User prompt
Don't respawn wall1 in level 2 respawn only wall2 for level 2.
User prompt
Replace mazewall by wall1 in level 1 then remove mazewall from game
User prompt
Remove all walls from level 2 . Add Wall2 asset to the game to be walls in level 2. Make it respawning randomly from top to down passing the bottom screen and regenerate respawning from left side
User prompt
Please fix the bug: 'ReferenceError: wall1 is not defined' in or related to this line: 'for (var i = 0; i < wall1.length; i++) {' Line Number: 66
User prompt
Remove wall1
User prompt
Please fix the bug: 'ReferenceError: wall1 is not defined' in or related to this line: 'for (var i = 0; i < wall1.length; i++) {' Line Number: 66
User prompt
Rename mazeWall wall1
User prompt
Don't do game over in level 2 only if player touched a wall
User prompt
Fix the game by checking the classes
User prompt
fix it
User prompt
Make the respawning walls in level 2 don't stop on the top side make it go to the bottom side
User prompt
Make level 2 have same system of level 1 but replace the Mazewalls in level 2 by Wall2 asset
User prompt
Remove wall3 from game
User prompt
Respawn walls randomly from top to bottom in level 2
User prompt
Respawn walls randomly from top to bottom
User prompt
Loading Replace maze walls in level 2 by wall2 asset, same in level 3 with wall3
User prompt
Remove any system in level 2 and add system as in level 1 but with Wall2 not mazeWall
User prompt
Ensure that the walls respawning in level2
User prompt
Resize the walls in level 2 make it bigger
User prompt
Remove loading Background2 in level 1 before Background1
User prompt
Make level 2 walls respawning randomly and taller some vertical some horizontal from top to bottom and the left to right only
User prompt
remove statu 1 min in level 1
User prompt
Make time in level 1 20 sec only remove 30 sec
User prompt
Add Wall2 asset to level 2 and remove mazeWall asset from level 2
User prompt
Add background2 to level 2 and background3 to level 3
/**** * Classes ****/ var BottomWall = Container.expand(function () { var self = Container.call(this); var wallGraphics = self.attachAsset('wall1', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { self.y -= 5; if (self.y < 0) { self.destroy(); } }; }); var HorizontalWall = Container.expand(function () { var self = Container.call(this); var wallGraphics = self.attachAsset('wall1', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { self.x += 5; if (self.x > 2048) { self.x = 0; } else if (self.x < 0) { self.x = 2048; } }; }); var LeftWall = Container.expand(function () { var self = Container.call(this); var wallGraphics = self.attachAsset('wall1', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { self.x += 5; if (self.x > 2048) { self.destroy(); } }; }); var Player = Container.expand(function () { var self = Container.call(this); var playerGraphics = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { for (var i = 0; i < mazeWalls.length; i++) { if (self.intersects(mazeWalls[i])) { var dx = self.x - mazeWalls[i].x; var dy = self.y - mazeWalls[i].y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < self.width / 2 + mazeWalls[i].width / 2 && self.y > mazeWalls[i].y && self.y < mazeWalls[i].y + mazeWalls[i].height) { LK.showGameOver(); } } } }; }); var RightWall = Container.expand(function () { var self = Container.call(this); var wallGraphics = self.attachAsset('wall1', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { self.x -= 5; if (self.x < 0) { self.destroy(); } }; }); var TopWall = Container.expand(function () { var self = Container.call(this); var wallGraphics = self.attachAsset('wall1', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { self.y += 5; if (self.y > 2732) { self.destroy(); } }; }); var VerticalWall = Container.expand(function () { var self = Container.call(this); var wallGraphics = self.attachAsset('wall1', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { self.y += 5; if (self.y > 2732) { self.y = 0; } else if (self.y < 0) { self.y = 2732; } }; }); /**** * Initialize Game ****/ // Removed maze regeneration and player reinitialization // Removed player movement and click event listener related to the maze // Function to generate a random maze var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ var background2 = LK.getAsset('Background2', { anchorX: 0.5, anchorY: 0.5 }); background2.scaleX = 2048 / background2.width; background2.scaleY = 2732 / background2.height; background2.x = 2048 / 2; background2.y = 2732 / 2; game.addChild(background2); var background1 = LK.getAsset('Background1', { anchorX: 0.5, anchorY: 0.5 }); background1.scaleX = 2048 / background1.width; background1.scaleY = 2732 / background1.height; background1.x = 2048 / 2; background1.y = 2732 / 2; game.addChild(background1); // Update game loop to move maze walls // Add event listener for player movement game.move = function (x, y, obj) { player.x = x; player.y = y; }; var mazeWalls = []; moveMazeWalls(); LK.setInterval(generateMazeWall, 1000); function generateMazeWall() { var wall; var rand = Math.random(); var speed = 5; // Default speed if (level == 1) { if (rand < 0.2) { wall = new VerticalWall(); wall.scaleX = 0.25; wall.scaleY = Math.random() * 0.5 + 1.5; wall.x = Math.random() * (2048 - wall.width) + wall.width / 2; wall.y = -wall.height; wall.speed = speed; // Set speed } else if (rand < 0.4) { wall = new HorizontalWall(); wall.scaleX = Math.random() * 0.5 + 0.75; wall.scaleY = 0.25; wall.x = -wall.width; wall.y = Math.random() * (2732 - wall.height) + wall.height / 2; wall.speed = speed; // Set speed } else if (rand < 0.6) { wall = new RightWall(); wall.scaleX = 0.25; wall.scaleY = Math.random() * 0.5 + 1.5; wall.x = 2048 + wall.width; wall.y = Math.random() * (2732 - wall.height) + wall.height / 2; wall.speed = speed; // Set speed } else if (rand < 0.8) { wall = new BottomWall(); wall.scaleX = Math.random() * 0.5 + 0.75; wall.scaleY = 0.25; wall.x = Math.random() * (2048 - wall.width) + wall.width / 2; wall.y = 2732 + wall.height; wall.speed = speed; // Set speed } else if (rand < 0.9) { wall = new LeftWall(); wall.scaleX = 0.25; wall.scaleY = Math.random() * 0.5 + 1.5; wall.x = -wall.width; wall.y = Math.random() * (2732 - wall.height) + wall.height / 2; wall.speed = speed; // Set speed } else { wall = new TopWall(); wall.scaleX = Math.random() * 0.5 + 0.75; wall.scaleY = 0.25; wall.x = Math.random() * (2048 - wall.width) + wall.width / 2; wall.y = -wall.height; wall.speed = speed; // Set speed } mazeWalls.push(wall); game.addChild(wall); } else if (level == 2) { wall = new Container(); var wallGraphics = wall.attachAsset('Wall2', { anchorX: 0.5, anchorY: 0.5 }); wall.scaleX = Math.random() * 0.5 + 0.75; wall.scaleY = Math.random() * 0.5 + 0.75; wall.x = Math.random() * (2048 - wall.width) + wall.width / 2; wall.y = -wall.height; wall.update = function () { this.y += 10; // Faster speed for level 2 if (this.y > 2732) { this.x = Math.random() * (2048 - this.width) + this.width / 2; // Respawn from left side this.y = -this.height; } }; mazeWalls.push(wall); game.addChild(wall); } else if (level == 3) { wall = new Container(); var wallGraphics = wall.attachAsset('wall3', { anchorX: 0.5, anchorY: 0.5 }); wall.scaleX = Math.random() * 0.5 + 0.75; wall.scaleY = Math.random() * 0.5 + 0.75; wall.x = Math.random() * (2048 - wall.width) + wall.width / 2; wall.y = Math.random() * (2732 - wall.height) + wall.height / 2; wall.update = function () { this.y += 5; if (this.y > 2732) { this.destroy(); } }; mazeWalls.push(wall); game.addChild(wall); wall = new Container(); var wallGraphics = wall.attachAsset('Wall2', { anchorX: 0.5, anchorY: 0.5 }); wall.scaleX = Math.random() * 0.5 + 0.75; wall.scaleY = Math.random() * 0.5 + 0.75; wall.x = Math.random() * (2048 - wall.width) + wall.width / 2; wall.y = Math.random() * (2732 - wall.height) + wall.height / 2; wall.update = function () { this.y += 5; if (this.y > 2732) { this.destroy(); } }; mazeWalls.push(wall); game.addChild(wall); } } function moveMazeWalls() { for (var i = mazeWalls.length - 1; i >= 0; i--) { mazeWalls[i].update(); if (mazeWalls[i].y > 2732) { mazeWalls.splice(i, 1); } } } LK.setInterval(generateMazeWall, 500); // Update timer every second LK.setInterval(function () { timer--; var minutes = Math.floor(timer / 60); var seconds = timer % 60; timerText.setText('Time: ' + minutes + ':' + (seconds < 10 ? '0' : '') + seconds); // If time is up, go to next level if (timer <= 0) { level++; if (level == 2) { timer = 40; // 40 seconds for level 2 } else if (level == 3) { timer = 60; // 60 seconds for level 3 } levelText.setText('Level: ' + level); } }, 1000); var player = new Player(); game.addChild(player); player.x = 2048 / 2; player.y = 2732 / 2; // Initialize timer and level variables var timer = 30; // 30 seconds for level 1 var level = 1; // Add level text to 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 top right corner of the text. LK.gui.topRight.addChild(levelText); // Add timer text to the top left corner var timerText = new Text2('Time: 1:00', { size: 100, fill: 0x808080 // Grey color }); timerText.anchor.set(0, 0); // Sets anchor to the top left corner of the text. LK.gui.topLeft.addChild(timerText);
===================================================================
--- original.js
+++ change.js
@@ -145,9 +145,9 @@
LK.setInterval(generateMazeWall, 1000);
function generateMazeWall() {
var wall;
var rand = Math.random();
- var speed = level == 2 ? 10 : 5; // Increase speed in level 2
+ var speed = 5; // Default speed
if (level == 1) {
if (rand < 0.2) {
wall = new VerticalWall();
wall.scaleX = 0.25;