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Make the respawning walls of wall1 have different shapes taller vertical from top and some taller horizontal from right.
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Please fix the bug: 'ReferenceError: Wall is not defined' in or related to this line: 'var newWall = new Wall();' Line Number: 132
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Make respawning from top
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Make respawning walls by wall1 from top to down and from right to left with different shapes.
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fix set 13!
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Regenerate a respawning maze by wall1 from top and right with different shapes
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Make Background1 for level 1 only
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Add background to the game
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Please fix the bug: 'Uncaught ReferenceError: dragNode is not defined' in or related to this line: 'if (dragNode) {' Line Number: 97
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Make countinuouse draging
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Teleport player to the cursor if mouse button clicked
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Make it not follow cursor
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add dreg player
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If click on the screen teleport player
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Hold the player position
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Make player follow cursor
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Remove vibration of player when moving!
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Reduce speed
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Move with cursor at the exact same time
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Add movement up and down
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Add movment left and right by clcik on the direction
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Make it go right and left
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Don't make it continuous
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Stop player movment
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with cursor not auto!
/**** * 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 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: 200 // Make the wall wider }); // Set wall speed self.speed = 2; // This is automatically called every game tick, if the wall is attached! self.update = function () { self.x -= self.speed; }; }); // Create a WallVertical class for taller 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: 200 // Make the wall taller }); // Set wall speed self.speed = 2; // 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 ****/ // Initialize level var level = 1; // Initialize background if (level === 1) { var background = game.addChild(LK.getAsset('Background1', { anchorX: 0.0, anchorY: 0.0, width: game.width, height: game.height, x: 0, y: 0 })); // Fit the background to the screen background.scale.set(game.width / background.width, game.height / background.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); // Add timer on the top left corner var timerText = new Text2('Time: 10', { size: 100, fill: 0x808080 // Grey color }); timerText.anchor.set(0, 0); // Sets anchor to the left of the top edge of the text. LK.gui.topLeft.addChild(timerText); // Set timer for each level var timer = LK.setInterval(function () { var currentTime = parseInt(timerText.text); if (currentTime > 0) { timerText.setText(currentTime - 1); } else { LK.clearInterval(timer); } }, 1000); // Initialize 10 background assets for each level for (var i = 1; i <= 10; i++) {} // 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; // 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 taller vertical walls from top to down if (LK.ticks % 60 == 0) { var newWall = new WallVertical(); newWall.x = Math.random() * game.width; newWall.y = 0; game.addChild(newWall); } // Create taller horizontal walls from right to left if (LK.ticks % 120 == 0) { var newWall = new WallHorizontal(); newWall.x = game.width; newWall.y = Math.random() * game.height; game.addChild(newWall); } }; // 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
@@ -15,30 +15,32 @@
self.update = function () {
// No continuous movement
};
});
-// Create a Wall class for walls spawning from right
-var Wall = Container.expand(function () {
+// 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
+ anchorY: 0.5,
+ width: 200 // Make the wall wider
});
// Set wall speed
self.speed = 2;
// This is automatically called every game tick, if the wall is attached!
self.update = function () {
self.x -= self.speed;
};
});
-// Create a Wall class for walls spawning from top
-var WallTop = Container.expand(function () {
+// Create a WallVertical class for taller 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
+ anchorY: 0.5,
+ height: 200 // Make the wall taller
});
// Set wall speed
self.speed = 2;
// This is automatically called every game tick, if the wall is attached!
@@ -118,18 +120,18 @@
var angle = Math.atan2(dy, dx);
player.x += Math.cos(angle) * player.speed;
player.y += Math.sin(angle) * player.speed;
}
- // Create walls from top to down
+ // Create taller vertical walls from top to down
if (LK.ticks % 60 == 0) {
- var newWall = new WallTop();
+ var newWall = new WallVertical();
newWall.x = Math.random() * game.width;
newWall.y = 0;
game.addChild(newWall);
}
- // Create walls from right to left
+ // Create taller horizontal walls from right to left
if (LK.ticks % 120 == 0) {
- var newWall = new Wall();
+ var newWall = new WallHorizontal();
newWall.x = game.width;
newWall.y = Math.random() * game.height;
game.addChild(newWall);
}