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Please fix the bug: 'TypeError: glitchGraphics.scale.set is not a function' in or related to this line: 'glitchGraphics.scale.set(scale, scale);' Line Number: 504
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Delete error
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Add pibby glitch
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Add anime
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Add all of the enemies
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Add enemy
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Add all of the enemies
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Add villager make villager run away from the enemies if the enemies touch villager villager get pippy glitch And turn into an enemy ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Add villager
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Add enemyshape2 enemy shape 2 is a enemy
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Please fix the bug: 'ReferenceError: findNearestEnemy is not defined' in or related to this line: 'self.targetEnemy = findNearestEnemy(self.x, self.y);' Line Number: 50
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Please fix the bug: 'ReferenceError: findNearestEnemy is not defined' in or related to this line: 'self.targetEnemy = findNearestEnemy(self.x, self.y);' Line Number: 50
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Please fix the bug: 'ReferenceError: findNearestEnemy is not defined' in or related to this line: 'self.targetEnemy = findNearestEnemy(self.x, self.y);' Line Number: 50
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Please fix the bug: 'ReferenceError: findNearestEnemy is not defined' in or related to this line: 'self.targetEnemy = findNearestEnemy(self.x, self.y);' Line Number: 50
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Please fix the bug: 'ReferenceError: findNearestEnemy is not defined' in or related to this line: 'self.targetEnemy = findNearestEnemy(self.x, self.y);' Line Number: 50
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Please fix the bug: 'ReferenceError: findNearestEnemy is not defined' in or related to this line: 'self.targetEnemy = findNearestEnemy(self.x, self.y);' Line Number: 50
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Add dummy1 dummy one is helping the player defeat the pippy apocalypse
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Please fix the bug: 'Cannot set properties of undefined (setting 'fill')' in or related to this line: 'corruptionText.style.fill = corruptionLevel > 75 ? "#FF0000" : "#FF00FF";' Line Number: 361
Code edit (1 edits merged)
Please save this source code
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Glitch Escape: Cartoon Apocalypse
Initial prompt
Pibby glitch apocalypse
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1"); /**** * Classes ****/ var DebugPower = Container.expand(function () { var self = Container.call(this); var powerGraphics = self.attachAsset('debugPowerShape', { anchorX: 0.5, anchorY: 0.5 }); self.rotateSpeed = 0.03; self.update = function () { // Rotate continuously powerGraphics.rotation += self.rotateSpeed; }; return self; }); var Dummy1 = Container.expand(function () { var self = Container.call(this); var dummyGraphics = self.attachAsset('Dummy1', { anchorX: 0.5, anchorY: 0.5 }); // Dummy1 properties and methods self.speed = 5; self.targetEnemy = null; self.attackDamage = 20; self.attackRange = 150; self.update = function () { // Find the nearest enemy self.targetEnemy = findNearestEnemy(self.x, self.y); if (self.targetEnemy) { // Move towards the target enemy var dx = self.targetEnemy.x - self.x; var dy = self.targetEnemy.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > self.speed) { var ratio = self.speed / distance; self.x += dx * ratio; self.y += dy * ratio; } else { self.x = self.targetEnemy.x; self.y = self.targetEnemy.y; } // Check if within attack range if (distance < self.attackRange) { attackEnemy(self.targetEnemy, self.attackDamage); } } }; return self; }); var Enemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('enemyShape', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 3 + Math.random() * 2; self.moveAngle = Math.random() * Math.PI * 2; self.changeDirectionTimer = 0; self.changeDirectionInterval = 60 + Math.floor(Math.random() * 60); self.damage = 10; self.update = function () { // Change direction occasionally self.changeDirectionTimer++; if (self.changeDirectionTimer >= self.changeDirectionInterval) { self.moveAngle = Math.random() * Math.PI * 2; self.changeDirectionTimer = 0; self.changeDirectionInterval = 60 + Math.floor(Math.random() * 60); } // Move in current direction self.x += Math.cos(self.moveAngle) * self.speed; self.y += Math.sin(self.moveAngle) * self.speed; // Bounce off walls if (self.x < 50) { self.x = 50; self.moveAngle = Math.PI - self.moveAngle; } else if (self.x > 2048 - 50) { self.x = 2048 - 50; self.moveAngle = Math.PI - self.moveAngle; } if (self.y < 50) { self.y = 50; self.moveAngle = -self.moveAngle; } else if (self.y > 2732 - 50) { self.y = 2732 - 50; self.moveAngle = -self.moveAngle; } // Add a glitchy rotation enemyGraphics.rotation += 0.05; }; return self; }); var GlitchWall = Container.expand(function () { var self = Container.call(this); var wallGraphics = self.attachAsset('glitchWall', { anchorX: 0.5, anchorY: 0.5 }); self.glitchTimer = 0; self.glitchInterval = 10; self.update = function () { // Visual glitch effect self.glitchTimer++; if (self.glitchTimer % self.glitchInterval === 0) { // Random color shifts wallGraphics.tint = Math.random() > 0.5 ? 0xff00ff : 0x00ffff; // Random position shifts wallGraphics.x = Math.random() * 10 - 5; wallGraphics.y = Math.random() * 10 - 5; } if (self.glitchTimer >= 60) { self.glitchTimer = 0; wallGraphics.x = 0; wallGraphics.y = 0; } }; return self; }); var Pixel = Container.expand(function () { var self = Container.call(this); var pixelGraphics = self.attachAsset('pixelShape', { anchorX: 0.5, anchorY: 0.5 }); // Add a pulsing animation self.pulseDirection = 1; self.pulseSpeed = 0.02; self.baseScale = 1; self.update = function () { // Pulse effect var scale = pixelGraphics.scale.x; scale += self.pulseSpeed * self.pulseDirection; if (scale > 1.2) { scale = 1.2; self.pulseDirection = -1; } else if (scale < 0.8) { scale = 0.8; self.pulseDirection = 1; } pixelGraphics.scale.set(scale, scale); }; return self; }); var Player = Container.expand(function () { var self = Container.call(this); var playerGraphics = self.attachAsset('playerShape', { anchorX: 0.5, anchorY: 0.5 }); self.health = 100; self.speed = 8; self.isMoving = false; self.targetX = 0; self.targetY = 0; self.debugPower = 0; self.isInvulnerable = false; self.moveTowards = function (targetX, targetY) { self.isMoving = true; self.targetX = targetX; self.targetY = targetY; }; self.stopMoving = function () { self.isMoving = false; }; self.takeDamage = function (amount) { if (!self.isInvulnerable) { self.health -= amount; LK.getSound('hurt').play(); self.isInvulnerable = true; playerGraphics.alpha = 0.5; // Flash effect LK.effects.flashObject(self, 0xff0000, 300); LK.setTimeout(function () { self.isInvulnerable = false; playerGraphics.alpha = 1.0; }, 1500); if (self.health <= 0) { self.health = 0; gameOver(); } } }; self.collectPixel = function () { self.health = Math.min(100, self.health + 10); LK.getSound('collect').play(); }; self.collectDebugPower = function () { self.debugPower++; LK.getSound('powerup').play(); }; self.useDebugPower = function () { if (self.debugPower > 0) { self.debugPower--; return true; } return false; }; self.update = function () { if (self.isMoving) { var dx = self.targetX - self.x; var dy = self.targetY - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > self.speed) { var ratio = self.speed / distance; self.x += dx * ratio; self.y += dy * ratio; } else { self.x = self.targetX; self.y = self.targetY; self.isMoving = false; } } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000033 }); /**** * Game Code ****/ // Game constants var GAME_WIDTH = 2048; var GAME_HEIGHT = 2732; var MAX_ENEMIES = 15; var MAX_PIXELS = 10; var MAX_WALLS = 8; var MAX_DEBUG_POWERS = 3; var CORRUPTION_INTERVAL = 10000; // 10 seconds var LEVEL_UP_SCORE = 10; // Game variables var player; var pixels = []; var enemies = []; var walls = []; var debugPowers = []; var score = 0; var level = 1; var corruptionLevel = 0; var gameActive = true; var lastCorruptionTime = 0; var dummy1; // Add dummy1 variable // UI elements var scoreText; var healthBar; var healthBarBg; var levelText; var debugPowerText; var corruptionText; // Initialize game elements function initializeGame() { // Clear existing elements if needed clearGameElements(); // Create player player = new Player(); player.x = GAME_WIDTH / 2; player.y = GAME_HEIGHT - 200; game.addChild(player); // Create Dummy1 dummy1 = new Dummy1(); dummy1.x = GAME_WIDTH / 2 - 150; // Position Dummy1 near the player dummy1.y = GAME_HEIGHT - 200; game.addChild(dummy1); // Initialize UI createUI(); // Generate initial game objects spawnPixels(MAX_PIXELS); spawnWalls(level); spawnDebugPowers(1); // Start corruption process lastCorruptionTime = Date.now(); // Reset game state score = 0; corruptionLevel = 0; level = 1; gameActive = true; // Update UI updateUI(); // Play background music LK.playMusic('gameTheme'); } function clearGameElements() { // Remove all existing game elements if (player) { player.destroy(); player = null; } if (dummy1) { // Clear Dummy1 dummy1.destroy(); dummy1 = null; } for (var i = 0; i < pixels.length; i++) { pixels[i].destroy(); } pixels = []; for (var i = 0; i < enemies.length; i++) { enemies[i].destroy(); } enemies = []; for (var i = 0; i < walls.length; i++) { walls[i].destroy(); } walls = []; for (var i = 0; i < debugPowers.length; i++) { debugPowers[i].destroy(); } debugPowers = []; } function createUI() { // Score text scoreText = new Text2('Score: 0', { size: 60, fill: 0xFFFFFF }); scoreText.anchor.set(0, 0); scoreText.x = 120; scoreText.y = 50; LK.gui.addChild(scoreText); // Level text levelText = new Text2('Level: 1', { size: 60, fill: 0xFFFFFF }); levelText.anchor.set(0.5, 0); levelText.x = GAME_WIDTH / 2; levelText.y = 50; LK.gui.addChild(levelText); // Debug power counter debugPowerText = new Text2('Debug Powers: 0', { size: 60, fill: 0xFFFF00 }); debugPowerText.anchor.set(1, 0); debugPowerText.x = GAME_WIDTH - 120; debugPowerText.y = 50; LK.gui.addChild(debugPowerText); // Health bar background healthBarBg = LK.getAsset('playerShape', { anchorX: 0, anchorY: 0, width: 400, height: 30, tint: 0x666666 }); healthBarBg.x = GAME_WIDTH / 2 - 200; healthBarBg.y = 120; LK.gui.addChild(healthBarBg); // Health bar healthBar = LK.getAsset('playerShape', { anchorX: 0, anchorY: 0, width: 400, height: 30, tint: 0x00ff00 }); healthBar.x = GAME_WIDTH / 2 - 200; healthBar.y = 120; LK.gui.addChild(healthBar); // Corruption text corruptionText = new Text2('Corruption: 0%', { size: 50, fill: 0xFF00FF }); corruptionText.anchor.set(0.5, 0); corruptionText.x = GAME_WIDTH / 2; corruptionText.y = 160; LK.gui.addChild(corruptionText); } function updateUI() { // Update score display scoreText.setText('Score: ' + score); // Update health bar healthBar.width = player.health / 100 * 400; healthBar.tint = player.health > 50 ? 0x00ff00 : player.health > 25 ? 0xffff00 : 0xff0000; // Update level display levelText.setText('Level: ' + level); // Update debug power counter debugPowerText.setText('Debug Powers: ' + player.debugPower); // Update corruption display corruptionText.setText('Corruption: ' + corruptionLevel + '%'); // Use setStyle instead of directly accessing style which is undefined corruptionText.setStyle({ fill: corruptionLevel > 75 ? "#FF0000" : "#FF00FF" }); function findNearestEnemy(x, y) { var nearestEnemy = null; var shortestDistance = Infinity; for (var i = 0; i < enemies.length; i++) { var enemy = enemies[i]; var dx = enemy.x - x; var dy = enemy.y - y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < shortestDistance) { shortestDistance = distance; nearestEnemy = enemy; } } return nearestEnemy; } function attackEnemy(enemy, damage) { enemy.health -= damage; // Assuming enemies have a health property if (enemy.health <= 0) { enemy.destroy(); enemies.splice(enemies.indexOf(enemy), 1); // Optionally, increase score or spawn something on enemy defeat } } } function spawnPixels(count) { for (var i = 0; i < count; i++) { var pixel = new Pixel(); pixel.x = 100 + Math.random() * (GAME_WIDTH - 200); pixel.y = 100 + Math.random() * (GAME_HEIGHT - 200); game.addChild(pixel); pixels.push(pixel); } } function spawnEnemies(count) { for (var i = 0; i < count; i++) { var enemy = new Enemy(); // Spawn from edges if (Math.random() < 0.5) { enemy.x = Math.random() < 0.5 ? 50 : GAME_WIDTH - 50; enemy.y = 50 + Math.random() * (GAME_HEIGHT - 100); } else { enemy.x = 50 + Math.random() * (GAME_WIDTH - 100); enemy.y = Math.random() < 0.5 ? 50 : GAME_HEIGHT - 50; } game.addChild(enemy); enemies.push(enemy); } } function spawnWalls(count) { for (var i = 0; i < count; i++) { var wall = new GlitchWall(); wall.x = 200 + Math.random() * (GAME_WIDTH - 400); wall.y = 200 + Math.random() * (GAME_HEIGHT - 400); // Randomize rotation wall.rotation = Math.random() * Math.PI * 2; game.addChild(wall); walls.push(wall); } } function spawnDebugPowers(count) { for (var i = 0; i < count; i++) { var power = new DebugPower(); power.x = 100 + Math.random() * (GAME_WIDTH - 200); power.y = 100 + Math.random() * (GAME_HEIGHT - 200); game.addChild(power); debugPowers.push(power); } } function increaseCorruption() { corruptionLevel += 5; if (corruptionLevel >= 100) { gameOver(); return; } // Visual feedback for corruption increase LK.effects.flashScreen(0xff00ff, 300); // Spawn more enemies as corruption increases var enemiesToSpawn = Math.min(3, MAX_ENEMIES - enemies.length); if (enemiesToSpawn > 0) { spawnEnemies(enemiesToSpawn); } // Update UI updateUI(); } function levelUp() { level++; // Spawn new walls spawnWalls(1); // Spawn debug power if (level % 2 === 0 && debugPowers.length < MAX_DEBUG_POWERS) { spawnDebugPowers(1); } // Visual feedback for level up LK.effects.flashScreen(0x00ffff, 500); // Update UI updateUI(); } function useDebugPower() { if (player.useDebugPower()) { // Clear nearby enemies var powerRadius = 300; for (var i = enemies.length - 1; i >= 0; i--) { var enemy = enemies[i]; var dx = enemy.x - player.x; var dy = enemy.y - player.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < powerRadius) { enemy.destroy(); enemies.splice(i, 1); } } // Visual effect LK.effects.flashScreen(0xffff00, 300); // Update UI updateUI(); return true; } return false; } function gameOver() { gameActive = false; LK.showGameOver(); } function checkCollisions() { // Check player collision with pixels for (var i = pixels.length - 1; i >= 0; i--) { if (player.intersects(pixels[i])) { player.collectPixel(); pixels[i].destroy(); pixels.splice(i, 1); // Increment score score++; LK.setScore(score); // Check for level up if (score % LEVEL_UP_SCORE === 0) { levelUp(); } // Spawn new pixel if below max if (pixels.length < MAX_PIXELS) { spawnPixels(1); } updateUI(); } } function findNearestEnemy(x, y) { var nearestEnemy = null; var shortestDistance = Infinity; for (var i = 0; i < enemies.length; i++) { var enemy = enemies[i]; var dx = enemy.x - x; var dy = enemy.y - y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < shortestDistance) { shortestDistance = distance; nearestEnemy = enemy; } } return nearestEnemy; } function attackEnemy(enemy, damage) { enemy.health -= damage; // Assuming enemies have a health property if (enemy.health <= 0) { enemy.destroy(); enemies.splice(enemies.indexOf(enemy), 1); // Optionally, increase score or spawn something on enemy defeat } } // Check player collision with enemies for (var i = 0; i < enemies.length; i++) { if (player.intersects(enemies[i])) { player.takeDamage(enemies[i].damage); updateUI(); } } // Check Dummy1 collision with enemies (Optional, Dummy1's attack is handled in its update) // Check player collision with walls for (var i = 0; i < walls.length; i++) { if (player.intersects(walls[i])) { player.takeDamage(5); // Push player away from wall var dx = player.x - walls[i].x; var dy = player.y - walls[i].y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 0) { var pushX = dx / distance * 30; var pushY = dy / distance * 30; player.x += pushX; player.y += pushY; } updateUI(); } } // Check player collision with debug powers for (var i = debugPowers.length - 1; i >= 0; i--) { if (player.intersects(debugPowers[i])) { player.collectDebugPower(); debugPowers[i].destroy(); debugPowers.splice(i, 1); updateUI(); } } } // Handle player movement function handlePlayerMovement(x, y) { if (gameActive) { player.moveTowards(x, y); } } // Game input handlers game.down = function (x, y, obj) { handlePlayerMovement(x, y); // Use debug power on double tap if (Date.now() - lastTapTime < 300) { useDebugPower(); } lastTapTime = Date.now(); }; game.move = function (x, y, obj) { if (player.isMoving) { handlePlayerMovement(x, y); } }; game.up = function (x, y, obj) { player.stopMoving(); }; var lastTapTime = 0; // Main game update loop game.update = function () { if (!gameActive) return; // Update player player.update(); // Update Dummy1 if (dummy1) { dummy1.update(); } // Update game objects for (var i = 0; i < pixels.length; i++) { pixels[i].update(); } for (var i = 0; i < enemies.length; i++) { enemies[i].update(); } for (var i = 0; i < walls.length; i++) { walls[i].update(); } for (var i = 0; i < debugPowers.length; i++) { debugPowers[i].update(); } // Check collisions checkCollisions(); // Boundary check for player if (player.x < 50) player.x = 50; if (player.x > GAME_WIDTH - 50) player.x = GAME_WIDTH - 50; if (player.y < 50) player.y = 50; if (player.y > GAME_HEIGHT - 50) player.y = GAME_HEIGHT - 50; // Check if we need to increase corruption var currentTime = Date.now(); if (currentTime - lastCorruptionTime > CORRUPTION_INTERVAL) { increaseCorruption(); lastCorruptionTime = currentTime; } // Spawn enemies over time based on corruption level if (LK.ticks % 180 === 0 && enemies.length < MAX_ENEMIES) { var spawnChance = 0.2 + corruptionLevel / 100 * 0.5; if (Math.random() < spawnChance) { spawnEnemies(1); } } // Occasionally spawn pixels if below max if (LK.ticks % 300 === 0 && pixels.length < MAX_PIXELS) { spawnPixels(1); } }; // Initialize the game initializeGame();
===================================================================
--- original.js
+++ change.js
@@ -394,8 +394,31 @@
// Use setStyle instead of directly accessing style which is undefined
corruptionText.setStyle({
fill: corruptionLevel > 75 ? "#FF0000" : "#FF00FF"
});
+ function findNearestEnemy(x, y) {
+ var nearestEnemy = null;
+ var shortestDistance = Infinity;
+ for (var i = 0; i < enemies.length; i++) {
+ var enemy = enemies[i];
+ var dx = enemy.x - x;
+ var dy = enemy.y - y;
+ var distance = Math.sqrt(dx * dx + dy * dy);
+ if (distance < shortestDistance) {
+ shortestDistance = distance;
+ nearestEnemy = enemy;
+ }
+ }
+ return nearestEnemy;
+ }
+ function attackEnemy(enemy, damage) {
+ enemy.health -= damage; // Assuming enemies have a health property
+ if (enemy.health <= 0) {
+ enemy.destroy();
+ enemies.splice(enemies.indexOf(enemy), 1);
+ // Optionally, increase score or spawn something on enemy defeat
+ }
+ }
}
function spawnPixels(count) {
for (var i = 0; i < count; i++) {
var pixel = new Pixel();
Modern App Store icon, high definition, square with rounded corners, for a game titled "Glitch Escape: Cartoon Apocalypse" and with the description "Navigate a cartoon character through a world being consumed by digital corruption. Dodge glitched enemies, collect uncorrupted pixels, and use debugging powers to survive the spreading digital apocalypse. Race against time to reach the source code and save the cartoon universe from total corruption.". No text on icon!
Pibby. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
Pibby glitch wall. In-Game asset. High contrast. No shadows
Pibby glitch pomni. In-Game asset. High contrast. No shadows
DebugPower. In-Game asset. High contrast. No shadows
Little pibby glitch. In-Game asset. 2d. High contrast. No shadows
Pixel shape. In-Game asset. 2d. High contrast. No shadows
Corrupted among Us. In-Game asset. High contrast. No shadows
Pibby finn. In-Game asset. High contrast. No shadows