFFFFFF
});
statusTimeText.anchor.set(1, 0); // Sets anchor to the top right edge of the text.
LK.gui.topRight.addChild(statusTimeText);
// Add coin count text to the top middle
var coinCountText = new Text2('0/7', {
size: 100,
fill: 0xFFFFFF
});
coinCountText.anchor.set(0.5, 0); // Sets anchor to the top middle edge of the text.
LK.gui.top.addChild(coinCountText);
// Initialize status time
var statusTime = 60; // 60 seconds = 1 minute
// Create a timer that decreases the status time every second
var statusTimeTimer = LK.setInterval(function () {
statusTime--;
// Update the status time text
statusTimeText.setText(statusTime.toString());
// If the status time reaches 0, stop the timer and show game over
if (statusTime <= 0) {
LK.clearInterval(statusTimeTimer);
LK.showGameOver();
}
}, 1000); // 1000 milliseconds = 1 second
game.move = function (x, y, obj) {
// Check if the mouse is down
if (game.isMouseDown) {
// Update the cursor position
cursor.update(x, y);
// Check for intersection with coin assets
game.children.forEach(function (child) {
if (child instanceof Coin && (point.intersects(child) || Math.abs(point.x - child.x) <= child.width / 2 && Math.abs(point.y - child.y) <= child.height / 2)) {
// Remove the coin asset from the game immediately
game.removeChild(child);
// Increase the coin count
var coinCount = parseInt(coinCountText.text.split('/')[0]) + 1;
coinCountText.setText(coinCount + '/7');
child.visible = false; // Hide the coin
}
});
}
}; ===================================================================
--- original.js
+++ change.js
@@ -20,18 +20,11 @@
self.update = function () {
if (self.touchCount === 0) {
self.rotation += 0.05;
}
- // Define point as an instance of the Cursor class
- var point = new Cursor();
// Check if the point reaches the coin
if (!self.lastWasIntersecting && (point.intersects(self) || Math.abs(point.x - self.x) <= self.width / 2 && Math.abs(point.y - self.y) <= self.height / 2)) {
- // Increment coin count when a coin is intersected by the cursor
- if (typeof coinCountText !== 'undefined' && coinCountText.text) {
- var coinCount = parseInt(coinCountText.text.split('/')[0]) + 1;
- coinCountText.setText(coinCount + '/7');
- self.visible = false; // Hide the coin
- }
+ // No zoom animation, just handle intersection logic here
}
self.lastWasIntersecting = point.intersects(self) || Math.abs(point.x - self.x) <= self.width / 2 && Math.abs(point.y - self.y) <= self.height / 2;
};
});
@@ -40,10 +33,11 @@
var cursorGraphics = self.attachAsset('point', {
anchorX: 0.5,
anchorY: 0.5
});
- self.update = function () {
- // Update logic for cursor if needed
+ self.update = function (x, y) {
+ self.x = x;
+ self.y = y;
};
});
/****
@@ -55,9 +49,9 @@
/****
* Game Code
****/
-// Initialize and add cursor to the game
+// Initialize and add the Cursor instance to the game
var cursor = new Cursor();
game.addChild(cursor);
// Handle mouse movement
// Add background to the game
@@ -74,17 +68,13 @@
// Check if the mouse is down
game.isMouseDown = true;
// Check for intersection with coin assets
game.children.forEach(function (child) {
- if (child instanceof Coin && cursor.intersects(child)) {
+ if (child instanceof Coin && point.intersects(child)) {
// Remove the coin asset from the game immediately
game.removeChild(child);
// Increase the coin count
- if (typeof coinCountText !== 'undefined' && coinCountText.text) {
- var coinCount = parseInt(coinCountText.text.split('/')[0]) + 1;
- } else {
- var coinCount = 1; // Initialize to 1 if undefined
- }
+ var coinCount = parseInt(coinCountText.text.split('/')[0]) + 1;
coinCountText.setText(coinCount + '/7');
child.visible = false; // Hide the coin
}
});
@@ -154,22 +144,17 @@
}, 1000); // 1000 milliseconds = 1 second
game.move = function (x, y, obj) {
// Check if the mouse is down
if (game.isMouseDown) {
- // Update cursor position
- cursor.x = x;
- cursor.y = y;
+ // Update the cursor position
+ cursor.update(x, y);
// Check for intersection with coin assets
game.children.forEach(function (child) {
- if (child instanceof Coin && (cursor.intersects(child) || Math.abs(cursor.x - child.x) <= child.width / 2 && Math.abs(cursor.y - child.y) <= child.height / 2)) {
+ if (child instanceof Coin && (point.intersects(child) || Math.abs(point.x - child.x) <= child.width / 2 && Math.abs(point.y - child.y) <= child.height / 2)) {
// Remove the coin asset from the game immediately
game.removeChild(child);
// Increase the coin count
- if (typeof coinCountText !== 'undefined' && coinCountText.text) {
- var coinCount = parseInt(coinCountText.text.split('/')[0]) + 1;
- } else {
- var coinCount = 1; // Initialize to 1 if undefined
- }
+ var coinCount = parseInt(coinCountText.text.split('/')[0]) + 1;
coinCountText.setText(coinCount + '/7');
child.visible = false; // Hide the coin
}
});
Playable maze with orange lines. at black background.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
2d coin. Ninja face in the coin. red coin. 2 circles inside it. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Fullscreen, high definition, light, blur, small time watch, colors, wood, for a game titled "Maze" and with the description "Navigate ever-changing mazes! Each level with different background, coins, time speed. Can you finish collecting coins before time is up? Challenge your skills in Maze!". with text on banner "MAZE"!