User prompt
Please fix the bug: 'Uncaught TypeError: window.WebSocket is not a constructor' in or related to this line: 'var socket = new window.WebSocket('ws://yourserver.com/socket');' Line Number: 224
User prompt
Please fix the bug: 'window.WebSocket is not a constructor' in or related to this line: 'var socket = new window.WebSocket('ws://yourserver.com/socket');' Line Number: 224
User prompt
Please fix the bug: 'Uncaught TypeError: window.WebSocket is not a constructor' in or related to this line: 'var socket = new window.WebSocket('ws://yourserver.com/socket');' Line Number: 224
User prompt
Fix all bug websocket
User prompt
Please fix the bug: 'Uncaught TypeError: window.WebSocket is not a constructor' in or related to this line: 'var socket = new window.WebSocket('ws://yourserver.com/socket');' Line Number: 224
User prompt
Please fix the bug: 'window.WebSocket is not a constructor' in or related to this line: 'var socket = new window.WebSocket('ws://yourserver.com/socket');' Line Number: 224
User prompt
Please fix the bug: 'Uncaught TypeError: window.WebSocket is not a constructor' in or related to this line: 'var socket = new window.WebSocket('ws://yourserver.com/socket');' Line Number: 224
User prompt
Please fix the bug: 'Uncaught TypeError: WebSocket is not a constructor' in or related to this line: 'var socket = new WebSocket('ws://yourserver.com/socket');' Line Number: 224
User prompt
Fix websocket
User prompt
Please fix the bug: 'Uncaught TypeError: WebSocket is not a constructor' in or related to this line: 'var socket = new WebSocket('ws://yourserver.com/socket');' Line Number: 224
User prompt
Add jump and prone fire button
User prompt
Please fix the bug: 'Uncaught TypeError: window.WebSocket is not a constructor' in or related to this line: 'var socket = new window.WebSocket('ws://yourserver.com/socket');' Line Number: 187
User prompt
Add play option
User prompt
Please fix the bug: 'Uncaught TypeError: WebSocket is not a constructor' in or related to this line: 'var socket = new WebSocket('ws://yourserver.com/socket');' Line Number: 170
User prompt
Please fix the bug: 'Uncaught TypeError: WebSocket is not a constructor' in or related to this line: 'var socket = new WebSocket('ws://yourserver.com/socket');' Line Number: 171
User prompt
Please fix the bug: 'Uncaught TypeError: window.WebSocket is not a constructor' in or related to this line: 'var socket = new window.WebSocket('ws://yourserver.com/socket');' Line Number: 170
User prompt
Please fix the bug: 'Uncaught TypeError: WebSocket is not a constructor' in or related to this line: 'var socket = new WebSocket('ws://yourserver.com/socket');' Line Number: 170
User prompt
Uncaught Type error : websocket is not a constructor in or related to this line var socket = new fix this
User prompt
Please fix the bug: 'Uncaught TypeError: WebSocket is not a constructor' in or related to this line: 'var socket = new WebSocket('ws://yourserver.com/socket');' Line Number: 170
User prompt
Uncaught type error
User prompt
Please fix the bug: 'Uncaught TypeError: WebSocket is not a constructor' in or related to this line: 'var socket = new WebSocket('ws://yourserver.com/socket');' Line Number: 170
User prompt
Please fix the bug: 'WebSocket is not a constructor' in or related to this line: 'var socket = new WebSocket('ws://yourserver.com/socket');' Line Number: 170
User prompt
Please fix the bug: 'window.WebSocket is not a constructor' in or related to this line: 'var socket = new window.WebSocket('ws://yourserver.com/socket');' Line Number: 170
User prompt
Please fix the bug: 'Uncaught TypeError: WebSocket is not a constructor' in or related to this line: 'var socket = new WebSocket('ws://yourserver.com/socket');' Line Number: 170
User prompt
Please fix the bug: 'Uncaught TypeError: WebSocket is not a constructor' in or related to this line: 'var socket = new WebSocket('ws://yourserver.com/socket');' Line Number: 170
/**** * Classes ****/ // New Character class with unique abilities var Character = Container.expand(function () { var self = Container.call(this); var characterGraphics = self.attachAsset('heroHD', { anchorX: 0.5, anchorY: 0.5 }); self.health = 400; self.ability = function () { // Define unique ability for this character console.log("Character ability activated!"); }; self.update = function () { // Update logic for character }; self.shoot = function () { var bullet = new HeroBullet(); bullet.x = self.x; bullet.y = self.y; game.addChild(bullet); heroBullets.push(bullet); }; }); var Coin = Container.expand(function () { var self = Container.call(this); var coinGraphics = self.attachAsset('coin', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { // Coin update logic if needed }; }); // Enemy class var Enemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('enemyHD', { anchorX: 0.5, anchorY: 0.5 }); self.health = 500; self.update = function () { // Update logic for enemy }; self.shoot = function () { var bullet = new EnemyBullet(); bullet.x = self.x; bullet.y = self.y; game.addChild(bullet); enemyBullets.push(bullet); }; }); // EnemyBullet class var EnemyBullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.attachAsset('enemyBulletHD', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 10; self.update = function () { self.y += self.speed; if (self.y > 2732) { self.destroy(); } }; }); // New EnemyCharacter class with unique abilities var EnemyCharacter = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('enemyHD', { anchorX: 0.5, anchorY: 0.5 }); self.health = 500; self.ability = function () { // Define unique ability for this enemy character console.log("Enemy character ability activated!"); }; self.update = function () { // Update logic for enemy character }; self.shoot = function () { var bullet = new EnemyBullet(); bullet.x = self.x; bullet.y = self.y; game.addChild(bullet); enemyBullets.push(bullet); }; }); //<Assets used in the game will automatically appear here> // Hero class var Hero = Container.expand(function () { var self = Container.call(this); var heroGraphics = self.attachAsset('heroHD', { anchorX: 0.5, anchorY: 0.5 }); self.health = 400; self.update = function () { // Update logic for hero }; self.shoot = function () { var bullet = new HeroBullet(); bullet.x = self.x; bullet.y = self.y; game.addChild(bullet); heroBullets.push(bullet); }; }); // HeroBullet class var HeroBullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.attachAsset('heroBulletHD', { anchorX: 0.5, anchorY: 0.5 }); self.speed = -10; self.update = function () { self.y += self.speed; if (self.y < 0) { self.destroy(); } }; }); var Map = Container.expand(function () { var self = Container.call(this); self.mapGraphics = self.attachAsset('map1', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { // Map update logic if needed }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 //Init game with black background }); /**** * Game Code ****/ // Initialize player data var playerId = Math.random().toString(36).substr(2, 9); var players = {}; // Create play button var playButton = new Text2('Play', { size: 150, fill: "#ffffff" }); playButton.anchor.set(0.5, 0.5); playButton.x = 2048 / 2; playButton.y = 2732 / 2; playButton.interactive = true; playButton.buttonMode = true; playButton.on('pointerdown', startGame); LK.gui.center.addChild(playButton); // Function to start the game function startGame() { LK.gui.center.removeChild(playButton); initializeGame(); } // Setup socket connection var socket = new window.WebSocket('ws://yourserver.com/socket'); socket.onopen = function () { console.log('Connected to server'); socket.send(JSON.stringify({ type: 'join', id: playerId })); }; window.onbeforeunload = function () { socket.send(JSON.stringify({ type: 'leave', id: playerId })); }; socket.onmessage = function (event) { var data = JSON.parse(event.data); if (data.type === 'update') { players = data.players; } else if (data.type === 'leave') { if (players[data.id] && players[data.id].sprite) { players[data.id].sprite.destroy(); } delete players[data.id]; } }; // Initialize arrays and variables var hero; var enemies = []; var heroBullets = heroBullets || []; var enemyBullets = enemyBullets || []; var coins = coins || []; var score = 0; var maps = maps || []; var currentMapIndex = 0; // Create maps for (var i = 1; i <= 3; i++) { var map = new Map(); map.mapGraphics = map.attachAsset('map' + i, { anchorX: 0.5, anchorY: 0.5 }); map.x = 2048 / 2; map.y = 2732 / 2; maps.push(map); game.addChild(map); } maps[currentMapIndex].visible = true; // Create hero hero = new Character(); hero.x = 2048 / 2; hero.y = 2732 - 400; // Adjusted to match new camera angle game.addChild(hero); // Create enemy characters with unique abilities for (var i = 0; i < 5; i++) { var enemy = new EnemyCharacter(); enemy.x = (i + 1) * 300; enemy.y = 400; // Adjusted to match new camera angle game.addChild(enemy); enemies.push(enemy); } // Create enemies for (var i = 0; i < 5; i++) { var enemy = new Enemy(); enemy.x = (i + 1) * 300; enemy.y = 400; // Adjusted to match new camera angle game.addChild(enemy); enemies.push(enemy); } // Update function game.update = function () { // Update hero hero.update(); hero.ability(); // Activate hero's unique ability // Update other players for (var id in players) { if (id !== playerId) { var player = players[id]; if (!player.sprite) { player.sprite = new Hero(); game.addChild(player.sprite); } player.sprite.x = player.x; player.sprite.y = player.y; } } // Update enemies for (var i = enemies.length - 1; i >= 0; i--) { enemies[i].update(); enemies[i].ability(); // Activate enemy's unique ability if (enemies[i].health <= 0) { enemies[i].destroy(); enemies.splice(i, 1); score += 10; } } // Update hero bullets for (var i = heroBullets.length - 1; i >= 0; i--) { heroBullets[i].update(); for (var j = enemies.length - 1; j >= 0; j--) { if (heroBullets[i].intersects(enemies[j])) { enemies[j].health -= 50; heroBullets[i].destroy(); heroBullets.splice(i, 1); break; } } } // Switch maps every 500 ticks if (LK.ticks % 500 == 0) { maps[currentMapIndex].visible = false; currentMapIndex = (currentMapIndex + 1) % maps.length; maps[currentMapIndex].visible = true; } // Update enemy bullets for (var i = enemyBullets.length - 1; i >= 0; i--) { enemyBullets[i].update(); if (enemyBullets[i].intersects(hero)) { hero.health -= 10; enemyBullets[i].destroy(); enemyBullets.splice(i, 1); if (hero.health <= 0) { LK.showGameOver(); } } } // Create coins if (LK.ticks % 120 == 0) { var coin = new Coin(); coin.x = Math.random() * 2048; coin.y = Math.random() * (2732 - 400); // Adjusted to match new camera angle game.addChild(coin); coins.push(coin); } // Update coins for (var i = coins.length - 1; i >= 0; i--) { coins[i].update(); if (coins[i].intersects(hero)) { coins[i].destroy(); coins.splice(i, 1); score += 5; } } // Enemies shoot if (LK.ticks % 60 == 0) { for (var i = 0; i < enemies.length; i++) { enemies[i].shoot(); } } }; // Handle touch events game.down = function (x, y, obj) { hero.shoot(); hero.ability(); // Activate hero's unique ability on touch // Check for coin collection for (var i = coins.length - 1; i >= 0; i--) { if (coins[i].intersects(hero)) { coins[i].destroy(); coins.splice(i, 1); score += 5; } } }; game.move = function (x, y, obj) { hero.x = x; hero.y = y; // Send player position to server socket.send(JSON.stringify({ type: 'move', id: playerId, x: hero.x, y: hero.y })); }; game.up = function (x, y, obj) { // No action needed on touch up }; function initializeGame() { // Setup socket connection var socket = new window.WebSocket('ws://yourserver.com/socket'); socket.onopen = function () { console.log('Connected to server'); socket.send(JSON.stringify({ type: 'join', id: playerId })); }; window.onbeforeunload = function () { socket.send(JSON.stringify({ type: 'leave', id: playerId })); }; socket.onmessage = function (event) { var data = JSON.parse(event.data); if (data.type === 'update') { players = data.players; } else if (data.type === 'leave') { if (players[data.id] && players[data.id].sprite) { players[data.id].sprite.destroy(); } delete players[data.id]; } }; // Initialize arrays and variables var hero; var enemies = []; var heroBullets = heroBullets || []; var enemyBullets = enemyBullets || []; var coins = coins || []; var score = 0; var maps = maps || []; var currentMapIndex = 0; // Create maps for (var i = 1; i <= 3; i++) { var map = new Map(); map.mapGraphics = map.attachAsset('map' + i, { anchorX: 0.5, anchorY: 0.5 }); map.x = 2048 / 2; map.y = 2732 / 2; maps.push(map); game.addChild(map); } maps[currentMapIndex].visible = true; // Create hero hero = new Character(); hero.x = 2048 / 2; hero.y = 2732 - 400; // Adjusted to match new camera angle game.addChild(hero); // Create enemy characters with unique abilities for (var i = 0; i < 5; i++) { var enemy = new EnemyCharacter(); enemy.x = (i + 1) * 300; enemy.y = 400; // Adjusted to match new camera angle game.addChild(enemy); enemies.push(enemy); } // Create enemies for (var i = 0; i < 5; i++) { var enemy = new Enemy(); enemy.x = (i + 1) * 300; enemy.y = 400; // Adjusted to match new camera angle game.addChild(enemy); enemies.push(enemy); } // Update function game.update = function () { // Update hero hero.update(); hero.ability(); // Activate hero's unique ability // Update other players for (var id in players) { if (id !== playerId) { var player = players[id]; if (!player.sprite) { player.sprite = new Hero(); game.addChild(player.sprite); } player.sprite.x = player.x; player.sprite.y = player.y; } } // Update enemies for (var i = enemies.length - 1; i >= 0; i--) { enemies[i].update(); enemies[i].ability(); // Activate enemy's unique ability if (enemies[i].health <= 0) { enemies[i].destroy(); enemies.splice(i, 1); score += 10; } } // Update hero bullets for (var i = heroBullets.length - 1; i >= 0; i--) { heroBullets[i].update(); for (var j = enemies.length - 1; j >= 0; j--) { if (heroBullets[i].intersects(enemies[j])) { enemies[j].health -= 50; heroBullets[i].destroy(); heroBullets.splice(i, 1); break; } } } // Switch maps every 500 ticks if (LK.ticks % 500 == 0) { maps[currentMapIndex].visible = false; currentMapIndex = (currentMapIndex + 1) % maps.length; maps[currentMapIndex].visible = true; } // Update enemy bullets for (var i = enemyBullets.length - 1; i >= 0; i--) { enemyBullets[i].update(); if (enemyBullets[i].intersects(hero)) { hero.health -= 10; enemyBullets[i].destroy(); enemyBullets.splice(i, 1); if (hero.health <= 0) { LK.showGameOver(); } } } // Create coins if (LK.ticks % 120 == 0) { var coin = new Coin(); coin.x = Math.random() * 2048; coin.y = Math.random() * (2732 - 400); // Adjusted to match new camera angle game.addChild(coin); coins.push(coin); } // Update coins for (var i = coins.length - 1; i >= 0; i--) { coins[i].update(); if (coins[i].intersects(hero)) { coins[i].destroy(); coins.splice(i, 1); score += 5; } } // Enemies shoot if (LK.ticks % 60 == 0) { for (var i = 0; i < enemies.length; i++) { enemies[i].shoot(); } } }; // Handle touch events game.down = function (x, y, obj) { hero.shoot(); hero.ability(); // Activate hero's unique ability on touch // Check for coin collection for (var i = coins.length - 1; i >= 0; i--) { if (coins[i].intersects(hero)) { coins[i].destroy(); coins.splice(i, 1); score += 5; } } }; game.move = function (x, y, obj) { hero.x = x; hero.y = y; // Send player position to server socket.send(JSON.stringify({ type: 'move', id: playerId, x: hero.x, y: hero.y })); }; game.up = function (x, y, obj) { // No action needed on touch up }; }
===================================================================
--- original.js
+++ change.js
@@ -149,8 +149,25 @@
****/
// Initialize player data
var playerId = Math.random().toString(36).substr(2, 9);
var players = {};
+// Create play button
+var playButton = new Text2('Play', {
+ size: 150,
+ fill: "#ffffff"
+});
+playButton.anchor.set(0.5, 0.5);
+playButton.x = 2048 / 2;
+playButton.y = 2732 / 2;
+playButton.interactive = true;
+playButton.buttonMode = true;
+playButton.on('pointerdown', startGame);
+LK.gui.center.addChild(playButton);
+// Function to start the game
+function startGame() {
+ LK.gui.center.removeChild(playButton);
+ initializeGame();
+}
// Setup socket connection
var socket = new window.WebSocket('ws://yourserver.com/socket');
socket.onopen = function () {
console.log('Connected to server');
@@ -325,5 +342,184 @@
}));
};
game.up = function (x, y, obj) {
// No action needed on touch up
-};
\ No newline at end of file
+};
+function initializeGame() {
+ // Setup socket connection
+ var socket = new window.WebSocket('ws://yourserver.com/socket');
+ socket.onopen = function () {
+ console.log('Connected to server');
+ socket.send(JSON.stringify({
+ type: 'join',
+ id: playerId
+ }));
+ };
+ window.onbeforeunload = function () {
+ socket.send(JSON.stringify({
+ type: 'leave',
+ id: playerId
+ }));
+ };
+ socket.onmessage = function (event) {
+ var data = JSON.parse(event.data);
+ if (data.type === 'update') {
+ players = data.players;
+ } else if (data.type === 'leave') {
+ if (players[data.id] && players[data.id].sprite) {
+ players[data.id].sprite.destroy();
+ }
+ delete players[data.id];
+ }
+ };
+ // Initialize arrays and variables
+ var hero;
+ var enemies = [];
+ var heroBullets = heroBullets || [];
+ var enemyBullets = enemyBullets || [];
+ var coins = coins || [];
+ var score = 0;
+ var maps = maps || [];
+ var currentMapIndex = 0;
+ // Create maps
+ for (var i = 1; i <= 3; i++) {
+ var map = new Map();
+ map.mapGraphics = map.attachAsset('map' + i, {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ map.x = 2048 / 2;
+ map.y = 2732 / 2;
+ maps.push(map);
+ game.addChild(map);
+ }
+ maps[currentMapIndex].visible = true;
+ // Create hero
+ hero = new Character();
+ hero.x = 2048 / 2;
+ hero.y = 2732 - 400; // Adjusted to match new camera angle
+ game.addChild(hero);
+ // Create enemy characters with unique abilities
+ for (var i = 0; i < 5; i++) {
+ var enemy = new EnemyCharacter();
+ enemy.x = (i + 1) * 300;
+ enemy.y = 400; // Adjusted to match new camera angle
+ game.addChild(enemy);
+ enemies.push(enemy);
+ }
+ // Create enemies
+ for (var i = 0; i < 5; i++) {
+ var enemy = new Enemy();
+ enemy.x = (i + 1) * 300;
+ enemy.y = 400; // Adjusted to match new camera angle
+ game.addChild(enemy);
+ enemies.push(enemy);
+ }
+ // Update function
+ game.update = function () {
+ // Update hero
+ hero.update();
+ hero.ability(); // Activate hero's unique ability
+ // Update other players
+ for (var id in players) {
+ if (id !== playerId) {
+ var player = players[id];
+ if (!player.sprite) {
+ player.sprite = new Hero();
+ game.addChild(player.sprite);
+ }
+ player.sprite.x = player.x;
+ player.sprite.y = player.y;
+ }
+ }
+ // Update enemies
+ for (var i = enemies.length - 1; i >= 0; i--) {
+ enemies[i].update();
+ enemies[i].ability(); // Activate enemy's unique ability
+ if (enemies[i].health <= 0) {
+ enemies[i].destroy();
+ enemies.splice(i, 1);
+ score += 10;
+ }
+ }
+ // Update hero bullets
+ for (var i = heroBullets.length - 1; i >= 0; i--) {
+ heroBullets[i].update();
+ for (var j = enemies.length - 1; j >= 0; j--) {
+ if (heroBullets[i].intersects(enemies[j])) {
+ enemies[j].health -= 50;
+ heroBullets[i].destroy();
+ heroBullets.splice(i, 1);
+ break;
+ }
+ }
+ }
+ // Switch maps every 500 ticks
+ if (LK.ticks % 500 == 0) {
+ maps[currentMapIndex].visible = false;
+ currentMapIndex = (currentMapIndex + 1) % maps.length;
+ maps[currentMapIndex].visible = true;
+ }
+ // Update enemy bullets
+ for (var i = enemyBullets.length - 1; i >= 0; i--) {
+ enemyBullets[i].update();
+ if (enemyBullets[i].intersects(hero)) {
+ hero.health -= 10;
+ enemyBullets[i].destroy();
+ enemyBullets.splice(i, 1);
+ if (hero.health <= 0) {
+ LK.showGameOver();
+ }
+ }
+ }
+ // Create coins
+ if (LK.ticks % 120 == 0) {
+ var coin = new Coin();
+ coin.x = Math.random() * 2048;
+ coin.y = Math.random() * (2732 - 400); // Adjusted to match new camera angle
+ game.addChild(coin);
+ coins.push(coin);
+ }
+ // Update coins
+ for (var i = coins.length - 1; i >= 0; i--) {
+ coins[i].update();
+ if (coins[i].intersects(hero)) {
+ coins[i].destroy();
+ coins.splice(i, 1);
+ score += 5;
+ }
+ }
+ // Enemies shoot
+ if (LK.ticks % 60 == 0) {
+ for (var i = 0; i < enemies.length; i++) {
+ enemies[i].shoot();
+ }
+ }
+ };
+ // Handle touch events
+ game.down = function (x, y, obj) {
+ hero.shoot();
+ hero.ability(); // Activate hero's unique ability on touch
+ // Check for coin collection
+ for (var i = coins.length - 1; i >= 0; i--) {
+ if (coins[i].intersects(hero)) {
+ coins[i].destroy();
+ coins.splice(i, 1);
+ score += 5;
+ }
+ }
+ };
+ game.move = function (x, y, obj) {
+ hero.x = x;
+ hero.y = y;
+ // Send player position to server
+ socket.send(JSON.stringify({
+ type: 'move',
+ id: playerId,
+ x: hero.x,
+ y: hero.y
+ }));
+ };
+ game.up = function (x, y, obj) {
+ // No action needed on touch up
+ };
+}
\ No newline at end of file