User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'Space')' in or related to this line: 'if (LK.keys['Space']) {' Line Number: 69
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'ArrowLeft')' in or related to this line: 'if (LK.keys['ArrowLeft']) {' Line Number: 68
Initial prompt
BLASTER
/**** * Classes ****/ // Bullet class var Bullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = -10; self.update = function () { self.y += self.speed; }; }); // Enemy class var Enemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 2; self.update = function () { // Enemy movement logic goes here }; }); // The assets will be automatically created and loaded by the LK engine // Player class var Player = Container.expand(function () { var self = Container.call(this); var playerGraphics = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 5; self.update = function () { // Player movement logic goes here }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 //Init game with black background }); /**** * Game Code ****/ // Initialize player, bullets and enemies var player = game.addChild(new Player()); player.x = 2048 / 2; player.y = 2732 - 100; var bullets = []; var enemies = []; // Game update function game.update = function () { // Player movement logic if (LK.keys['ArrowLeft']) { player.x -= player.speed; } if (LK.keys['ArrowRight']) { player.x += player.speed; } // Shooting logic if (LK.keys['Space']) { var bullet = new Bullet(); bullet.x = player.x; bullet.y = player.y; bullets.push(bullet); game.addChild(bullet); } // Enemy spawning logic if (LK.ticks % 120 == 0) { var enemy = new Enemy(); enemy.x = Math.random() * 2048; enemy.y = 0; enemies.push(enemy); game.addChild(enemy); } // Bullet and enemy update logic for (var i = bullets.length - 1; i >= 0; i--) { bullets[i].update(); if (bullets[i].y < 0) { game.removeChild(bullets[i]); bullets.splice(i, 1); } } for (var i = enemies.length - 1; i >= 0; i--) { enemies[i].update(); if (enemies[i].y > 2732) { game.removeChild(enemies[i]); enemies.splice(i, 1); } } // Collision detection for (var i = bullets.length - 1; i >= 0; i--) { for (var j = enemies.length - 1; j >= 0; j--) { if (bullets[i].intersects(enemies[j])) { game.removeChild(bullets[i]); bullets.splice(i, 1); game.removeChild(enemies[j]); enemies.splice(j, 1); break; } } } };
/****
* Classes
****/
// Bullet class
var Bullet = Container.expand(function () {
var self = Container.call(this);
var bulletGraphics = self.attachAsset('bullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = -10;
self.update = function () {
self.y += self.speed;
};
});
// Enemy class
var Enemy = Container.expand(function () {
var self = Container.call(this);
var enemyGraphics = self.attachAsset('enemy', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 2;
self.update = function () {
// Enemy movement logic goes here
};
});
// The assets will be automatically created and loaded by the LK engine
// Player class
var Player = Container.expand(function () {
var self = Container.call(this);
var playerGraphics = self.attachAsset('player', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 5;
self.update = function () {
// Player movement logic goes here
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000 //Init game with black background
});
/****
* Game Code
****/
// Initialize player, bullets and enemies
var player = game.addChild(new Player());
player.x = 2048 / 2;
player.y = 2732 - 100;
var bullets = [];
var enemies = [];
// Game update function
game.update = function () {
// Player movement logic
if (LK.keys['ArrowLeft']) {
player.x -= player.speed;
}
if (LK.keys['ArrowRight']) {
player.x += player.speed;
}
// Shooting logic
if (LK.keys['Space']) {
var bullet = new Bullet();
bullet.x = player.x;
bullet.y = player.y;
bullets.push(bullet);
game.addChild(bullet);
}
// Enemy spawning logic
if (LK.ticks % 120 == 0) {
var enemy = new Enemy();
enemy.x = Math.random() * 2048;
enemy.y = 0;
enemies.push(enemy);
game.addChild(enemy);
}
// Bullet and enemy update logic
for (var i = bullets.length - 1; i >= 0; i--) {
bullets[i].update();
if (bullets[i].y < 0) {
game.removeChild(bullets[i]);
bullets.splice(i, 1);
}
}
for (var i = enemies.length - 1; i >= 0; i--) {
enemies[i].update();
if (enemies[i].y > 2732) {
game.removeChild(enemies[i]);
enemies.splice(i, 1);
}
}
// Collision detection
for (var i = bullets.length - 1; i >= 0; i--) {
for (var j = enemies.length - 1; j >= 0; j--) {
if (bullets[i].intersects(enemies[j])) {
game.removeChild(bullets[i]);
bullets.splice(i, 1);
game.removeChild(enemies[j]);
enemies.splice(j, 1);
break;
}
}
}
};