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For each katanaSlash hit, draw a temporary red rectangle from the player's position to the enemyBike's position to visually represent the attack effect.
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Increase katanaSlash hit radius from 250px to 200px to improve enemy detection.
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Increase katanaSlash hit radius from 130px to 250px to improve enemy detection.
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Increase katanaSlash hit radius from 80px to 130px to improve enemy detection.
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Replace the katanaSlash timer with proximity logic: Automatically trigger katanaSlash only when an enemyBike is within 80px of the player. Destroy that enemy immediately, without a visual effect.
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Add a new simple melee system called 'katanaSlash': Every 2 seconds, destroy enemyBikes within 80px radius of the player without using any visual effect for now.
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"Completely remove all KatanaSlash code, effects, timers, and related logic."
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading '0')' in or related to this line: 'return t;' Line Number: 377
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading '0')'
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading '0')' in or related to this line: 'return t;' Line Number: 377
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading '0')' in or related to this line: 'return t;' Line Number: 377
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading '0')' in or related to this line: 'return t;' Line Number: 377
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading '0')' in or related to this line: 'return t;' Line Number: 377
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading '0')' in or related to this line: 'return t;' Line Number: 377
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading '0')' in or related to this line: 'return t;' Line Number: 377
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading '0')' in or related to this line: 'return t;' Line Number: 377
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading '0')' in or related to this line: 'return t;' Line Number: 376
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading '0')' in or related to this line: 'return t;' Line Number: 376
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading '0')' in or related to this line: 'return t;' Line Number: 376
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading '0')' in or related to this line: 'return t;' Line Number: 376
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading '0')' in or related to this line: 'return t;' Line Number: 379
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading '0')' in or related to this line: 'return t;' Line Number: 379
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Add a safe check inside the KatanaSlash effect logic to ensure all properties (type, name, etc.) are defined before accessing them. Prevent any undefined access in rendering or logic updates.
User prompt
Add a safe check inside the KatanaSlash effect logic to ensure all properties (type, name, etc.) are defined before accessing them. Prevent any undefined access in rendering or logic updates.
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading '0')' in or related to this line: 'return t;' Line Number: 365
/**** * 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; }); /**** * Initialize Game ****/ // Motorcycle asset (blue box) // Obstacle asset (red box) // PowerUp asset (yellow ellipse) var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ // --- Road Background --- // Motorcycle asset (blue box) // Obstacle asset (red box) // PowerUp asset (yellow ellipse) // --- Game State --- // Road background: gray // (punchProjectile logic removed) // Robust typeof helper for sandboxed environment (no Symbol polyfill issues) // Robust typeof helper for sandboxed environment (no Symbol polyfill issues) function _typeof9(o) { "@babel/helpers - typeof"; return _typeof9 = "function" == typeof Symbol && "symbol" == typeof Symbol.iterator ? function (o) { return typeof o; } : function (o) { return o && "function" == typeof Symbol && o.constructor === Symbol && o !== Symbol.prototype ? "symbol" : typeof o; }, _typeof9(o); } function _typeof8(o) { "@babel/helpers - typeof"; return _typeof8 = "function" == typeof Symbol && "symbol" == typeof Symbol.iterator ? function (o) { return typeof o; } : function (o) { return o && "function" == typeof Symbol && o.constructor === Symbol && o !== Symbol.prototype ? "symbol" : typeof o; }, _typeof8(o); } function _typeof7(o) { "@babel/helpers - typeof"; return _typeof7 = "function" == typeof Symbol && "symbol" == typeof Symbol.iterator ? function (o) { return typeof o; } : function (o) { return o && "function" == typeof Symbol && o.constructor === Symbol && o !== Symbol.prototype ? "symbol" : typeof o; }, _typeof7(o); } function _typeof6(o) { "@babel/helpers - typeof"; return _typeof6 = "function" == typeof Symbol && "symbol" == typeof Symbol.iterator ? function (o) { return typeof o; } : function (o) { return o && "function" == typeof Symbol && o.constructor === Symbol && o !== Symbol.prototype ? "symbol" : typeof o; }, _typeof6(o); } function _typeof5(o) { "@babel/helpers - typeof"; return _typeof5 = "function" == typeof Symbol && "symbol" == typeof Symbol.iterator ? function (o) { return typeof o; } : function (o) { return o && "function" == typeof Symbol && o.constructor === Symbol && o !== Symbol.prototype ? "symbol" : typeof o; }, _typeof5(o); } function _typeof4(o) { // Robust typeof helper for sandboxed environment (no Symbol polyfill issues) if (o === null) return "object"; var t = _typeof5(o); // Defensive: avoid TypeError if t is undefined or not a string if (typeof t === "undefined") return "undefined"; if (typeof t !== "string") return t; // Defensive: avoid accessing t[0] if t is undefined, not a string, or empty if (!t || typeof t !== "string" || t.length === 0) return t; if (t[0] !== "o") return t; // Defensive: avoid accessing properties of undefined or null // No Symbol checks, just return "object" for objects/arrays return t; } function _typeof3(o) { // Robust typeof helper for sandboxed environment (no Symbol polyfill issues) if (o === null) return "object"; var t = _typeof5(o); if (t !== "object") return t; // Array.isArray is always "object" in typeof return t; } function _typeof2(o) { // Only use native typeof, avoid Symbol checks for compatibility and sandbox errors // This is safe in all supported environments if (o === null) return "object"; var t = _typeof5(o); if (t !== "object") return t; return t; } function _typeof(o) { return _typeof2(o); } 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); // Defensive: always initialize arrays to avoid undefined/null errors if (typeof obstacles === "undefined" || !obstacles || !Array.isArray(obstacles)) { var obstacles = []; } else if (!Array.isArray(obstacles)) { obstacles = []; } if (typeof enemyBikes === "undefined" || !enemyBikes || !Array.isArray(enemyBikes)) { var enemyBikes = []; } else if (!Array.isArray(enemyBikes)) { enemyBikes = []; } if (typeof powerups === "undefined" || !powerups || !Array.isArray(powerups)) { var powerups = []; } else if (!Array.isArray(powerups)) { powerups = []; } // --- 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 // --- KatanaSlash Melee System --- var katanaSlashCooldown = 0; // frames until next slash (120 frames = 2s at 60fps) var katanaSlashRadius = 130; // px radius for melee // --- Main update loop --- game.update = function () { // 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) } 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); } // --- KatanaSlash Melee System --- // Instantly destroy any enemyBike within katanaSlashRadius of the player (no cooldown, no effect) for (var i = enemyBikes.length - 1; i >= 0; i--) { var eb = enemyBikes[i]; var dx = eb.x - player.x; var dy = eb.y - player.y; if (dx * dx + dy * dy <= katanaSlashRadius * katanaSlashRadius) { eb.destroy(); enemyBikes.splice(i, 1); } } // --- 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
@@ -347,9 +347,9 @@
var enemySpawnDecrement = 4; // how much to decrease spawn interval each interval (minimum capped)
var minEnemySpawnInterval = 12; // minimum allowed spawn interval
// --- KatanaSlash Melee System ---
var katanaSlashCooldown = 0; // frames until next slash (120 frames = 2s at 60fps)
-var katanaSlashRadius = 80; // px radius for melee
+var katanaSlashRadius = 130; // px radius for melee
// --- Main update loop ---
game.update = function () {
// Scroll road background downward to simulate forward motion
roadBg1.y += player.speedY;
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