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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'lastIntersecting')' in or related to this line: 'if (!game.reticle.lastIntersecting && game.reticle.intersects(bird)) {' Line Number: 423
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'lastIntersecting')' in or related to this line: 'if (!game.reticle.lastIntersecting && game.reticle.intersects(bird)) {' Line Number: 421
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'lastIntersecting')' in or related to this line: 'if (!game.reticle.lastIntersecting && game.reticle.intersects(bird)) {' Line Number: 421
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'lastIntersecting')' in or related to this line: 'if (!game.reticle.lastIntersecting && game.reticle.intersects(bird)) {' Line Number: 420
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'lastIntersecting')' in or related to this line: 'if (!game.reticle.lastIntersecting && game.reticle.intersects(bird)) {' Line Number: 419
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when the reticle touches a bird, change the reticle color to green
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β Remove auto-targeting related variables
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β Remove auto-targeting update function
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β Remove auto-targeting activation function
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Remove auto-targeting timer and functionality
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only remove auto targeting, do not remove reticle code.
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remove branch asset code
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continue with remaining assets
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Please fix the bug: 'scoreTxt is not defined' in or related to this line: 'scoreTxt.x = 2048 / 2; // Center the score text horizontally' Line Number: 510
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continue with remaining assets
Code edit (1 edits merged)
Please save this source code
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continue with the other assets
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improve asset classes and event listeners.
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create variables at the top of the code for all sounds volume settings.
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refactor all grass code, i think it got overcomplicated.
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make the volume of all sounds 3
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β Play bgm1 once onload, then set a timer to replay it every 20-50 seconds
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bgm1 is looping, play it only once, then start a timer to play it again EVERY 20-50 seconds.
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bgm1 is looping, only play it once, the start a timer to play it again in 20-50 seconds.
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make sure all bird functions include all 3 birds.
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Branch asset // Bird1 class to represent the first kind of bird var Bird1 = Container.expand(function () { var self = Container.call(this); var birdGraphics = self.attachAsset('bird1', { anchorX: 0.5, anchorY: 0.5 }); self.speed = Math.random() * 1.6 + 1; self.update = function () { if (self.lastY === undefined) { self.lastY = self.y; } // Initialize lastY for tracking changes on Y self.y += self.speed; self.lastY = self.y; // Update lastY after movement self.x += Math.sin(self.y / 100) * 6.5; // Increase the swooping motion of the bird's movement by 30% if (self.y > 2732) { self.y = -self.height; if (Math.random() < 0.33) { self.x = Math.random() * 2048; // Start from a random position along the top } else { self.x = Math.random() < 0.5 ? 0 : 2048; // Start from either the left or right side } } }; }); // Bird2 class to represent the second kind of bird var Bird2 = Container.expand(function () { var self = Container.call(this); var birdGraphics = self.attachAsset('bird2b', { anchorX: 0.5, anchorY: 0.5 }); self.speed = Math.random() * 1.6 + 1; self.update = function () { if (self.lastY === undefined) { self.lastY = self.y; } // Initialize lastY for tracking changes on Y self.y += self.speed; self.lastY = self.y; // Update lastY after movement self.x += Math.sin(self.y / 100) * 6.5; // Increase the swooping motion of the bird's movement by 30% if (self.y > 2732) { self.y = Math.random() * 2732; // Random initial y position within the screen height self.x = Math.random() < 0.5 ? 0 : 2048; // Start from either the left or right side } }; }); // Bird3 class to represent a third kind of bird var Bird3 = Container.expand(function () { var self = Container.call(this); var birdGraphics = self.attachAsset('bird2', { anchorX: 0.5, anchorY: 0.5 }); self.speed = Math.random() * 1.6 + 1; self.update = function () { if (self.lastY === undefined) { self.lastY = self.y; } // Initialize lastY for tracking changes on Y self.y += self.speed; self.lastY = self.y; // Update lastY after movement self.x += Math.sin(self.y / 100) * 6.5; // Increase the swooping motion of the bird's movement by 30% if (self.y > 2732) { self.y = -self.height; if (Math.random() < 0.33) { self.x = Math.random() * 2048; // Start from a random position along the top } else { self.x = Math.random() < 0.5 ? 0 : 2048; // Start from either the left or right side } } }; }); // Cloud class to represent clouds moving across the screen var Cloud = Container.expand(function () { var self = Container.call(this); var cloudGraphics = self.attachAsset('cloud', { anchorX: 0.5, anchorY: 0.5 }); self.speed = (Math.random() * 0.5 + 0.5) * 0.4; // Reduce speed by 60% (20% slower than before) self.hasAccelerated = false; // Track if the cloud has already accelerated self.direction = Math.random() < 0.5 ? 1 : -1; // Random direction: 1 for right, -1 for left self.update = function () { self.x += self.speed * self.direction; // If the cloud moves off-screen, reposition it to the opposite side if (self.x > 2048 + self.width / 2) { self.x = -self.width / 2; } else if (self.x < -self.width / 2) { self.x = 2048 + self.width / 2; } self.lastX = self.x; // Track last X position for future checks // Check for overlap with other clouds for (var i = 0; i < clouds.length; i++) { if (clouds[i] !== self && self.intersects(clouds[i])) { if (!self.hasAccelerated) { var slowestSpeed = Math.min(self.speed, clouds[i].speed); self.speed += slowestSpeed * 0.1; // Increase speed by 10% of the slowest cloud's speed self.hasAccelerated = true; // Mark as accelerated } break; } } // Check if the cloud intersects with the sun if (!self.lastIntersecting && self.intersects(sun)) { self.speed *= 1.5; // Increase speed by 50% tween(cloudGraphics, { alpha: 0.5 }, { duration: 3000, easing: tween.linear }); } else if (self.lastIntersecting && !self.intersects(sun)) { self.speed /= 1.5; // Reset speed to original tween(cloudGraphics, { alpha: 1.0 }, { duration: 3000, easing: tween.linear }); } self.lastIntersecting = self.intersects(sun); }; }); // Grass class to represent the grass image var Grass = Container.expand(function () { var self = Container.call(this); self.attachAsset('grass', { anchorX: 0.5, anchorY: 1 }); }); // Sun class to represent a pulsating sun in the top right corner var Sun = Container.expand(function () { var self = Container.call(this); var sunGraphics = self.attachAsset('sun', { anchorX: 0.5, anchorY: 0.5 }); self.x = sunGraphics.width / 2; self.y = sunGraphics.height / 2; // Function to create a pulsating effect function pulsate() { tween(self, { scaleX: 1.1, scaleY: 1.1 }, { duration: 1000, easing: tween.easeInOut, onFinish: function onFinish() { tween(self, { scaleX: 1.0, scaleY: 1.0 }, { duration: 1000, easing: tween.easeInOut, onFinish: pulsate }); } }); } pulsate(); // Start the pulsating effect }); // Tree class to represent a tree with a 9:16 aspect ratio var Tree = Container.expand(function () { var self = Container.call(this); var treeGraphics = self.attachAsset('tree', { anchorX: 0.5, anchorY: 1 }); self.update = function () { // Add any specific update logic for the tree here }; }); // UFO class to represent a UFO flying across the screen var UFO = Container.expand(function () { var self = Container.call(this); var ufoGraphics = self.attachAsset('ufo', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 3.2; // Decrease speed by 20% self.direction = Math.random() < 0.5 ? 1 : -1; // Random direction: 1 for right, -1 for left self.update = function () { self.x += self.speed * self.direction; self.y = 100 + Math.sin(self.x / 70) * 165; // Increase the wave pattern depth by 10% // If the UFO moves off-screen, destroy it and set to null if (self.x > 2048 + self.width / 2 || self.x < -self.width / 2) { self.destroy(); ufo = null; } }; }); /**** * Initialize Game ****/ /**** * Assets LK.init.shape('branch', {width:50, height:10, color:0x8b4513, shape:'box'}) ****/ // Initialize clouds array var game = new LK.Game({ backgroundColor: 0x87CEEB // Light blue background to simulate the sky }); /**** * Game Code ****/ // Function to spawn a smart bird var VOLUME_BGM1 = 0.02; var VOLUME_BREEZE1 = 3; var VOLUME_CRICKET1 = 3; var VOLUME_FROG1 = 3; var VOLUME_SONGBIRD1 = 3; var VOLUME_UFO1 = 3; var VOLUME_WINGS1 = 3; function spawnSmartBird() { // Randomly choose a bird type var birdType; do { birdType = Math.floor(Math.random() * 3) + 1; } while (birdType === lastBirdType); lastBirdType = birdType; var bird; // Create a bird based on the chosen type if (birdType === 1) { bird = new Bird1(); } else if (birdType === 2) { bird = new Bird2(); } else { bird = new Bird3(); } // Set initial position and speed bird.x = Math.random() * 2048; bird.y = -bird.height; bird.speed = 1 + Math.random() * 0.6; bird.lastIntersecting = false; // Add the bird to the game and the birds array LK.setTimeout(function () { game.addChild(bird); birds.push(bird); }, 2000); } game.move = function (x, y, obj) { // Reset the auto-targeting timer when the mouse moves if (autoTargetingTimer) { LK.clearTimeout(autoTargetingTimer); } if (!game.reticle) { game.reticle = LK.getAsset('reticle1', { anchorX: 0.5, anchorY: 0.5 }); game.addChild(game.reticle); } game.reticle.x = x; game.reticle.y = y; // Start a new timer for auto-targeting autoTargetingTimer = LK.setTimeout(startAutoTargeting, 5000); }; // Function to start auto-targeting birds function startAutoTargeting() { autoTargetingActive = true; } // Function to update reticle position for auto-targeting function updateAutoTargeting() { if (autoTargetingActive) { // Find the closest bird to target var closestBird = null; var minDistance = Infinity; birds.forEach(function (bird) { var distance = Math.sqrt(Math.pow(bird.x - game.reticle.x, 2) + Math.pow(bird.y - game.reticle.y, 2)); if (distance < minDistance) { minDistance = distance; closestBird = bird; } }); // Move reticle towards the closest bird if (closestBird) { game.reticle.x += (closestBird.x - game.reticle.x) * 0.1; game.reticle.y += (closestBird.y - game.reticle.y) * 0.1; } } } var lastBirdType = null; // Track the last spawned bird type var autoTargetingTimer = null; var autoTargetingActive = true; // Update function to handle auto-targeting game.update = function () { updateAutoTargeting(); // Existing update logic... }; // Add a sun to the game in the top left corner var sun = game.addChild(new Sun()); sun.x = 1750; sun.y = 280; // Function to add a UFO to the game function addUFO() { var ufo = game.addChild(new UFO()); ufo.x = Math.random() < 0.5 ? 2048 + ufo.width / 2 : -ufo.width / 2; // Start from either the far right or left edge of the screen ufo.y = Math.random() * 500; // Random initial y position in the upper part of the screen ufo.customUpdate = function () { ufo.update(); }; LK.getSound('ufo1').play({ loop: true // Ensure the sound loops while the UFO is on screen }); return ufo; } // Initialize clouds array var clouds = []; for (var i = 0; i < 4; i++) { // Add 3 clouds for variety var cloud = new Cloud(); cloud.x = Math.random() * 2048; cloud.y = Math.random() * 500; // Position clouds in the upper part of the screen clouds.push(cloud); game.addChild(cloud); } // Initialize a timer to add a UFO at a random time between 30 and 50 seconds var ufo; // Define the ufo variable in the global scope var ufoTimer = LK.setTimeout(function () { addUFO(); // Reset the timer with a new random time ufoTimer = LK.setTimeout(arguments.callee, Math.random() * 20000 + 30000); }, Math.random() * 20000 + 30000); game.update = function () { for (var i = 0; i < clouds.length; i++) { clouds[i].update(); } if (ufo) { ufo.customUpdate(); // Check if the UFO has moved off-screen if (ufo.lastX <= 2048 + ufo.width / 2 && ufo.x > 2048 + ufo.width / 2 || ufo.lastX >= -ufo.width / 2 && ufo.x < -ufo.width / 2) { // Destroy the UFO and set it to null ufo.destroy(); ufo = null; // Stop the ufo1 sound LK.getSound('ufo1').stop(); // Start a timer for the UFO to reappear between 30-50 seconds ufoTimer = LK.setTimeout(function () { ufo = addUFO(); }, Math.random() * 20000 + 30000); } else { // Ensure the ufo1 sound is playing while the UFO is on screen if (!LK.getSound('ufo1').isPlaying() && ufo) { LK.getSound('ufo1').play({ loop: true }); } } ufo.lastX = ufo.x; // Update lastX for the UFO } // Handle collision and bouncing between all birds birds.forEach(function (birdA, indexA) { birds.forEach(function (birdB, indexB) { if (indexA !== indexB && !birdA.lastIntersecting && birdA.intersects(birdB)) { var dx = birdB.x - birdA.x; var dy = birdB.y - birdA.y; var distance = Math.sqrt(dx * dx + dy * dy); var minDist = (birdA.width + 10) / 2 + (birdB.width + 10) / 2; if (distance < minDist) { var angle = Math.atan2(dy, dx); var targetX = birdA.x + Math.cos(angle) * minDist; var targetY = birdA.y + Math.sin(angle) * minDist; var ax = (targetX - birdB.x) * 0.02; var ay = (targetY - birdB.y) * 0.02; birdA.x -= ax; birdA.y -= ay; birdB.x += ax; birdB.y += ay; } birdA.lastIntersecting = true; birdB.lastIntersecting = true; } else { birdA.lastIntersecting = false; birdB.lastIntersecting = false; } }); }); }; // Create an array to hold bird objects var birds = []; // bird1 // Function to add a bird to the game function addBird(type) { var bird; if (type === 1) { bird = new Bird1(); } else if (type === 2) { bird = new Bird2(); } else { bird = new Bird3(); } bird.x = Math.random() * 2048; bird.y = -bird.height; bird.speed = 1 + Math.random() * 0.6; bird.lastIntersecting = false; game.addChild(bird); birds.push(bird); } // Initialize with 3 birds addBird(1); // Ensure there are always at least 3 birds on screen game.update = function () { // Existing update logic... // Check the number of birds on screen if (birds.length < 3) { addBird(Math.floor(Math.random() * 3) + 1); } // Update each bird birds.forEach(function (bird) { bird.update(); }); }; // Add a tree to the game var tree = game.addChild(new Tree()); tree.x = 2048 / 2; // Center the tree to prevent it from being cut off on the right side tree.y = 2732 - 50; // Position the tree on the grass // No need to create branches here as they are created in the Tree class var score = 0; var scoreImage = LK.getAsset('scoreImage', { anchorX: 0.5, anchorY: 0.5, x: 20, // Move left by 80px y: 1750 // Move down by 80px }); LK.gui.top.addChild(scoreImage); var scoreTxt = new Text2('0', { x: 200, y: 200, size: 100, fill: 0x00FF00, // Monochrome green color font: "Courier New", // Monospace font for score text stroke: 0x000000, // Outline with a thin black line strokeThickness: 5, // Thickness of the outline dropShadow: true, // Enable drop shadow dropShadowColor: 0x000000, // Black shadow dropShadowBlur: 5, // Blur level of the shadow dropShadowAngle: Math.PI / 6, // Angle of the shadow dropShadowDistance: 6 // Distance of the shadow }); // Add the cat to the game // Add the grass floor to the game var grass = new Grass(); grass.x = 1020; grass.y = 2735; // Position grass at the bottom game.addChild(grass); scoreTxt.x = 2048 / 2; // Center the score text horizontally scoreTxt.y = 2732 / 2; // Center the score text vertically LK.gui.top.addChild(scoreTxt); // Function to handle bgm1 end event function onBgm1End() { // Set a timer to replay bgm1 after 50-80 seconds var bgmTimer = LK.setTimeout(function () { LK.playMusic('bgm1', { loop: true, fade: { start: 0, end: 1, duration: 4000 }, onEnd: onBgm1End }); }, Math.random() * 30000 + 50000); } ; var cat = game.addChild(LK.getAsset('cat', { anchorX: 0.5, anchorY: 1, x: 2048 - 200, // Position the cat to the far right y: 2732 // Position the cat at the bottom of the screen })); // Play bgm1 once on load and set a timer to replay it every 20-50 seconds LK.playMusic('bgm1', { loop: false, // Play once fade: { start: 0, end: 0.02, // Set to the lowest volume duration: 4000 }, onEnd: function onEnd() { // Set a timer to replay bgm1 every 20-50 seconds LK.setTimeout(function () { LK.playMusic('bgm1', { loop: false, // Play once fade: { start: 0, end: 0.02, // Set to the lowest volume duration: 4000 }, onEnd: onEnd // Set the onEnd function to replay bgm1 }); }, Math.random() * 30000 + 20000); // Random time between 20-50 seconds } }); // Initialize a timer to play the wings1 sound at a random time between 10 and 30 seconds var wingsTimer = LK.setTimeout(function () { LK.getSound('wings1').play(); wingsTimer = LK.setTimeout(arguments.callee, Math.random() * 20000 + 10000); }, Math.random() * 20000 + 10000); // Create an array for all sounds except ufo1, including all birdsong sounds var sounds = ['cricket1', 'frog1', 'wings1', 'songbird1']; // Initialize random timers for each sound to play between 30-50 seconds sounds.forEach(function (soundId) { var sound = LK.getSound(soundId); var ambientSoundTimer = LK.setTimeout(function () { sound.play(); // Reset the timer to play the sound again between 30-50 seconds ambientSoundTimer = LK.setTimeout(arguments.callee, Math.random() * 20000 + 30000); }, Math.random() * 20000 + 30000); });
===================================================================
--- original.js
+++ change.js
@@ -214,8 +214,15 @@
/****
* Game Code
****/
// Function to spawn a smart bird
+var VOLUME_BGM1 = 0.02;
+var VOLUME_BREEZE1 = 3;
+var VOLUME_CRICKET1 = 3;
+var VOLUME_FROG1 = 3;
+var VOLUME_SONGBIRD1 = 3;
+var VOLUME_UFO1 = 3;
+var VOLUME_WINGS1 = 3;
function spawnSmartBird() {
// Randomly choose a bird type
var birdType;
do {
an orange and white cat facing away from the camera. the cat is sitting straight up and looking up, ready to pounce. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
remove black box
fluffy translucent cloud. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
bright sun with wincing cartoon face and a black eye. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
a goofy ufo. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
red gaming reticle. Minimal. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
sunny day, hilly landscape. there is an alien invasion taking place in the distance. cities burning.
large AUTUMN SHADES tree with sparse bunches of leaves. branches are exposed, but the tree is tough and old.. true-color, realistic, Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
glowing orange sphere. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
sideway view of a fighter jet. . . In-Game 2d asset. transparent background. horizontal. No shadows.
shiny purple and black attack ufo.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
wings1
Sound effect
ufo1
Sound effect
cricket1
Sound effect
frog1
Sound effect
bgm1
Music
breeze1
Sound effect
songbird1
Sound effect
laser1
Sound effect
teslacoil
Sound effect
chitter
Sound effect
laser2
Sound effect
dead1
Sound effect
electro
Sound effect