User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading '0')' in or related to this line: 'if (self.life > self.maxLife) {' Line Number: 134
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading '0')' in or related to this line: 'if (self.life > self.maxLife) {' Line Number: 127
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading '0')' in or related to this line: 'if (self.life > self.maxLife) {' Line Number: 120
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading '0')' in or related to this line: 'if (self.life > self.maxLife) {' Line Number: 116
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading '0')' in or related to this line: 'if (self.life > self.maxLife) {' Line Number: 113
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading '0')' in or related to this line: 'if (self.life > self.maxLife) {' Line Number: 108
User prompt
Add a visible circular slash animation effect around the player when katanaSlash is triggered.
User prompt
Please fix the bug: 'ReferenceError: KatanaSlash is not defined' in or related to this line: 'var slash = new KatanaSlash();' Line Number: 377
User prompt
Trigger katanaSlash attack every 2 seconds in the game loop.
User prompt
Create a new melee attack called "katanaSlash". Every 2 seconds, the player performs a 360-degree slash with a katana, hitting enemies in close range around them.
User prompt
Remove all punchProjectile logic, visuals, timers, and hitbox handling from the game. Delete any punchProjectile-related code and references.
User prompt
Fire a punchProjectile that travels 300 pixels forward unless it hits an enemy.
User prompt
Increase punchProjectile hitbox height to 230 pixels to give the player more attack range.
User prompt
Increase punchProjectile hitbox height to 180 pixels to give the player more attack range.
User prompt
Extend punchProjectile's visual shape to make it longer and match the extended hitbox range.
User prompt
Adjust punchProjectile hitbox to align with its visual position and extend its vertical reach to 120 pixels.
User prompt
Adjust punchProjectile hitbox to match its visual shape and extend its vertical height to 120 pixels for better range.
User prompt
Extend the punchProjectile's hitbox height to 80 pixels to increase vertical reach.
User prompt
Increase punchProjectile collision box to width 30 and height 80 for improved hit detection.
User prompt
Shrink the punchProjectile's rectangular hitbox to width 20 and height 20 for tighter collision detection.
User prompt
Reduce punchProjectile collision radius with enemyBike to 10 pixels for more precise hits.
User prompt
Temporarily change punchProjectile color to bright blue with a glow for visual debugging.
User prompt
Fix punchProjectile disappearance logic: track initial Y and remove only after it moves 40 pixels upward (Y decreases by 40).
User prompt
Temporarily slow down punchProjectile speed to 1 pixel per frame to better visualize its movement.
User prompt
Force the punchProjectile to be rendered as a red glowing circle 20 pixels in diameter with full opacity.
/**** * Classes ****/ // EnemyBike class: faster enemy type var EnemyBike = Container.expand(function () { var self = Container.call(this); // Attach enemyBike asset (image, facing upward) var bike = self.attachAsset('enemyBike', { anchorX: 0.5, anchorY: 0.5 }); // Set vertical speed (will be set on spawn) self.speedY = 24; // Track lastY for event triggers self.lastY = self.y; self.update = function () { self.lastY = self.y; self.y += self.speedY; // EnemyBike moves straight down in its lane }; return self; }); // Motorcycle class: player-controlled bike var Motorcycle = Container.expand(function () { var self = Container.call(this); // Attach motorcycle asset (image, facing upward) var bike = self.attachAsset('motorcycle', { anchorX: 0.5, anchorY: 0.5 }); // Set initial speed and direction self.speedY = 18; // vertical speed (track scrolls down) self.laneSpeed = 0; // horizontal speed (player control) self.maxX = 2048 - bike.width / 2; self.minX = bike.width / 2; // Track lastX for event triggers self.lastX = self.x; // Update method: move forward, apply lane movement self.update = function () { self.lastX = self.x; self.x += self.laneSpeed; // Clamp to track bounds if (self.x < self.minX) self.x = self.minX; if (self.x > self.maxX) self.x = self.maxX; }; return self; }); // Obstacle class: static/dynamic hazards var Obstacle = Container.expand(function () { var self = Container.call(this); // Attach obstacle asset (box, red) var obs = self.attachAsset('obstacle', { anchorX: 0.5, anchorY: 0.5 }); // Set vertical speed (scrolls with track) self.speedY = 18; // Track lastY for event triggers self.lastY = self.y; self.update = function () { self.lastY = self.y; self.y += self.speedY; }; return self; }); // PowerUp class: collectible items var PowerUp = Container.expand(function () { var self = Container.call(this); // Attach powerup asset (ellipse, yellow) var pu = self.attachAsset('powerup', { anchorX: 0.5, anchorY: 0.5 }); self.speedY = 18; self.lastY = self.y; self.update = function () { self.lastY = self.y; self.y += self.speedY; }; return self; }); // PunchProjectile class: short-range punch effect var PunchProjectile = Container.expand(function () { var self = Container.call(this); // Use a 20px diameter glowing blue orb as the punch effect (debug) var orb = self.attachAsset('laneDash', { anchorX: 0.5, anchorY: 0.5, width: 20, height: 20, color: 0x22aaff // bright blue }); // Add a glow effect: larger, semi-transparent blue circle var glow = self.attachAsset('laneDash', { anchorX: 0.5, anchorY: 0.5, width: 40, height: 40, color: 0x22aaff }); glow.alpha = 0.5; self.addChild(glow); self.addChild(orb); orb.alpha = 1.0; self.speedY = -1; // Slow upward movement for visualization self.startY = 0; // Will be set on spawn self.traveled = 0; self.update = function () { // On first update, set startY to initial Y position if (typeof self.startY === "undefined" || self.startY === 0) { self.startY = self.y; } self.y += self.speedY; // Calculate how far we've moved upward (negative direction) self.traveled = self.startY - self.y; // Only disappear after moving 40px upward from initial Y if (self.traveled >= 40) { self.destroy(); } }; return self; }); /**** * Initialize Game ****/ // Motorcycle asset (blue box) // Obstacle asset (red box) // PowerUp asset (yellow ellipse) var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ // --- Update punch projectiles and check for enemy hits --- // --- Auto-punch timer --- var punchInterval = 120; // 2 seconds at 60fps var punchTimer = 0; // (auto-punch logic moved to game.update) // Road background: gray // --- Game State --- // PowerUp asset (yellow ellipse) // Obstacle asset (red box) // Motorcycle asset (blue box) // --- Road Background --- var roadCenterX = 2048 / 2; var roadBg1 = LK.getAsset('roadBg', { anchorX: 0.5, anchorY: 0, width: 1200, height: 2732, x: roadCenterX, y: 0 }); var roadBg2 = LK.getAsset('roadBg', { anchorX: 0.5, anchorY: 0, width: 1200, height: 2732, x: roadCenterX, y: -2732 }); // If the asset doesn't exist, create it as a gray box if (!roadBg1) { roadBg1 = LK.getAsset('roadBg', { anchorX: 0.5, anchorY: 0, width: 1200, height: 2732, x: roadCenterX, y: 0 }); roadBg2 = LK.getAsset('roadBg', { anchorX: 0.5, anchorY: 0, width: 1200, height: 2732, x: roadCenterX, y: -2732 }); } game.addChild(roadBg1); game.addChild(roadBg2); // Lane definitions for 3-lane road (centered, full width 2048) var laneCount = 3; var laneWidth = 400; var laneX = [2048 / 2 - laneWidth, // left lane center 2048 / 2, // center lane center 2048 / 2 + laneWidth // right lane center ]; // --- Lane Lines (dashed) --- var laneLineContainers = []; var laneLineCount = 2; // 2 lines between 3 lanes var dashHeight = 80; var dashGap = 80; var lineWidth = 16; var lineColor = 0xffffff; var roadTop = 0; var roadBottom = 2732; var dashesPerLine = Math.ceil((roadBottom - roadTop) / (dashHeight + dashGap)) + 2; for (var i = 0; i < laneLineCount; i++) { var lineContainer = new Container(); var x = (laneX[i] + laneX[i + 1]) / 2; for (var d = 0; d < dashesPerLine; d++) { // Use the laneDash asset for white dashes var dash = LK.getAsset('laneDash', { width: lineWidth, height: dashHeight, anchorX: 0.5, anchorY: 0 }); dash.x = x; dash.y = roadTop + d * (dashHeight + dashGap); lineContainer.addChild(dash); } laneLineContainers.push(lineContainer); game.addChild(lineContainer); } var player = new Motorcycle(); player.x = 2048 / 2; // Center horizontally player.y = 2732 - 220; // Place near bottom (220 is half the motorcycle height) game.addChild(player); var obstacles = []; var enemyBikes = []; var powerups = []; var punchProjectiles = []; // Array for punch projectiles // --- Score --- var score = 0; var distance = 0; // --- Health --- var playerHealth = 3; var maxPlayerHealth = 3; // Container for tire icons var healthIcons = new Container(); healthIcons.x = 110; healthIcons.y = 0; LK.gui.top.addChild(healthIcons); // Helper to update tire icons function updateHealthIcons() { // Remove all previous icons while (healthIcons.children.length > 0) { var c = healthIcons.children.pop(); if (c && typeof c.destroy === "function") c.destroy(); } // Add one tire icon per health for (var h = 0; h < playerHealth; h++) { var tire = LK.getAsset('tireIcon', { anchorX: 0, anchorY: 0, width: 90, height: 90 }); tire.x = h * 100; tire.y = 10; healthIcons.addChild(tire); } } updateHealthIcons(); // Score display var scoreTxt = new Text2('0', { size: 120, fill: "#fff" }); // Anchor to the right edge, top (1, 0) scoreTxt.anchor.set(1, 0); // Add to top-right GUI overlay LK.gui.topRight.addChild(scoreTxt); // (Punch button removed) // Touch drag to steer var dragActive = false; var dragOffsetX = 0; game.down = function (x, y, obj) { // (Punch logic on right half tap removed) // Only start drag if touch is near the player var dx = x - player.x; var dy = y - player.y; if (dx * dx + dy * dy < 300 * 300) { dragActive = true; dragOffsetX = player.x - x; } }; game.move = function (x, y, obj) { if (dragActive) { player.x = x + dragOffsetX; } }; game.up = function (x, y, obj) { dragActive = false; }; // --- Spawning logic --- var obstacleTimer = 0; var powerupTimer = 0; // --- Difficulty scaling --- var enemyBaseSpeed = 24; // initial EnemyBike speed var enemySpeed = enemyBaseSpeed; var enemyBaseSpawnInterval = 40; // initial spawn interval (frames) var enemySpawnInterval = enemyBaseSpawnInterval; var difficultyTimer = 0; // counts frames for difficulty increase var difficultyInterval = 600; // every 600 frames (~10s at 60fps), increase difficulty var enemySpeedIncrement = 2; // how much to increase speed each interval var enemySpawnDecrement = 4; // how much to decrease spawn interval each interval (minimum capped) var minEnemySpawnInterval = 12; // minimum allowed spawn interval // --- Main update loop --- game.update = function () { // --- Fire punchProjectile every 2 seconds --- punchTimer++; if (punchTimer >= punchInterval) { punchTimer = 0; var punch = new PunchProjectile(); punch.x = player.x; punch.y = player.y - 100; // In front of player game.addChild(punch); punchProjectiles.push(punch); } // Ensure all punchProjectiles are attached to the game and visible as they move for (var i = 0; i < punchProjectiles.length; i++) { var proj = punchProjectiles[i]; if (!proj.parent) { game.addChild(proj); } } // Scroll road background downward to simulate forward motion roadBg1.y += player.speedY; roadBg2.y += player.speedY; // Loop backgrounds if (roadBg1.y >= 2732) { roadBg1.y = roadBg2.y - 2732; } if (roadBg2.y >= 2732) { roadBg2.y = roadBg1.y - 2732; } // Scroll and loop lane lines downward for (var i = 0; i < laneLineContainers.length; i++) { var lineContainer = laneLineContainers[i]; for (var j = 0; j < lineContainer.children.length; j++) { var dash = lineContainer.children[j]; dash.y += player.speedY; if (dash.y > 2732) { dash.y -= (dashHeight + dashGap) * lineContainer.children.length; // This ensures the dash loops back to the top } } } // Move player (handled in class) player.update(); // Scroll obstacles and powerups for (var i = obstacles.length - 1; i >= 0; i--) { var obs = obstacles[i]; obs.update(); // Remove if off screen if (obs.lastY < 2732 && obs.y >= 2732 + 100) { obs.destroy(); obstacles.splice(i, 1); continue; } // Collision detection (trigger on first intersect) if (!obs.lastWasIntersecting && obs.intersects(player)) { LK.effects.flashScreen(0xff0000, 800); LK.showGameOver(); return; } obs.lastWasIntersecting = obs.intersects(player); } // Handle enemyBikes for (var i = enemyBikes.length - 1; i >= 0; i--) { var eb = enemyBikes[i]; eb.update(); // Remove if off screen if (eb.lastY < 2732 && eb.y >= 2732 + 100) { eb.destroy(); enemyBikes.splice(i, 1); continue; } // Collision detection (trigger on first intersect) if (!eb.lastWasIntersecting && eb.intersects(player)) { LK.effects.flashScreen(0xff0000, 800); playerHealth--; // Update health icon display updateHealthIcons(); if (playerHealth <= 0) { LK.showGameOver(); return; } } eb.lastWasIntersecting = eb.intersects(player); // (auto-punch logic removed) } // --- Auto-punch: (removed, replaced by timed punch below) // Auto-punch logic: punch any enemyBike within punchHitboxRect in front of the player var punchHitboxWidth = 120; // width of punch area (in front of player) var punchHitboxHeight = 180; // height of punch area (centered on player) var punchHitboxOffset = 60; // how far in front of player the hitbox starts var punchHitboxRect = { x: player.x - punchHitboxWidth / 2, y: player.y - punchHitboxOffset - punchHitboxHeight, width: punchHitboxWidth, height: punchHitboxHeight }; // Listen for the 'enemyInPunchRange' event and punch using punchHitboxRect if (typeof LK !== "undefined" && typeof LK.on === "function") { LK.on('enemyInPunchRange', function () { // When the event is triggered, punch all enemyBikes within punchHitboxRect for (var j = enemyBikes.length - 1; j >= 0; j--) { var eb2 = enemyBikes[j]; if (eb2.x >= punchHitboxRect.x && eb2.x <= punchHitboxRect.x + punchHitboxRect.width && eb2.y >= punchHitboxRect.y && eb2.y <= punchHitboxRect.y + punchHitboxRect.height) { // Trigger punch: destroy the enemy and remove from array eb2.destroy(); enemyBikes.splice(j, 1); } } }); } // --- Update punch projectiles and check for enemy hits --- for (var i = punchProjectiles.length - 1; i >= 0; i--) { var proj = punchProjectiles[i]; proj.update(); // Remove if destroyed or off screen if (proj._destroyed || proj.y < -100) { punchProjectiles.splice(i, 1); continue; } // Check collision with enemyBikes var hit = false; for (var j = enemyBikes.length - 1; j >= 0; j--) { var eb = enemyBikes[j]; // Calculate distance between centers var dx = proj.x - eb.x; var dy = proj.y - eb.y; var dist = Math.sqrt(dx * dx + dy * dy); // Use a 10px collision radius for punchProjectile if (dist <= 10) { // Destroy both projectile and enemy eb.destroy(); enemyBikes.splice(j, 1); proj.destroy(); punchProjectiles.splice(i, 1); score += 5; scoreTxt.setText(score); hit = true; break; } } if (hit) continue; // (removal by traveled 40px is now handled inside PunchProjectile class update) } for (var i = powerups.length - 1; i >= 0; i--) { var pu = powerups[i]; pu.update(); // Remove if off screen if (pu.lastY < 2732 && pu.y >= 2732 + 100) { pu.destroy(); powerups.splice(i, 1); continue; } // Collect powerup if (!pu.lastWasIntersecting && pu.intersects(player)) { score += 10; scoreTxt.setText(score); pu.destroy(); powerups.splice(i, 1); continue; } pu.lastWasIntersecting = pu.intersects(player); } // --- Difficulty scaling --- difficultyTimer++; if (difficultyTimer >= difficultyInterval) { difficultyTimer = 0; // Increase enemy speed enemySpeed += enemySpeedIncrement; // Decrease spawn interval, but not below minimum enemySpawnInterval -= enemySpawnDecrement; if (enemySpawnInterval < minEnemySpawnInterval) enemySpawnInterval = minEnemySpawnInterval; } // --- Spawning --- obstacleTimer++; if (obstacleTimer > enemySpawnInterval) { obstacleTimer = 0; // Randomly decide to spawn an Obstacle or an EnemyBike (e.g. 70% car, 30% enemyBike) if (Math.random() < 0.3) { var laneIdx = Math.floor(Math.random() * laneCount); var eb = new EnemyBike(); eb.laneIdx = laneIdx; // Store lane index for reference eb.x = laneX[laneIdx]; eb.y = -100; eb.lastWasIntersecting = false; eb.speedY = enemySpeed; // Set current enemy speed game.addChild(eb); enemyBikes.push(eb); } else { var obs = new Obstacle(); // Place obstacle in a random lane var laneIdx = Math.floor(Math.random() * laneCount); obs.x = laneX[laneIdx]; obs.y = -100; obs.lastWasIntersecting = false; game.addChild(obs); obstacles.push(obs); } } powerupTimer++; if (powerupTimer > 120) { powerupTimer = 0; var pu = new PowerUp(); // Place powerup in a random lane var laneIdx = Math.floor(Math.random() * laneCount); pu.x = laneX[laneIdx]; pu.y = -100; pu.lastWasIntersecting = false; game.addChild(pu); powerups.push(pu); } // --- Distance/score --- distance += player.speedY; if (distance % 1000 < player.speedY) { score += 1; scoreTxt.setText(score); } // Win condition: reach distance if (distance > 20000) { LK.showYouWin(); } };
===================================================================
--- original.js
+++ change.js
@@ -426,9 +426,14 @@
// Check collision with enemyBikes
var hit = false;
for (var j = enemyBikes.length - 1; j >= 0; j--) {
var eb = enemyBikes[j];
- if (proj.intersects(eb)) {
+ // Calculate distance between centers
+ var dx = proj.x - eb.x;
+ var dy = proj.y - eb.y;
+ var dist = Math.sqrt(dx * dx + dy * dy);
+ // Use a 10px collision radius for punchProjectile
+ if (dist <= 10) {
// Destroy both projectile and enemy
eb.destroy();
enemyBikes.splice(j, 1);
proj.destroy();
Create a 2D motorcycle sprite viewed from behind, positioned to ride on the road.. In-Game asset. 2d. High contrast. No shadows
Create a top-down 2D car sprite facing downward.. In-Game asset. 2d. High contrast. No shadows
Draw a 2D side-view katana with a sleek silver blade and a black-and-red hilt, in a flat cartoon style suitable for an action game. The sword should be horizontal with a transparent background. In-Game asset. 2d. High contrast. No shadows
Create a shiny golden coin (token) asset for a game. The coin should have a polished, reflective surface with subtle engravings or ridges around the edge. It should look 3D with soft highlights and shadows to give depth. The size should be suitable as a collectible power-up floating slightly above the ground. Style should be clean and vibrant, fitting a modern arcade or action game.. In-Game asset. 2d. High contrast. No shadows
Create a simple 2D animation of an enemy motorcycle falling sideways to the ground. The animation should have 5 frames showing the bike tilting and then lying flat. Use a cartoonish style matching a simple 2D game.. In-Game asset. 2d. High contrast. No shadows
katanaslashsound
Sound effect
katanaslash
Sound effect
katanaslash1
Sound effect
katanaslash2
Sound effect
katanaslash3
Sound effect
runsong
Music
gamesound
Music
carcrashsound
Sound effect
motorcrashsound
Sound effect
powerupsound
Sound effect
chassound
Sound effect