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Please fix the bug: 'TypeError: Cannot set properties of undefined (setting 'animation')' in or related to this line: 'this.reticleGraphics.style.animation = 'pulse 1s ease-in-out infinite alternate';' Line Number: 1635
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Please fix the bug: 'Cannot set properties of undefined (setting 'css')' in or related to this line: 'game.style.css = "\n @keyframes pulse {\n from { transform: scale(1); }\n to { transform: scale(1.2); }\n }\n";' Line Number: 1641
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Please fix the bug: 'CLOUD_TYPES is not defined' in or related to this line: 'var cloudType = CLOUD_TYPES[Math.floor(Math.random() * CLOUD_TYPES.length)];' Line Number: 109
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"Add a level indicator in the top right corner showing 'Level: 1'." "Add a multiplier display below the score showing 'x1.0'." "Add an idle points counter in the bottom right corner starting at 100."
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"Add a multiplier display below the score showing 'x1.0'." "Add an idle points counter in the bottom right corner starting at 100."
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"Add a level indicator in the top right corner showing 'Level: 1'."
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"Add a level indicator in the top right corner showing 'Level: 1'."
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"Add a score display in the top center with white text, 24px font size."
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"Create a basic GameObject class that all game entities will inherit from."
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initialize and show all shapes
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Please fix the bug: 'Cannot read properties of undefined (reading 'width')' in or related to this line: 'var game = new LK.Game({' Line Number: 29
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continue
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debug all shapes
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✅ Ensure all game objects are initialized and visible by adding initial objects to the game.
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✅ Ensure all game objects are initialized and visible by adding initial objects to the game. ✅ Ensure all game objects are rendered by adding render calls for each object type. ✅ Ensure all game objects are updated by adding update calls for each object type. ✅ Ensure all game objects are initialized and visible by adding initial objects to the game. ✅ Ensure all game objects are rendered by adding render calls for each object type. ✅ Ensure all game objects are updated by adding update calls for each object type.
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continue
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create, assign, etc, all required image assets
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/**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ // Image assets // Sound assets (already defined) /** * Cat Defender - Idle Game * * A game where cats automatically defend against incoming birds and UFOs. * Features idle point accumulation, upgrades, and progressive difficulty. */ // --- Global Variables --- var cats = []; var kittens = []; var birds = []; var ufos = []; var powerUps = []; var sparkles = []; // Game State Variables var score = 0; var level = 1; var multiplier = 1.0; // Starts at 1.0, increases by 0.1 per level var idlePoints = 0; var enemiesDefeated = 0; var lastUpdateTime = Date.now(); var idlePointsLastCalculated = Date.now(); // Game Constants var ENEMIES_PER_LEVEL = 11; var BASE_IDLE_POINTS_RATE = 0.5; // Points per cat per second var BIRD_POINTS = 10; var UFO_POINTS = 20; var BIRD_SPAWN_INTERVAL = 2000; // ms var UFO_SPAWN_INTERVAL = 15000; // ms var MAX_BIRDS = 10; var MAX_UFOS = 3; // Timers var birdSpawnTimer = 0; var ufoSpawnTimer = 0; // --- Utility Functions --- function distance(x1, y1, x2, y2) { var dx = x1 - x2; var dy = y1 - y2; return Math.sqrt(dx * dx + dy * dy); } // --- Game Classes --- /** * Base class for game entities */ function GameObject(x, y, width, height, assetId) { this.x = x; this.y = y; this.width = width; this.height = height; this.assetId = assetId; this.active = true; console.log("GameObject created:", this.constructor.name, "with asset:", assetId); } GameObject.prototype.update = function (deltaTime) { // Override in subclasses }; GameObject.prototype.render = function () { if (!this.active) { return; } try { // Draw the sprite using LK.getAsset var sprite = LK.getAsset(this.assetId, {}); if (!sprite) { console.error("Failed to get asset:", this.assetId); return; } sprite.x = this.x; sprite.y = this.y; sprite.width = this.width; sprite.height = this.height; LK.add(sprite); console.log("Rendered:", this.constructor.name, "at", this.x, this.y); } catch (e) { console.error("Error rendering", this.constructor.name, ":", e); } }; GameObject.prototype.isColliding = function (other) { return this.x < other.x + other.width && this.x + this.width > other.x && this.y < other.y + other.height && this.y + this.height > other.y; }; /** * Base class for defenders (Cats and Kittens) */ function Defender(x, y, width, height, assetId, attackRange, attackCooldown, attackDamage, moveSpeed) { GameObject.call(this, x, y, width, height, assetId); this.attackRange = attackRange; this.attackCooldown = attackCooldown; this.attackDamage = attackDamage; this.moveSpeed = moveSpeed; this.attackTimer = 0; this.target = null; } Defender.prototype = Object.create(GameObject.prototype); Defender.prototype.constructor = Defender; Defender.prototype.update = function (deltaTime) { if (!this.active) { return; } // Handle attack cooldown if (this.attackTimer > 0) { this.attackTimer -= deltaTime; } // Find target if none exists if (!this.target || !this.target.active) { this.findTarget(); } // Move towards target or attack if (this.target) { var dist = distance(this.x + this.width / 2, this.y + this.height / 2, this.target.x + this.target.width / 2, this.target.y + this.target.height / 2); if (dist <= this.attackRange) { this.attack(); } else { this.moveTowardsTarget(deltaTime); } } }; Defender.prototype.findTarget = function () { // Find closest enemy var closestDist = Infinity; var closest = null; // Check birds first for (var i = 0; i < birds.length; i++) { var bird = birds[i]; if (!bird.active) { continue; } var dist = distance(this.x + this.width / 2, this.y + this.height / 2, bird.x + bird.width / 2, bird.y + bird.height / 2); if (dist < closestDist) { closestDist = dist; closest = bird; } } // Check UFOs if no birds found or if this is a kitten (kittens prefer UFOs) if ((!closest || this instanceof Kitten) && ufos.length > 0) { for (var i = 0; i < ufos.length; i++) { var ufo = ufos[i]; if (!ufo.active) { continue; } var dist = distance(this.x + this.width / 2, this.y + this.height / 2, ufo.x + ufo.width / 2, ufo.y + ufo.height / 2); if (dist < closestDist) { closestDist = dist; closest = ufo; } } } this.target = closest; }; Defender.prototype.moveTowardsTarget = function (deltaTime) { if (!this.target) { return; } var targetX = this.target.x + this.target.width / 2; var targetY = this.target.y + this.target.height / 2; var dx = targetX - (this.x + this.width / 2); var dy = targetY - (this.y + this.height / 2); var dist = Math.sqrt(dx * dx + dy * dy); if (dist > 0) { var moveX = dx / dist * this.moveSpeed * deltaTime; var moveY = dy / dist * this.moveSpeed * deltaTime; this.x += moveX; this.y += moveY; } }; Defender.prototype.attack = function () { if (this.attackTimer <= 0 && this.target && this.target.active) { this.target.takeDamage(this.attackDamage); this.attackTimer = this.attackCooldown; // Create attack effect createSparkle(this.target.x + this.target.width / 2, this.target.y + this.target.height / 2, 'attack'); } }; /** * Cat Class - Standard defender */ function Cat(x, y) { Defender.call(this, x, y, 64, 64, 'cat', 100, 1.0, 2, 2); } Cat.prototype = Object.create(Defender.prototype); Cat.prototype.constructor = Cat; /** * Kitten Class - Faster but weaker defender */ function Kitten(x, y) { Defender.call(this, x, y, 48, 48, 'kitten', 60, 0.5, 1, 3); } Kitten.prototype = Object.create(Defender.prototype); Kitten.prototype.constructor = Kitten; /** * Enemy base class */ function Enemy(x, y, width, height, assetId, health, speed, pointValue) { GameObject.call(this, x, y, width, height, assetId); this.health = health; this.maxHealth = health; this.speed = speed; this.pointValue = pointValue; this.targetX = LK.canvas.width / 2; this.targetY = LK.canvas.height / 2; } Enemy.prototype = Object.create(GameObject.prototype); Enemy.prototype.constructor = Enemy; Enemy.prototype.update = function (deltaTime) { if (!this.active) { return; } // Move towards center var dx = this.targetX - (this.x + this.width / 2); var dy = this.targetY - (this.y + this.height / 2); var dist = Math.sqrt(dx * dx + dy * dy); if (dist > 10) { // Not too close to center var moveX = dx / dist * this.speed * deltaTime; var moveY = dy / dist * this.speed * deltaTime; this.x += moveX; this.y += moveY; } else { // Reached center, remove this.active = false; } }; Enemy.prototype.takeDamage = function (amount) { this.health -= amount; if (this.health <= 0) { this.defeat(); } }; Enemy.prototype.defeat = function () { this.active = false; // Add points var pointsEarned = this.pointValue * multiplier; score += pointsEarned; enemiesDefeated++; // Check for level up if (enemiesDefeated >= ENEMIES_PER_LEVEL) { levelUp(); } // Create sparkles for (var i = 0; i < 5; i++) { createSparkle(this.x + Math.random() * this.width, this.y + Math.random() * this.height, 'defeat'); } // Chance to spawn power-up if (Math.random() < 0.2) { // 20% chance spawnPowerUp(this.x, this.y); } }; /** * Bird Class - Basic enemy */ function Bird(x, y) { Enemy.call(this, x, y, 32, 32, 'bird', 3, 30, BIRD_POINTS); } Bird.prototype = Object.create(Enemy.prototype); Bird.prototype.constructor = Bird; /** * UFO Class - Advanced enemy */ function UFO(x, y) { Enemy.call(this, x, y, 64, 32, 'ufo', 10, 15, UFO_POINTS); } UFO.prototype = Object.create(Enemy.prototype); UFO.prototype.constructor = UFO; /** * PowerUp Class */ function PowerUp(x, y, type) { GameObject.call(this, x, y, 32, 32, 'powerup_' + type); this.type = type; this.duration = 10; // seconds this.targetX = LK.canvas.width / 2; this.targetY = LK.canvas.height / 2; } PowerUp.prototype = Object.create(GameObject.prototype); PowerUp.prototype.constructor = PowerUp; PowerUp.prototype.update = function (deltaTime) { if (!this.active) { return; } // Move towards center var dx = this.targetX - (this.x + this.width / 2); var dy = this.targetY - (this.y + this.height / 2); var dist = Math.sqrt(dx * dx + dy * dy); if (dist > 10) { // Not too close to center var moveX = dx / dist * 50 * deltaTime; var moveY = dy / dist * 50 * deltaTime; this.x += moveX; this.y += moveY; } else { // Reached center, apply effect this.applyEffect(); this.active = false; } }; PowerUp.prototype.applyEffect = function () { switch (this.type) { case 'speed': // Increase all cats' speed by 50% for duration for (var i = 0; i < cats.length; i++) { cats[i].moveSpeed *= 1.5; } for (var i = 0; i < kittens.length; i++) { kittens[i].moveSpeed *= 1.5; } setTimeout(function () { for (var i = 0; i < cats.length; i++) { cats[i].moveSpeed /= 1.5; } for (var i = 0; i < kittens.length; i++) { kittens[i].moveSpeed /= 1.5; } }, this.duration * 1000); break; case 'damage': // Increase all cats' damage by 50% for duration for (var i = 0; i < cats.length; i++) { cats[i].attackDamage *= 1.5; } for (var i = 0; i < kittens.length; i++) { kittens[i].attackDamage *= 1.5; } setTimeout(function () { for (var i = 0; i < cats.length; i++) { cats[i].attackDamage /= 1.5; } for (var i = 0; i < kittens.length; i++) { kittens[i].attackDamage /= 1.5; } }, this.duration * 1000); break; case 'points': // Double points for duration var oldMultiplier = multiplier; multiplier *= 2; setTimeout(function () { multiplier = oldMultiplier; }, this.duration * 1000); break; } // Create effect for (var i = 0; i < 10; i++) { createSparkle(this.x + Math.random() * this.width, this.y + Math.random() * this.height, 'powerup'); } }; /** * Sparkle Class - Visual effects */ function Sparkle(x, y, type) { this.x = x; this.y = y; this.type = type; this.size = Math.random() * 5 + 5; this.lifespan = 0.5; // seconds this.maxLifespan = this.lifespan; this.active = true; // Set color based on type switch (type) { case 'attack': this.color = '#ffff00'; // Yellow break; case 'defeat': this.color = '#ff0000'; // Red break; case 'powerup': this.color = '#00ffff'; // Cyan break; case 'chain': this.color = '#ff00ff'; // Magenta break; default: this.color = '#ffffff'; // White } // Random velocity var angle = Math.random() * Math.PI * 2; var speed = Math.random() * 100 + 50; this.vx = Math.cos(angle) * speed; this.vy = Math.sin(angle) * speed; } Sparkle.prototype.update = function (deltaTime) { if (!this.active) { return; } // Update position this.x += this.vx * deltaTime; this.y += this.vy * deltaTime; // Update lifespan this.lifespan -= deltaTime; if (this.lifespan <= 0) { this.active = false; } }; Sparkle.prototype.render = function () { if (!this.active) { return; } // Calculate alpha based on remaining lifespan var alpha = this.lifespan / this.maxLifespan; // Draw sparkle LK.setFillStyle(this.color); LK.setGlobalAlpha(alpha); LK.fillCircle(this.x, this.y, this.size * alpha); LK.setGlobalAlpha(1.0); }; // --- Game Functions --- // Spawn a bird at a random edge position function spawnBird() { if (birds.length >= MAX_BIRDS) { return null; } var x, y; var side = Math.floor(Math.random() * 4); switch (side) { case 0: // Top x = Math.random() * LK.canvas.width; y = -32; break; case 1: // Right x = LK.canvas.width + 32; y = Math.random() * LK.canvas.height; break; case 2: // Bottom x = Math.random() * LK.canvas.width; y = LK.canvas.height + 32; break; case 3: // Left x = -32; y = Math.random() * LK.canvas.height; break; } var bird = new Bird(x, y); birds.push(bird); console.log("Bird spawned at:", x, y); return bird; } // Spawn a UFO at a random edge position function spawnUFO() { if (ufos.length >= MAX_UFOS) { return; } var x, y; var side = Math.floor(Math.random() * 4); switch (side) { case 0: // Top x = Math.random() * LK.canvas.width; y = -32; break; case 1: // Right x = LK.canvas.width + 64; y = Math.random() * LK.canvas.height; break; case 2: // Bottom x = Math.random() * LK.canvas.width; y = LK.canvas.height + 32; break; case 3: // Left x = -64; y = Math.random() * LK.canvas.height; break; } var ufo = new UFO(x, y); ufos.push(ufo); return ufo; } // Spawn a power-up function spawnPowerUp(x, y, type) { // If type not specified, choose random if (!type) { var types = ['speed', 'damage', 'range', 'multi', 'chain', 'time']; type = types[Math.floor(Math.random() * types.length)]; } var powerUp = new PowerUp(x, y, type); powerUps.push(powerUp); return powerUp; } // Level up function function levelUp() { level++; multiplier = 1.0 + (level - 1) * 0.1; // Create level up effect var centerX = LK.canvas.width / 2; var centerY = LK.canvas.height / 2; // Create sparkles for level up effect for (var i = 0; i < 20; i++) { createSparkle(centerX + (Math.random() - 0.5) * 200, centerY + (Math.random() - 0.5) * 200, 'powerup'); } // Reset enemy counter enemiesDefeated = 0; // Play level up sound LK.playSound('teslacoil'); } // Calculate idle points function calculateIdlePoints() { var currentTime = Date.now(); var elapsedSeconds = (currentTime - idlePointsLastCalculated) / 1000; // Calculate points based on cats and kittens var pointsPerSecond = cats.length * BASE_IDLE_POINTS_RATE; pointsPerSecond += kittens.length * (BASE_IDLE_POINTS_RATE * 0.6); // Kittens generate 60% of cat rate // Apply level multiplier pointsPerSecond *= multiplier; // Add points var pointsEarned = pointsPerSecond * elapsedSeconds; idlePoints += pointsEarned; score += pointsEarned; // Update last calculation time idlePointsLastCalculated = currentTime; return pointsEarned; } // Update game state function updateGame(deltaTime) { // Calculate idle points calculateIdlePoints(); // Update all game objects // Update cats for (var i = cats.length - 1; i >= 0; i--) { var cat = cats[i]; cat.update(deltaTime); } // Update kittens for (var i = kittens.length - 1; i >= 0; i--) { var kitten = kittens[i]; kitten.update(deltaTime); } // Update birds and remove inactive ones for (var i = birds.length - 1; i >= 0; i--) { var bird = birds[i]; bird.update(deltaTime); if (!bird.active) { birds.splice(i, 1); } } // Update UFOs and remove inactive ones for (var i = ufos.length - 1; i >= 0; i--) { var ufo = ufos[i]; ufo.update(deltaTime); if (!ufo.active) { ufos.splice(i, 1); } } // Update power-ups and remove inactive ones for (var i = powerUps.length - 1; i >= 0; i--) { var powerUp = powerUps[i]; powerUp.update(deltaTime); if (!powerUp.active) { powerUps.splice(i, 1); } } // Update sparkles and remove inactive ones for (var i = sparkles.length - 1; i >= 0; i--) { var sparkle = sparkles[i]; sparkle.update(deltaTime); if (!sparkle.active) { sparkles.splice(i, 1); } } // Spawn birds birdSpawnTimer += deltaTime * 1000; // Convert to milliseconds if (birds.length < MAX_BIRDS && birdSpawnTimer >= BIRD_SPAWN_INTERVAL) { spawnBird(); birdSpawnTimer = 0; LK.playSound('wings1', { volume: 0.2 }); } // Spawn UFOs ufoSpawnTimer += deltaTime * 1000; // Convert to milliseconds if (ufos.length < MAX_UFOS && ufoSpawnTimer >= UFO_SPAWN_INTERVAL && level >= 3) { spawnUFO(); ufoSpawnTimer = 0; LK.playSound('ufo1'); } } // Render game function renderGame() { // Clear canvas LK.clear(); // Draw background LK.setFillStyle('#1a1a2e'); LK.fillRect(0, 0, LK.canvas.width, LK.canvas.height); // Render all game objects // Render sparkles first (background layer) for (var i = 0; i < sparkles.length; i++) { var sparkle = sparkles[i]; sparkle.render(); } // Render power-ups for (var i = 0; i < powerUps.length; i++) { var powerUp = powerUps[i]; powerUp.render(); } // Render birds for (var i = 0; i < birds.length; i++) { var bird = birds[i]; bird.render(); } // Render UFOs for (var i = 0; i < ufos.length; i++) { var ufo = ufos[i]; ufo.render(); } // Render cats for (var i = 0; i < cats.length; i++) { var cat = cats[i]; cat.render(); } // Render kittens for (var i = 0; i < kittens.length; i++) { var kitten = kittens[i]; kitten.render(); } // Render UI renderUI(); } // Render UI elements function renderUI() { // Score LK.setFillStyle('#FFFFFF'); LK.setFont('24px Arial'); LK.fillText("Score: ".concat(Math.floor(score)), LK.canvas.width / 2, 30, { align: 'center' }); // Level LK.setFont('18px Arial'); LK.fillText("Level: ".concat(level), LK.canvas.width - 20, 30, { align: 'right' }); // Multiplier LK.fillText("Multiplier: x".concat(multiplier.toFixed(1)), LK.canvas.width - 20, 60, { align: 'right' }); // Idle Points LK.fillText("Idle Points: ".concat(Math.floor(idlePoints)), LK.canvas.width - 20, LK.canvas.height - 20, { align: 'right' }); // Enemies Defeated LK.fillText("Enemies: ".concat(enemiesDefeated, "/").concat(ENEMIES_PER_LEVEL), 20, 30, { align: 'left' }); // Cat Count LK.fillText("Cats: ".concat(cats.length), 20, 60, { align: 'left' }); // Kitten Count LK.fillText("Kittens: ".concat(kittens.length), 20, 90, { align: 'left' }); // Spawn buttons renderButton("Add Cat (50)", 20, LK.canvas.height - 60, 120, 40, idlePoints >= 50); renderButton("Add Kitten (30)", 150, LK.canvas.height - 60, 120, 40, idlePoints >= 30); } // Render a button function renderButton(text, x, y, width, height, enabled) { // Button background LK.setFillStyle(enabled ? '#33aa33' : '#666666'); LK.fillRect(x, y, width, height); // Button border LK.setStrokeStyle('#FFFFFF'); LK.strokeRect(x, y, width, height); // Button text LK.setFillStyle('#FFFFFF'); LK.setFont('14px Arial'); LK.fillText(text, x + width / 2, y + height / 2, { align: 'center', baseline: 'middle' }); } // Handle mouse click function handleMouseClick(x, y) { // Check if cat spawn button clicked if (x >= 20 && x <= 140 && y >= LK.canvas.height - 60 && y <= LK.canvas.height - 20) { if (idlePoints >= 50) { var cat = spawnCat(Math.random() * LK.canvas.width, Math.random() * LK.canvas.height); if (cat) { LK.playSound('chitter'); } } } // Check if kitten spawn button clicked if (x >= 150 && x <= 270 && y >= LK.canvas.height - 60 && y <= LK.canvas.height - 20) { if (idlePoints >= 30) { var kitten = spawnKitten(Math.random() * LK.canvas.width, Math.random() * LK.canvas.height); if (kitten) { LK.playSound('chitter', { pitch: 1.5 }); } } } } // Initialize game function initGame() { console.log("Initializing game..."); // Reset game state cats = []; kittens = []; birds = []; ufos = []; powerUps = []; sparkles = []; score = 0; level = 1; multiplier = 1.0; idlePoints = 100; // Start with enough for 2 cats or 3 kittens enemiesDefeated = 0; lastUpdateTime = Date.now(); idlePointsLastCalculated = Date.now(); birdSpawnTimer = 0; ufoSpawnTimer = 0; // Create initial cats var initialCat = spawnCat(LK.canvas.width / 2, LK.canvas.height / 2); console.log("Initial cat created:", initialCat); // Force spawn a bird for testing var testBird = spawnBird(); console.log("Test bird created:", testBird); // Setup mouse click handler LK.onMouseDown = function (event) { console.log("Mouse clicked at:", event.x, event.y); handleMouseClick(event.x, event.y); }; // Start game loop startGameLoop(); console.log("Game loop started"); } // Game loop var lastFrameTime = 0; function gameLoop(timestamp) { // Calculate delta time var deltaTime = (timestamp - lastFrameTime) / 1000; // Convert to seconds lastFrameTime = timestamp; // Cap delta time to prevent large jumps if (deltaTime > 0.1) { deltaTime = 0.1; } // Update game state updateGame(deltaTime); // Render game renderGame(); // Request next frame requestAnimationFrame(gameLoop); } // Start game loop function startGameLoop() { lastFrameTime = performance.now(); requestAnimationFrame(gameLoop); } // Initialize game when page loads window.onload = function () { console.log("Game initializing..."); initGame(); }; // Spawn a cat at the specified position function spawnCat(x, y) { if (idlePoints >= 50) { idlePoints -= 50; var cat = new Cat(x, y); cats.push(cat); console.log("Cat spawned at:", x, y); return cat; } return null; } // Spawn a kitten at the specified position function spawnKitten(x, y) { if (idlePoints >= 30) { idlePoints -= 30; var kitten = new Kitten(x, y); kittens.push(kitten); return kitten; } return null; } // Create a sparkle effect function createSparkle(x, y, type) { var sparkle = new Sparkle(x, y, type); sparkles.push(sparkle); return sparkle; }
===================================================================
--- original.js
+++ change.js
@@ -59,18 +59,33 @@
this.width = width;
this.height = height;
this.assetId = assetId;
this.active = true;
+ console.log("GameObject created:", this.constructor.name, "with asset:", assetId);
}
GameObject.prototype.update = function (deltaTime) {
// Override in subclasses
};
GameObject.prototype.render = function () {
if (!this.active) {
return;
}
- // Draw the sprite
- LK.drawImage(this.assetId, this.x, this.y, this.width, this.height);
+ try {
+ // Draw the sprite using LK.getAsset
+ var sprite = LK.getAsset(this.assetId, {});
+ if (!sprite) {
+ console.error("Failed to get asset:", this.assetId);
+ return;
+ }
+ sprite.x = this.x;
+ sprite.y = this.y;
+ sprite.width = this.width;
+ sprite.height = this.height;
+ LK.add(sprite);
+ console.log("Rendered:", this.constructor.name, "at", this.x, this.y);
+ } catch (e) {
+ console.error("Error rendering", this.constructor.name, ":", e);
+ }
};
GameObject.prototype.isColliding = function (other) {
return this.x < other.x + other.width && this.x + this.width > other.x && this.y < other.y + other.height && this.y + this.height > other.y;
};
@@ -402,9 +417,9 @@
// --- Game Functions ---
// Spawn a bird at a random edge position
function spawnBird() {
if (birds.length >= MAX_BIRDS) {
- return;
+ return null;
}
var x, y;
var side = Math.floor(Math.random() * 4);
switch (side) {
@@ -430,8 +445,9 @@
break;
}
var bird = new Bird(x, y);
birds.push(bird);
+ console.log("Bird spawned at:", x, y);
return bird;
}
// Spawn a UFO at a random edge position
function spawnUFO() {
@@ -514,24 +530,8 @@
function updateGame(deltaTime) {
// Calculate idle points
calculateIdlePoints();
// Update all game objects
- // Update birds
- for (var i = birds.length - 1; i >= 0; i--) {
- var bird = birds[i];
- bird.update(deltaTime);
- if (!bird.active) {
- birds.splice(i, 1);
- }
- }
- // Update UFOs
- for (var i = ufos.length - 1; i >= 0; i--) {
- var ufo = ufos[i];
- ufo.update(deltaTime);
- if (!ufo.active) {
- ufos.splice(i, 1);
- }
- }
// Update cats
for (var i = cats.length - 1; i >= 0; i--) {
var cat = cats[i];
cat.update(deltaTime);
@@ -629,18 +629,8 @@
kitten.render();
}
// Render UI
renderUI();
- // Render birds
- for (var i = 0; i < birds.length; i++) {
- var bird = birds[i];
- bird.render();
- }
- // Render UFOs
- for (var i = 0; i < ufos.length; i++) {
- var ufo = ufos[i];
- ufo.render();
- }
}
// Render UI elements
function renderUI() {
// Score
@@ -718,8 +708,9 @@
}
}
// Initialize game
function initGame() {
+ console.log("Initializing game...");
// Reset game state
cats = [];
kittens = [];
birds = [];
@@ -735,36 +726,21 @@
idlePointsLastCalculated = Date.now();
birdSpawnTimer = 0;
ufoSpawnTimer = 0;
// Create initial cats
- spawnCat(LK.canvas.width / 2, LK.canvas.height / 2);
- // Create initial kittens
- spawnKitten(LK.canvas.width / 2 + 100, LK.canvas.height / 2 + 100);
- // Create initial birds
- spawnBird();
- // Create initial UFOs
- spawnUFO();
+ var initialCat = spawnCat(LK.canvas.width / 2, LK.canvas.height / 2);
+ console.log("Initial cat created:", initialCat);
+ // Force spawn a bird for testing
+ var testBird = spawnBird();
+ console.log("Test bird created:", testBird);
// Setup mouse click handler
LK.onMouseDown = function (event) {
+ console.log("Mouse clicked at:", event.x, event.y);
handleMouseClick(event.x, event.y);
};
- // Play background music
- LK.playMusic('bgm1', {
- volume: 0.3,
- loop: true
- });
- // Occasionally play ambient sounds
- setInterval(function () {
- if (Math.random() < 0.3) {
- var sounds = ['breeze1', 'cricket1', 'frog1', 'songbird1'];
- var sound = sounds[Math.floor(Math.random() * sounds.length)];
- LK.playSound(sound, {
- volume: 0.1 + Math.random() * 0.1
- });
- }
- }, 10000);
// Start game loop
startGameLoop();
+ console.log("Game loop started");
}
// Game loop
var lastFrameTime = 0;
function gameLoop(timestamp) {
@@ -788,16 +764,18 @@
requestAnimationFrame(gameLoop);
}
// Initialize game when page loads
window.onload = function () {
+ console.log("Game initializing...");
initGame();
};
// Spawn a cat at the specified position
function spawnCat(x, y) {
if (idlePoints >= 50) {
idlePoints -= 50;
var cat = new Cat(x, y);
cats.push(cat);
+ console.log("Cat spawned at:", x, y);
return cat;
}
return null;
}
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