User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading '0')' in or related to this line: 'if (player.intersects(hoop)) {' Line Number: 203
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading '0')' in or related to this line: 'if (player.intersects(hoop)) {' Line Number: 203
User prompt
Please fix the bug: 'ReferenceError: fish is not defined' in or related to this line: 'if (player.intersects(hoop)) {' Line Number: 203
User prompt
the hoop should not explode but dispear when it touches the bord
User prompt
can you show the bird
User prompt
attend encore un peu avant de tourner le bg
User prompt
do that the bg move slowly to the left
User prompt
show the bird
User prompt
bug : i don't see the bird
User prompt
améliore le jeu
User prompt
améliore le jeu
User prompt
add 3 to score when the cat touches the fish
User prompt
bug : i don't see the fish
User prompt
show the fish in the game
User prompt
Please fix the bug: 'ReferenceError: fish is not defined' in or related to this line: 'if (player.intersects(hoop)) {' Line Number: 201
User prompt
do the same code of the hoop for the fish
User prompt
add a fish class
User prompt
create a pixel art effect to the hoop when the cat touch it
User prompt
Please fix the bug: 'TypeError: LK.Shape is not a constructor' in or related to this line: 'var pixel = new LK.Shape('box', {' Line Number: 196
User prompt
create a pixel art effect to the hoop when the cat touch it
User prompt
create spikes evry 2 sec
User prompt
create a spike evry 1 sec
User prompt
do the cat jump higher
User prompt
do the cat jump higher
User prompt
no not slower, lower
/**** * Classes ****/ // Explosion class var Explosion = Container.expand(function () { var self = Container.call(this); var frames = []; for (var i = 0; i < 5; i++) { var frame = self.attachAsset('explosionFrame' + i, { anchorX: 0.5, anchorY: 0.5 }); frame.visible = false; frames.push(frame); } var currentFrame = 0; self.animate = function () { if (currentFrame < frames.length) { frames[currentFrame].visible = false; currentFrame++; if (currentFrame < frames.length) { frames[currentFrame].visible = true; } } else { self.destroy(); } }; LK.setInterval(self.animate, 100); }); // Fish class var Fish = Container.expand(function () { var self = Container.call(this); var fishGraphics = self.attachAsset('obstacle', { // Reusing the 'obstacle' asset for demonstration anchorX: 0.5, anchorY: 1.0 }); self.move = function () { self.x -= 8; // Set fish movement speed to the left }; }); // Hoop class var Hoop = Container.expand(function () { var self = Container.call(this); var hoopGraphics = self.attachAsset('hoop', { anchorX: 0.5, anchorY: 1.0 }); self.move = function () { self.x -= 10; // Increase hoop movement speed to the left }; }); // Obstacle class var Obstacle = Container.expand(function () { var self = Container.call(this); var obstacleGraphics = self.attachAsset('obstacle', { anchorX: 0.5, anchorY: 1.0 }); self.move = function () { self.x -= 12; // Further decrease obstacle speed to the left }; }); // Assets are automatically created based on usage in the code. // Player class var Player = Container.expand(function () { var self = Container.call(this); var playerGraphics = self.attachAsset('player', { anchorX: 0.5, anchorY: 1.0 }); self.velocityY = 0; self.isJumping = false; self.jump = function () { if (!self.isJumping) { self.velocityY = -45; // Further increase the jump height by increasing the initial upward velocity self.isJumping = true; } }; self.update = function () { self.y += self.velocityY; self.velocityY += 2; // Increased gravity effect to make the cat fall faster if (self.y > game.floorLevel) { self.y = game.floorLevel; self.isJumping = false; } }; }); // Spike class var Spike = Container.expand(function () { var self = Container.call(this); var spikeGraphics = self.attachAsset('obstacle', { anchorX: 0.5, anchorY: 1.0 }); self.move = function () { self.x -= 15; // Increase spike speed to the left }; }); /**** * Initialize Game ****/ var game = new LK.Game({}); /**** * Game Code ****/ // Display the background asset 'bg' var background = LK.getAsset('bg', { anchorX: 0.0, // Top left anchor x-coordinate anchorY: 0.0, // Top left anchor y-coordinate x: 0, // Position x-coordinate y: 0 // Position y-coordinate }); game.addChild(background); // Display the current score // Correctly initialize and display the score at the top center of the screen var scoreDisplay = new Text2(LK.getScore().toString(), { size: 100, fill: "#ffffff", // White color for better visibility anchorX: 0.5, // Sets anchor to the center of the text anchorY: 0, // Sets anchor to the top of the text x: 2048 / 2, // Center horizontally based on virtual resolution width y: 50 // Position at the top }); LK.gui.top.addChild(scoreDisplay); LK.on('tick', function () { scoreDisplay.setText(LK.getScore().toString()); // Update the score display every tick with the current score }); // Initialize player var player = game.addChild(new Player()); player.x = 300; player.y = game.floorLevel = 2732 - 200; // Floor level // Initialize obstacles and hoops arrays game.obstacles = []; game.hoops = []; // Touch event to make the player jump game.on('down', function () { player.jump(); }); // Game tick event LK.on('tick', function () { player.update(); // Move and check obstacles for (var i = game.obstacles.length - 1; i >= 0; i--) { var obstacle = game.obstacles[i]; obstacle.move(); // Check collision with player if (player.intersects(obstacle)) { var explosion = new Explosion(); explosion.x = player.x; explosion.y = player.y; game.addChild(explosion); // Removed red flash screen effect // Set a timeout to simulate the end of the explosion animation before showing game over LK.setTimeout(function () { LK.showGameOver(); }, 500); // Assuming the explosion animation takes 500ms to complete } // Remove off-screen obstacles if (obstacle.x < -100) { obstacle.destroy(); game.obstacles.splice(i, 1); } } // Add spikes at random intervals if (LK.ticks % 120 == 0) { // Random interval between 1 to 2 seconds var newSpike = new Spike(); newSpike.x = 2048; // Start from the right edge newSpike.y = game.floorLevel; game.addChild(newSpike); game.obstacles.push(newSpike); } // Move and check hoops for (var j = game.hoops.length - 1; j >= 0; j--) { var hoop = game.hoops[j]; hoop.move(); // Check collision with player and increase score or create effects if (hoop && player.intersects(hoop)) { LK.setScore(LK.getScore() + 1); // Create a pixel art effect when the cat touches the hoop var pixelEffectHoop = new Explosion(); // Reusing Explosion class for pixel effect pixelEffectHoop.x = hoop.x; pixelEffectHoop.y = hoop.y; game.addChild(pixelEffectHoop); hoop.destroy(); // Destroy the hoop to prevent multiple score increments from a single hoop game.hoops.splice(game.hoops.indexOf(hoop), 1); } else if (game.fishes[j] && player.intersects(game.fishes[j])) { // Create a pixel art effect when the cat touches the fish var pixelEffectFish = new Explosion(); // Reusing Explosion class for pixel effect pixelEffectFish.x = game.fishes[j].x; pixelEffectFish.y = game.fishes[j].y; game.addChild(pixelEffectFish); game.fishes[j].destroy(); // Destroy the fish to prevent multiple interactions with a single fish game.fishes.splice(j, 1); } // Remove off-screen hoops if (hoop.x < -200) { // Considering hoop width hoop.destroy(); game.hoops.splice(j, 1); } } // Add new hoop if (LK.ticks % 360 == 0) { // Every 6 seconds, add a hoop var newHoop = new Hoop(); newHoop.x = 2048; // Start from the right edge newHoop.y = game.floorLevel - 400; // Position the hoop higher above the floor game.addChild(newHoop); game.hoops.push(newHoop); } });
===================================================================
--- original.js
+++ change.js
@@ -184,9 +184,9 @@
for (var j = game.hoops.length - 1; j >= 0; j--) {
var hoop = game.hoops[j];
hoop.move();
// Check collision with player and increase score or create effects
- if (player.intersects(hoop)) {
+ if (hoop && player.intersects(hoop)) {
LK.setScore(LK.getScore() + 1);
// Create a pixel art effect when the cat touches the hoop
var pixelEffectHoop = new Explosion(); // Reusing Explosion class for pixel effect
pixelEffectHoop.x = hoop.x;
explosion frame. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
explosion frame. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
make the cat happy
make his mouth pink
delete grass
delete what is selected
make clouds similar of color of the sky, i mean dark purple and don't make it too visible