User prompt
Make it fit to screen the Background1
User prompt
Set background1 for level 1
User prompt
Set Background2 for level 2
User prompt
Create Background2
User prompt
Center the background
User prompt
Make the Background behind all walls
User prompt
fix the game?
User prompt
resize the baackground
User prompt
Add assets Background1 to the game for level: 1
User prompt
Don't make it for all levels
User prompt
Make the background for level1 only
User prompt
Add background assets to the game
User prompt
Background not showing in level1
User prompt
fix background!
User prompt
Adjust screen to fit the background
User prompt
Rescale the Background1 to fit to the screen
User prompt
Add class for background1
User prompt
Adjust the screen to fit the Asset Background1
User prompt
Fit the background in to the screen
User prompt
Please fix the bug: 'Uncaught TypeError: LK.getScreenHeight is not a function' in or related to this line: 'player.y = Math.max(player.height / 2, Math.min(LK.getScreenHeight() - player.height / 2, y));' Line Number: 268
User prompt
Please fix the bug: 'Uncaught TypeError: LK.getScreenWidth is not a function' in or related to this line: 'player.x = Math.max(player.width / 2, Math.min(LK.getScreenWidth() - player.width / 2, x));' Line Number: 267
User prompt
Adjust screen
User prompt
Add background1 to the first level on the screen
User prompt
Add background1 to game set it for level1
User prompt
Make taller wall1
/**** * Classes ****/ var Background1 = Container.expand(function () { var self = Container.call(this); var backgroundGraphics = self.attachAsset('Background1', { anchorX: 0.5, anchorY: 0.5, scaleX: 2048 / 100, // Adjust scaleX to fit screen width scaleY: 2732 / 100 // Adjust scaleY to fit screen height }); self.x = 2048 / 2; self.y = 2732 / 2; }); var Background2 = Container.expand(function () { var self = Container.call(this); var backgroundGraphics = self.attachAsset('Background2', { anchorX: 0.5, anchorY: 0.5, scaleX: 2048 / 1000, // Adjust scaleX to fit screen width scaleY: 2732 / 1000 // Adjust scaleY to fit screen height }); self.x = 2048 / 2; self.y = 2732 / 2; }); var BottomWall = Container.expand(function () { var self = Container.call(this); var wallGraphics = self.attachAsset('Wall2', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { self.y -= 5; if (self.y < 0) { self.destroy(); } }; }); var HorizontalTopWall = Container.expand(function () { var self = Container.call(this); var wallGraphics = self.attachAsset('Wall2', { anchorX: 0.5, anchorY: 0.5, scaleX: 3 // Increase width to make it even wider }); self.update = function () { self.y += 5; // Move downwards if (self.y > 2732) { self.destroy(); } }; }); var LeftWall = Container.expand(function () { var self = Container.call(this); var wallGraphics = self.attachAsset('Wall2', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { self.x -= 5; if (self.x < 0) { 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]) && mazeWalls[i].parent) { 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) { LK.showGameOver(); } } } }; }); var RightWall = Container.expand(function () { var self = Container.call(this); var wallGraphics = self.attachAsset('Wall2', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { self.x += 5; if (self.x > 2048) { self.destroy(); } }; }); var TopWall = Container.expand(function () { var self = Container.call(this); var wallGraphics = self.attachAsset('Wall2', { 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('Wall2', { anchorX: 0.5, anchorY: 0.5, scaleY: 2 // Increase height to make it taller }); self.update = function () { self.y += 5; if (self.y > 2732) { self.y = 0; } else if (self.y < 0) { self.y = 2732; } }; }); var Wall1 = Container.expand(function () { var self = Container.call(this); var wallGraphics = self.attachAsset('wall1', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.5, // Make it thinner scaleY: 3 // Make it even taller }); self.update = function () { self.y += 5; if (self.y > 2732) { self.destroy(); } }; }); var Wall2 = Container.expand(function () { var self = Container.call(this); var wallGraphics = self.attachAsset('Wall2', { anchorX: 0.5, anchorY: 0.5, scaleY: Math.random() * 0.5 + 0.5 // Random height between 0.5 and 1 }); self.update = function () { self.x -= 5; if (self.x < 0) { self.destroy(); } }; }); var Wall3 = Container.expand(function () { var self = Container.call(this); var wallGraphics = self.attachAsset('Wall3', { anchorX: 0.5, anchorY: 0.5, scaleX: Math.random() * 0.5 + 0.5, // Random width between 0.5 and 1 scaleY: Math.random() * 2 + 1 // Random height between 1 and 3 }); self.update = function () { self.y -= 5; // Move upwards if (self.y < 0) { self.destroy(); } }; }); /**** * 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 ****/ // Add background1 to the game scene var background1 = new Background1(); game.addChild(background1); background1.x = 2048 / 2; background1.y = 2732 / 2; // Add event listener for player movement // Update game loop to move maze walls function _typeof2(o) { "@babel/helpers - typeof"; return _typeof2 = "function" == typeof Symbol && "symbol" == typeof Symbol.iterator ? function (o) { return typeof o; } : function (o) { return o && "function" == typeof Symbol && o.constructor === Symbol && o !== Symbol.prototype ? "symbol" : typeof o; }, _typeof2(o); } function _defineProperty2(e, r, t) { return (r = _toPropertyKey2(r)) in e ? Object.defineProperty(e, r, { value: t, enumerable: !0, configurable: !0, writable: !0 }) : e[r] = t, e; } function _toPropertyKey2(t) { var i = _toPrimitive2(t, "string"); return "symbol" == _typeof2(i) ? i : i + ""; } function _toPrimitive2(t, r) { if ("object" != _typeof2(t) || !t) { return t; } var e = t[Symbol.toPrimitive]; if (void 0 !== e) { var i = e.call(t, r || "default"); if ("object" != _typeof2(i)) { return i; } throw new TypeError("@@toPrimitive must return a primitive value."); } return ("string" === r ? String : Number)(t); } function _typeof(o) { "@babel/helpers - typeof"; return _typeof = "function" == typeof Symbol && "symbol" == typeof Symbol.iterator ? function (o) { return typeof o; } : function (o) { return o && "function" == typeof Symbol && o.constructor === Symbol && o !== Symbol.prototype ? "symbol" : typeof o; }, _typeof(o); } function _defineProperty(e, r, t) { return (r = _toPropertyKey(r)) in e ? Object.defineProperty(e, r, { value: t, enumerable: !0, configurable: !0, writable: !0 }) : e[r] = t, e; } function _toPropertyKey(t) { var i = _toPrimitive(t, "string"); return "symbol" == _typeof(i) ? i : i + ""; } function _toPrimitive(t, r) { if ("object" != _typeof(t) || !t) { return t; } var e = t[Symbol.toPrimitive]; if (void 0 !== e) { var i = e.call(t, r || "default"); if ("object" != _typeof(i)) { return i; } throw new TypeError("@@toPrimitive must return a primitive value."); } return ("string" === r ? String : Number)(t); } game.move = function (x, y, obj) { player.x = Math.max(player.width / 2, Math.min(game.width - player.width / 2, x)); player.y = Math.max(player.height / 2, Math.min(game.height - player.height / 2, y)); }; var mazeWalls = []; moveMazeWalls(); // Removed duplicate interval creation for generateMazeWall function generateMazeWall() { var wall; if (level === 1) { game.removeChild(background2); var background1 = new Background1(); game.addChild(background1); background1.x = 2048 / 2; background1.y = 2732 / 2; if (Math.random() > 0.5) { wall = new Wall1(); wall.scaleX = Math.random() * 0.5 + 0.5; // Randomize thickness between 0.5 and 1 wall.scaleY = Math.random() * 0.5 + 0.5; // Randomize height between 0.5 and 1 wall.x = Math.random() * (2048 - wall.width) + wall.width / 2; // Random x position within bounds wall.y = 0; // Start from the top } else { wall = new LeftWall(); wall.scaleX = Math.random() * 2 + 1; // Random width between 1 and 3 wall.scaleY = Math.random() * 2 + 1; // Random height between 1 and 3 wall.y = Math.random() * (2732 - wall.height) + wall.height / 2; // Random y position within bounds wall.x = 2048; // Start from the right } } else if (level === 2) { game.removeChild(background1); var background2 = new Background2(); game.addChild(background2); background2.x = 2048 / 2; background2.y = 2732 / 2; if (Math.random() > 0.5) { wall = new Wall2(); wall.scaleX = Math.random() * 2 + 1; // Random width between 1 and 3 wall.scaleY = Math.random() * 3 + 1; // Random height between 1 and 4 wall.x = 2048; // Start from the right wall.y = Math.random() * (2732 - wall.height) + wall.height / 2; // Random y position within bounds } else { wall = new Wall1(); wall.x = Math.random() * (2048 - wall.width) + wall.width / 2; // Random x position within bounds wall.y = 0; // Start from the top } } else if (level === 3) { if (Math.random() > 0.3) { wall = new Wall1(); wall.scaleX = Math.random() * 3 + 2; // Random width between 2 and 5 wall.scaleY = Math.random() * 0.2 + 0.2; // Random height between 0.2 and 0.4 wall.x = 0; // Start from the left wall.update = function () { this.x += 5; // Move to the right if (this.x > 2048) { this.destroy(); } }; wall.y = Math.random() * (2732 - wall.height) + wall.height / 2; // Random y position within bounds } else { wall = new Wall3(); wall.scaleX = Math.random() * 1.5 + 0.5; // Random width between 0.5 and 2 wall.scaleY = Math.random() * 1.5 + 0.5; // Random height between 0.5 and 2 wall.x = Math.random() * (2048 - wall.width) + wall.width / 2; // Random x position within bounds wall.y = 2732; // Start from the bottom } } mazeWalls.push(wall); game.addChild(wall); } function moveMazeWalls() { // Removed wall update logic } LK.setInterval(generateMazeWall, 300); // Update timer every second LK.setInterval(function () { timer--; var seconds = timer; timerText.setText('Time: ' + (seconds < 10 ? '0' : '') + seconds); // If time is up, go to next level if (timer <= 0) { level++; if (level == 3) { timer = 10; // 10 seconds for level 3 } else if (level == 10) { LK.showGameOver(); // End the game at level 10 } levelText.setText('Level: ' + level); } // Remove lag when reach 5 sec // Removed premature interval clearing logic }, 1000); var player = new Player(); game.addChild(player); player.x = 2048 / 2; player.y = 2732 / 2; // Initialize timer and level variables var timer = 10; // 10 seconds for level 1 and level 2 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: 10', { 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
@@ -5,11 +5,11 @@
var self = Container.call(this);
var backgroundGraphics = self.attachAsset('Background1', {
anchorX: 0.5,
anchorY: 0.5,
- scaleX: 2048 / 1000,
+ scaleX: 2048 / 100,
// Adjust scaleX to fit screen width
- scaleY: 2732 / 1000 // Adjust scaleY to fit screen height
+ scaleY: 2732 / 100 // Adjust scaleY to fit screen height
});
self.x = 2048 / 2;
self.y = 2732 / 2;
});