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Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'boundingBox')' in this line: 'console.log('Santa Bounding Box:', gameInstance.santa.boundingBox.x, gameInstance.santa.boundingBox.y, gameInstance.santa.boundingBox.width, gameInstance.santa.boundingBox.height);' Line Number: 40
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// ... (Other code remains the same) var Magic = Container.expand(function (x, y, gameInstance) { // ... (Initialization code) self.move = function () { if (!self.moveEnabled) return; self.rotation += 0.05; // ... (Movement code) console.log('Magic position:', self.x, self.y); console.log('Santa Bounding Box:', gameInstance.santa.boundingBox.x, gameInstance.santa.boundingBox.y, gameInstance.santa.boundingBox.width, gameInstance.santa.boundingBox.height); console.log('Barn Bounding Box:', gameInstance.barnBoundingBox.x, gameInstance.barnBoundingBox.y, gameInstance.barnBoundingBox.width, gameInstance.barnBoundingBox.height); if (self.isOutOfBounds() || self.isColliding()) { console.log('Collision detected, destroying magic'); self.destroyMagic(); } }; // ... (Rest of the Magic code) }); // ... (Rest of your game code) // Update the bounding box position in Santa's and barnBackground's move functions // For example, in Santa's move function: var Santa = Container.expand(function () { // ... (Initialization code) self.move = function () { // Update Santa's position // ... // Update bounding box position self.boundingBox.x = self.santaGraphics.x - self.santaGraphics.width / 2; self.boundingBox.y = self.santaGraphics.y - self.santaGraphics.height / 2; }; // ... (Rest of the Santa code) }); // Similarly, update the barnBackground bounding box position in its move function
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// ... (Other code remains the same) var Magic = Container.expand(function (x, y, gameInstance) { // ... (Initialization code) self.move = function () { if (!self.moveEnabled) return; self.rotation += 0.05; // ... (Movement code) // Debugging collision detection console.log('Checking collision:', self.isOutOfBounds(), self.isColliding()); if (self.isOutOfBounds() || self.isColliding()) { console.log('Destroying magic'); self.destroyMagic(); } }; self.isColliding = function () { // Ensure that the bounding boxes are updated correctly var santaCollision = self.gameInstance.santa && self.intersects(self.gameInstance.santa.boundingBox); var barnCollision = self.gameInstance.barnBoundingBox && self.intersects(self.gameInstance.barnBoundingBox); return santaCollision || barnCollision; }; // ... (Rest of the Magic code) }); // ... (Rest of your game code) // Update the bounding box position in Santa's and barnBackground's move functions // For example, in Santa's move function: var Santa = Container.expand(function () { // ... (Initialization code) self.move = function () { // Update Santa's position // ... // Update bounding box position self.boundingBox.x = self.santaGraphics.x - self.santaGraphics.width / 2; self.boundingBox.y = self.santaGraphics.y - self.santaGraphics.height / 2; }; // ... (Rest of the Santa code) }); // Similarly, update the barnBackground bounding box position in its move function
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var Magic = Container.expand(function (x, y, gameInstance) { var self = Container.call(this); self.gameInstance = gameInstance; self.moveEnabled = false; LK.setTimeout(function () { self.moveEnabled = true; }, 100); // ... (rest of your Magic initialization code) self.move = function () { if (!self.moveEnabled) return; // ... (existing movement code) // Collision check if (self.isOutOfBounds() || self.isColliding()) { self.destroyMagic(); } }; // Check if Magic is out of bounds self.isOutOfBounds = function() { return self.x < 0 || self.x > 2048 || self.y < 0 || self.y > 2732; }; // Check collision with Santa or Barn self.isColliding = function() { return (self.gameInstance.santa && self.intersects(self.gameInstance.santa.boundingBox)) || (self.gameInstance.barnBoundingBox && self.intersects(self.gameInstance.barnBoundingBox)); }; // Method to handle destruction self.destroyMagic = function () { self.gameInstance.activeMagicCount--; self.parent.removeChild(self); }; }); // Game loop optimization var Game = Container.expand(function () { var self = Container.call(this); self.activeMagicCount = 0; // ... (rest of your Game initialization code) LK.on('tick', function () { // Update and move all Magic instances self.children.forEach(function (child) { if (child instanceof Magic) { child.move(); } }); // ... (other game loop operations) }); // ... (rest of your Game code) }); // ... (rest of your code)
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// Assuming the 'intersects' method is implemented correctly elsewhere // ... var Magic = Container.expand(function (x, y, gameInstance) { var self = Container.call(this); self.gameInstance = gameInstance; self.moveEnabled = false; LK.setTimeout(function () { self.moveEnabled = true; self.gameInstance.magics.push(self); }, 100); // ... (rest of your Magic initialization code) self.move = function () { if (self.moveEnabled) { // ... (existing movement code) // Collision check if (self.x < 0 || self.x > 2048 || self.y < 0 || self.y > 2732 || (self.gameInstance.santa && self.intersects(self.gameInstance.santa.boundingBox)) || (self.gameInstance.barnBoundingBox && self.intersects(self.gameInstance.barnBoundingBox))) { self.destroyMagic(); } } }; // New method to handle destruction self.destroyMagic = function () { if (self.parent) { self.parent.removeChild(self); var index = self.gameInstance.magics.indexOf(self); if (index > -1) { self.gameInstance.magics.splice(index, 1); } if (typeof self.gameInstance.activeMagicCount !== 'undefined') { self.gameInstance.activeMagicCount--; } } }; }); // ... (rest of your code) var Game = Container.expand(function () { var self = Container.call(this); // ... (rest of your Game initialization code) // Ensure that move methods of Magic instances are called in the game loop LK.on('tick', function () { self.magics.forEach(function (magic) { magic.move(); }); // Update Santa and Barn bounding boxes as needed // self.santa.updateBoundingBox(); // self.updateBarnBoundingBox(); }); // ... (rest of your Game code) }); // ... (rest of your code)
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// Assuming the 'intersects' method is implemented correctly elsewhere // ... var Magic = Container.expand(function (x, y, gameInstance) { var self = Container.call(this); self.gameInstance = gameInstance; self.moveEnabled = false; LK.setTimeout(function () { self.moveEnabled = true; self.gameInstance.magics.push(self); }, 100); // ... (rest of your Magic initialization code) self.move = function () { if (self.moveEnabled) { // ... (existing movement code) // Collision check if (self.x < 0 || self.x > 2048 || self.y < 0 || self.y > 2732 || (self.gameInstance.santa && self.intersects(self.gameInstance.santa.boundingBox)) || (self.gameInstance.barnBoundingBox && self.intersects(self.gameInstance.barnBoundingBox))) { self.destroyMagic(); } } }; // New method to handle destruction self.destroyMagic = function () { if (self.parent) { self.parent.removeChild(self); var index = self.gameInstance.magics.indexOf(self); if (index > -1) { self.gameInstance.magics.splice(index, 1); } if (typeof self.gameInstance.activeMagicCount !== 'undefined') { self.gameInstance.activeMagicCount--; } } }; }); // ... (rest of your code) var Game = Container.expand(function () { var self = Container.call(this); // ... (rest of your Game initialization code) // Ensure that move methods of Magic instances are called in the game loop LK.on('tick', function () { self.magics.forEach(function (magic) { magic.move(); }); // Update Santa and Barn bounding boxes as needed // self.santa.updateBoundingBox(); // self.updateBarnBoundingBox(); }); // ... (rest of your Game code) }); // ... (rest of your code)
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When a Magic object is destroyed, it should also be removed from the magics array in the Game object
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If Santa or the barn moves, their bounding boxes need to be updated accordingly.
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make sure badelf are on the same layer as room1
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make sure magic gets destroyed when it collides with barn
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make sure magic gets destroyed when it collides with santa
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magic is currently not being updated every tick, so because of that i have no freaking idea with what its colliding, keep track of it!
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keep track of magics movement during gameplay to make sure we know
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create a bounding box around barn and when magic collides with barn destroy magic
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create a bounding box around santa and when magic collides with it, destroy magic
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if magic collides with santa graphic, destroy magic
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if (self.barnMovedDown == true && child.intersects(self.barnBackground)) { child.destroy();
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Check if obstacle box exists, if it does and barnMovedDown is false, decrease its y position by 100.
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check if obstacle box exists, if it does and barnmoveddown is false y-=100;
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check if obstacle box exists, if it does and !barnmoveddown y-=100;
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check if obstacle box exists, if it does and barnmoveddown y+=100;
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check if obstacle box exists, if it does and barnmoveddown y+=100;
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check if obstacle box exists, if it does and !barnmoveddown y-=100;
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The collision detection between magic and the barn should be conditional based on the barn's state. The provided code does not show any such condition.
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Destroy magic if it intersects with barn when barnMovedDown is false
===================================================================
--- original.js
+++ change.js
@@ -556,10 +556,14 @@
tireBackground.y -= 100;
self.children.forEach(function (child) {
if (child instanceof BadElf && barnMovedDown) {
child.y -= 100;
- } else if (child instanceof ObstacleBox && !barnMovedDown) {
- child.y -= 100;
+ } else if (child instanceof ObstacleBox) {
+ if (!barnMovedDown) {
+ child.y -= 100;
+ } else {
+ child.y += 100;
+ }
}
});
leftClickPressed = false;
barnMovedDown = false;
over the shoulder santa firing a revolver Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
2d transparent christmas crosshair Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
2d 3rd person front view of a christmas town square with a starry sky Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Christmas sparkles png Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
circular christmas golden star pattern transparent png Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
2d christmas brick wall Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
2d opened christmas crate Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
2d diagonal christmas car or truck in snow Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
a christmas poster showcasing miss santa clause Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
a single white snowflake Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
2d stacked christmas winter tire Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
2d stacked christmas winter tire Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
2d christmas magical mistletoe Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
2d christmas 357 Magnum bullets Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
2d silhouette of a flying reindeer with a red glowy nose Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
2d christmas dark sparkles Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
2d christmas evil robot elf with a gun Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
2d pile of gray and red nuts and bolts Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
transparent snow sphere. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
snd_pistol
Sound effect
snd_enemyshot
Sound effect
snd_obstacle
Sound effect
snd_messages
Sound effect
snd_ricochet
Sound effect
snd_reindeer
Sound effect
snd_mistletoe
Sound effect
snd_reindeershot
Sound effect
snd_mistletoeshot
Sound effect
snd_christmasmusic
Music
snd_reload
Sound effect
snd_blastwave
Sound effect