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create another object named scoundrel. guardians spawn rate is similar to rocks. scoundrels are obstacles. when a knife collide with a scoundrel, destroy both objects and remove the scoundrel from the obstacle array
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knives moves from left to right. if a knife collide with a stone, destroy the knife
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create a knife at the protagonist position, when a knife card is flipped
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i told you to make a further sprite for the knife. Don't use jarKnife for it...
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create a class called knife and make a sprie for it
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Please fix the bug: 'ReferenceError: math is not defined' in or related to this line: 'if (LK.ticks % Math.floor(1000 / speed * (1 + math.random)) === 0) {' Line Number: 384
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score should be the main points. Show it on the top left corner
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Increase the points each frame by current speed
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Please fix the bug: 'TypeError: protagonist.customIntersect is not a function' in or related to this line: 'if (protagonist.customIntersect(obstacle)) {' Line Number: 382
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Please fix the bug: 'TypeError: protagonist.customIntersect is not a function' in or related to this line: 'if (protagonist.customIntersect(obstacle)) {' Line Number: 382
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Please fix the bug: 'TypeError: other.anchor is undefined' in or related to this line: 'otherBounds.x += other.x - other.width * other.anchor.x;' Line Number: 189
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Please fix the bug: 'TypeError: other.anchor is undefined' in or related to this line: 'otherBounds.x += other.x - other.width * other.anchor.x;' Line Number: 189
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Please fix the bug: 'TypeError: self.anchor is undefined' in or related to this line: 'selfBounds.x += self.x - self.width * self.anchor.x;' Line Number: 183
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the protagonist obstacles intersection doesn't work correctly
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if (self.x < -stoneAsset.width) { obstacles.splice(index, 1); self.destroy(); // Destroy the stone if it moves off screen } make this code correct
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Make this game.children.forEach(function (child) { if (child instanceof Stone && protagonist.customIntersect(child)) { // Trigger game over LK.effects.flashScreen(0xff0000, 1000); // Flash screen red for 1 second LK.showGameOver(); // Show game over screen } }); to a obstacles.forEach function. Add each stone to obstacles and remove them, when they leave the screen
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Please fix the bug: 'ReferenceError: obstacles is not defined' in or related to this line: 'obstacles.add(stone);' Line Number: 368
/****
* Classes
****/
//<Assets used in the game will automatically appear here>
//<Write imports for supported plugins here>
// Class for Card
var Card = Container.expand(function () {
var self = Container.call(this);
var originalAsset = self.attachAsset('card', {
anchorX: 0.5,
anchorY: 0.5
});
var cardGraphics = originalAsset; // Referenz für das aktuelle Asset
self.type = null;
self.idNumber = 0;
self.isFlipped = false;
self.activeTimerMax = 90;
self.activeTimer = 0;
self.failed = false;
self.canBePlayed = true;
self.flip = function () {
if (!self.isFlipped) {
self.isFlipped = true;
// Alle anderen Karten zurückflippen
//cards.forEach(function (c) {
// if (c.isFlipped) {
// c.isFlipped = false;
// c.cardGraphics = c.attachAsset('card', {
// anchorX: 0.5,
// anchorY: 0.5
// });
// }
//});
// Diese Karte flippen
LK.getSound('TurnCard').play();
self.isActive = true;
self.activeTimer = self.activeTimerMax;
cardGraphics = self.attachAsset('flippedCard', {
anchorX: 0.5,
anchorY: 0.5
});
// Add a sprite to the card when it is flipped
self.sprite = self.attachAsset('jar' + self.type + 'Image', {
anchorX: 0.5,
anchorY: 0.5
});
if (self.type === 'Jump') {
if (!protagonist.isFalling) {
if (protagonist.isJumping) {
LK.getSound('JumpSuccess2').play();
} else {
LK.getSound('JumpSuccess').play();
}
protagonist.isJumping = true;
protagonist.jumpTimer = 60;
} else {
self.failed = true;
self.timerRect = self.attachAsset('timerRectFail', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.5,
width: self.width,
height: self.height
});
LK.getSound('JumpFail').play();
}
} else if (self.type === 'Boot') {
if (protagonist.isJumping || protagonist.isFalling) {
self.failed = true;
self.timerRect = self.attachAsset('timerRectFail', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.5,
width: self.width,
height: self.height
});
LK.getSound('RunFail').play();
} else {
speed++;
LK.getSound('RunSuccess').play();
}
}
if (self.type === 'Knife') {
var knife = new Knife();
knife.x = protagonist.x;
knife.y = protagonist.y;
game.addChild(knife);
}
if (!self.failed) {
// Create a timerRect and attach it to the card
self.timerRect = self.attachAsset('timerRect', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.5,
width: self.width,
height: self.height
});
}
}
};
self.unflip = function () {
if (self.isFlipped) {
self.isFlipped = false;
self.cardGraphics = self.attachAsset('card', {
anchorX: 0.5,
anchorY: 0.5
});
LK.getSound('TurnCardBack').play();
// Remove the timerRect
self.timerRect.destroy();
if (!self.failed) {
if (self.type === 'Boot') {
speed--;
}
} else {
self.failed = false;
}
}
};
self.on('down', function (x, y, obj) {
if (self.canBePlayed) {
self.flip();
}
});
self.setType = function (type) {
self.type = type;
};
self.setId = function (number) {
self.idNumber = number;
};
});
// Class for Knife
var Knife = Container.expand(function () {
var self = Container.call(this);
var knifeAsset = self.attachAsset('knifeImage', {
anchorX: 0.5,
anchorY: 0.5
});
self.update = function () {
// Define any specific behavior for the knife here
};
});
// Class for Protagonist
var Protagonist = Container.expand(function () {
var self = Container.call(this);
var protagonistAsset = self.attachAsset('protagonist', {
anchorX: 0.5,
anchorY: 0.5
});
self.isJumping = false;
self.isFalling = false;
self.customIntersect = function (other) {
var hitboxOffset = this.width * 0.5;
var hitboxWidth = this.width - 2 * hitboxOffset;
var hitboxHeight = this.height - 2 * hitboxOffset - 60;
var hitboxX = this.x + hitboxOffset - 30;
var hitboxY = this.y + hitboxOffset;
var otherX = other.x - other.width / 2;
var otherY = other.y - other.height / 2;
var otherWidth = other.width;
var otherHeight = other.height;
return hitboxX < otherX + otherWidth && hitboxX + hitboxWidth > otherX && hitboxY < otherY + otherHeight && hitboxY + hitboxHeight > otherY;
};
});
// Class for SpeedCloud
var SpeedCloud = Container.expand(function () {
var self = Container.call(this);
var cloudAsset = self.attachAsset('speedCloud', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.6
});
self.update = function () {
self.x -= 3 * speed; // Move the cloud to the left
if (self.x < -cloudAsset.width) {
self.destroy(); // Destroy the cloud if it moves off screen
}
};
});
// Class for Stone
var Stone = Container.expand(function () {
var self = Container.call(this);
var stoneAsset = self.attachAsset('stone', {
anchorX: 0.5,
anchorY: 0.5
});
self.update = function () {
self.x -= speed; // Move the stone to the left
if (self.x < -stoneAsset.width) {
var index = obstacles.indexOf(self);
if (index > -1) {
obstacles.splice(index, 1);
}
self.destroy(); // Destroy the stone if it moves off screen
}
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000 //Init game with black background
});
/****
* Game Code
****/
// Initialize variables
var cards = [];
var obstacles = []; // Array to keep track of obstacles
var cardTypes = ['Boot', 'Jump', 'Shield', 'Fist', 'Knife', 'Hammer', 'Trap'];
var score = 0;
var speed = 1;
// Create and display score text
var scoreText = new Text2('Score: 0', {
size: 50,
fill: 0xFFFFFF
});
scoreText.anchor.set(0, 0); // Anchor to top-left corner
LK.gui.topLeft.addChild(scoreText); // Add score text to the top-left corner
var cardInformation = [{
name: 'dog',
beats: ['cat', 'bird'],
speed: 2,
canJump: true,
canClimb: false,
canSwim: true,
canFly: false,
canBreak: false
}, {
name: 'cat',
beats: ['rat', 'bird'],
speed: 2,
canJump: true,
canClimb: true,
canSwim: false,
canFly: false,
canBreak: false
}, {
name: 'rat',
beats: ['elephant'],
speed: 2,
canJump: true,
canClimb: true,
canSwim: true,
canFly: false,
canBreak: false
}, {
name: 'bird',
beats: ['rat'],
speed: 2,
canJump: false,
canClimb: false,
canSwim: true,
canFly: true,
canBreak: false
}, {
name: 'boar',
beats: ['rat', 'cat', 'dog'],
speed: 2,
canJump: false,
canClimb: false,
canSwim: true,
canFly: false,
canBreak: true
}, {
name: 'elephant',
beats: ['cat', 'dog', 'boar'],
speed: 2,
canJump: false,
canClimb: false,
canSwim: true,
canFly: false,
canBreak: true
}];
// Create and position cards
function createCards() {
var cardTypes = ['Boot', 'Boot', 'Boot', 'Jump', 'Jump', 'Fist', 'Knife', 'Knife'];
//var cardTypes = ['boot', 'cat', 'rat', 'mysticHand', 'bird', 'elephant', 'boar', 'magnifier'];
//cardTypes = cardTypes.concat(cardTypes); // duplicate the array
cardTypes.sort(function () {
return Math.random() - 0.5;
}); // shuffle the array
for (var i = 0; i < 8; i++) {
var card = new Card();
card.x = (game.width - 2 * 500) / 2 + i % 4 * 360; // Center the cards horizontally with increased margin
card.y = game.height - 4 * 400 + Math.floor(i / 4) * 420 + 100; // Position the cards at the bottom center with increased margin
card.setType(cardTypes[i]);
card.setId(i);
cards.push(card);
game.addChild(card);
if (cardTypes[i] === 'Boot') {
card.activeTimerMax = 300;
} else if (cardTypes[i] === 'Jump') {
card.activeTimerMax = 150;
}
}
}
// Check if selected cards match
// Attach the background images to the game
var topBackground = game.attachAsset('topBackground', {
anchorX: 0.5,
anchorY: 0.0,
x: game.width / 2,
y: -500
});
var bottomBackground = game.attachAsset('bottomBackground', {
anchorX: 0.5,
anchorY: 1.0,
x: game.width / 2,
y: game.height + 100
});
// Add protagonist character to the top center
var protagonist = new Protagonist();
protagonist.x = game.width / 2 - 200;
protagonist.y = 500;
game.addChild(protagonist);
// Initialize game
createCards();
// Update game state
game.update = function () {
// Increase score by current speed each frame
score += speed;
// Update score text
scoreText.setText('Score: ' + score);
for (var i = 0; i < cards.length; i++) {
if (cards[i].isFlipped) {
if (cards[i].activeTimer > 0) {
cards[i].activeTimer--;
// Update the height of the timerRect based on the activeTimer
cards[i].timerRect.height = cards[i].activeTimer / cards[i].activeTimerMax * cards[i].height;
} else {
cards[i].unflip();
// Reset the height of the timerRect
cards[i].timerRect.height = cards[i].height;
}
}
}
if (protagonist.isJumping) {
protagonist.jumpTimer--;
protagonist.y -= 3;
} else if (!protagonist.isJumping & protagonist.y < 500) {
protagonist.isFalling = true;
protagonist.y += 3;
} else {
protagonist.isFalling = false;
}
if (protagonist.jumpTimer <= 0) {
protagonist.isJumping = false;
}
if (LK.ticks % Math.floor(150 / speed) === 0) {
var speedCloud = new SpeedCloud();
speedCloud.x = protagonist.x - 50; // Position the cloud to the left of the protagonist
speedCloud.y = protagonist.y + 50;
game.addChild(speedCloud);
}
if (LK.ticks % Math.floor(1000 / speed * (1 + Math.random())) === 0) {
var stone = new Stone();
stone.x = game.width + 50; // Start the stone off-screen to the right
stone.y = 550; // Set a fixed vertical position for the stone
game.addChild(stone);
obstacles.push(stone); // Add stone to obstacles array
}
// Check for collision between protagonist and obstacles
obstacles.forEach(function (obstacle) {
if (protagonist.customIntersect && protagonist.customIntersect(obstacle)) {
// Trigger game over
LK.effects.flashScreen(0xff0000, 1000); // Flash screen red for 1 second
LK.showGameOver(); // Show game over screen
}
});
};
// Play main theme
theme = 'MainTheme';
LK.playMusic(theme, {
loop: true
}); ===================================================================
--- original.js
+++ change.js
@@ -79,8 +79,14 @@
speed++;
LK.getSound('RunSuccess').play();
}
}
+ if (self.type === 'Knife') {
+ var knife = new Knife();
+ knife.x = protagonist.x;
+ knife.y = protagonist.y;
+ game.addChild(knife);
+ }
if (!self.failed) {
// Create a timerRect and attach it to the card
self.timerRect = self.attachAsset('timerRect', {
anchorX: 0.5,
Cardback with the Symbol ♾️ on it. Single Game Texture. In-Game asset. 2d. High contrast. No shadows.
A cardback in brown empy color with mystical corners. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A good but dangerous elephant. Warcraft 3 art. Single Game Texture. In-Game asset. 2d. High contrast. No shadows.
A good but dangerous falcon. Warcraft 3 art. Single Game Texture. In-Game asset. 2d. High contrast. No shadows.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A good but dangerous boar. Warcraft 3 art. Single Game Texture. In-Game asset. 2d. High contrast. No shadows.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A good but dangerous cat. Warcraft 3 art.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A good but dangerous magnifier. Warcraft 3 art.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A mystical spirit hand. Warcraft 3 art.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A good but dangerous rat. Warcraft 3 art.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A wooden play board with leaves. Fantasy. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A mystical rectangle fantasy board with leaves.
Warcraft 3 art of a boot. Side-view.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Warcraft 3 art of a hammer.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Warcraft 3 image of a bow.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Warcraft 3 image of an arrow.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Warcraft 3 image of a medieval arrow.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Warcraft 3 art of a shield.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
warcraft 3 art of a fist.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.