User prompt
Please fix the bug: 'TypeError: Cannot set properties of undefined (setting 'fill')' in or related to this line: 'energyTxt.style.fill = "#2ecc71";' Line Number: 209
Code edit (1 edits merged)
Please save this source code
User prompt
Music Drop Collector
Initial prompt
oyunda yukaridan asagiya 7 sira var ve bu siralardan notalar dusecek.ve merkezde bir speaker olacak ve o speakere bagli bir mikrofon bu mikrofin siralarin en altindaki bolmelere gecerek nota toplayacak v e notalari speakere gondererek sarki yaratacak.speakerin yaninda bir bar olacak ve bu bar speakera nota geldikde artacak gelmezse azalacak.ve bar biterse oyunu kaybedecek.ve oyunda notalar asagi duserken aralarda bomba olacak ve bu bombaya mikrofon degerse oyunu kaybedecek.her 10000 skorda mikrofon guclenecek.ve mikrofon daha hizli nota toplayacak.skor tablsu olacak ve skor artikca bomba daha fazla gelmeye baslayacak
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
var Bomb = Container.expand(function () {
var self = Container.call(this);
var bombGraphics = self.attachAsset('bomb', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 8;
self.lane = 0;
self.update = function () {
self.y += self.speed;
};
return self;
});
var Microphone = Container.expand(function () {
var self = Container.call(this);
var micGraphics = self.attachAsset('microphone', {
anchorX: 0.5,
anchorY: 0.5
});
self.collectRadius = 80;
self.power = 1;
return self;
});
var Note = Container.expand(function () {
var self = Container.call(this);
var noteGraphics = self.attachAsset('note', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 8;
self.lane = 0;
self.update = function () {
self.y += self.speed;
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x1a1a2e
});
/****
* Game Code
****/
// Game dimensions and lane setup
var LANE_COUNT = 7;
var LANE_WIDTH = 2048 / LANE_COUNT;
var lanes = [];
var lanePositions = [];
// Initialize lane positions
for (var i = 0; i < LANE_COUNT; i++) {
lanePositions.push((i + 0.5) * LANE_WIDTH);
}
// Draw lane dividers
for (var i = 1; i < LANE_COUNT; i++) {
var laneDiv = game.addChild(LK.getAsset('lane', {
anchorX: 0.5,
anchorY: 0
}));
laneDiv.x = i * LANE_WIDTH;
laneDiv.y = 0;
}
// Create speaker at center
var speaker = game.addChild(LK.getAsset('speaker', {
anchorX: 0.5,
anchorY: 0.5
}));
speaker.x = 2048 / 2;
speaker.y = 300;
// Energy bar setup
var energyBarBg = game.addChild(LK.getAsset('energyBarBg', {
anchorX: 0.5,
anchorY: 0.5
}));
energyBarBg.x = 2048 / 2;
energyBarBg.y = 450;
var energyBarFill = game.addChild(LK.getAsset('energyBarFill', {
anchorX: 0,
anchorY: 0.5
}));
energyBarFill.x = energyBarBg.x - 150;
energyBarFill.y = energyBarBg.y;
// Create microphone
var microphone = game.addChild(new Microphone());
microphone.x = 2048 / 2;
microphone.y = 2600;
// Game state variables
var notes = [];
var bombs = [];
var energy = 100;
var maxEnergy = 100;
var energyDecayRate = 0.15;
var noteSpawnRate = 30;
var bombSpawnRate = 180;
var lastPowerUp = 0;
// Score display
var scoreTxt = new Text2('0', {
size: 80,
fill: 0xFFFFFF
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
scoreTxt.y = 50;
// Energy display
var energyTxt = new Text2('Energy: 100%', {
size: 60,
fill: 0x2ECC71
});
energyTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(energyTxt);
energyTxt.y = 150;
// Power level display
var powerTxt = new Text2('Power: 1', {
size: 50,
fill: 0xF39C12
});
powerTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(powerTxt);
powerTxt.y = 230;
// Touch controls
var dragNode = null;
game.down = function (x, y, obj) {
dragNode = microphone;
microphone.x = Math.max(75, Math.min(2048 - 75, x));
};
game.move = function (x, y, obj) {
if (dragNode) {
microphone.x = Math.max(75, Math.min(2048 - 75, x));
}
};
game.up = function (x, y, obj) {
dragNode = null;
};
// Helper functions
function spawnNote() {
var note = new Note();
var laneIndex = Math.floor(Math.random() * LANE_COUNT);
note.lane = laneIndex;
note.x = lanePositions[laneIndex];
note.y = -30;
notes.push(note);
game.addChild(note);
}
function spawnBomb() {
var bomb = new Bomb();
var laneIndex = Math.floor(Math.random() * LANE_COUNT);
bomb.lane = laneIndex;
bomb.x = lanePositions[laneIndex];
bomb.y = -30;
bombs.push(bomb);
game.addChild(bomb);
}
function collectNote(note) {
// Increase energy
energy = Math.min(maxEnergy, energy + 8 * microphone.power);
// Increase score
LK.setScore(LK.getScore() + 100);
// Play sound
LK.getSound('collectNote').play();
// Visual effect
LK.effects.flashObject(speaker, 0x2ecc71, 200);
// Remove note
note.destroy();
var noteIndex = notes.indexOf(note);
if (noteIndex > -1) {
notes.splice(noteIndex, 1);
}
}
function hitBomb() {
// Play sound
LK.getSound('bombHit').play();
// Flash screen red
LK.effects.flashScreen(0xe74c3c, 1000);
// Game over
LK.showGameOver();
}
function updateEnergyBar() {
var energyPercent = energy / maxEnergy;
energyBarFill.scaleX = energyPercent;
// Update energy text
energyTxt.setText('Energy: ' + Math.floor(energyPercent * 100) + '%');
// Change color based on energy level
if (energyPercent > 0.6) {
energyTxt.fill = "#2ecc71";
} else if (energyPercent > 0.3) {
energyTxt.fill = "#f39c12";
} else {
energyTxt.fill = "#e74c3c";
}
}
function checkPowerUp() {
var currentScore = LK.getScore();
var powerLevel = Math.floor(currentScore / 10000) + 1;
if (powerLevel > microphone.power) {
microphone.power = powerLevel;
powerTxt.setText('Power: ' + microphone.power);
// Visual effect for power up
LK.effects.flashObject(microphone, 0xf39c12, 1000);
// Increase microphone size slightly
tween(microphone, {
scaleX: 1.2,
scaleY: 1.2
}, {
duration: 300
});
tween(microphone, {
scaleX: 1,
scaleY: 1
}, {
duration: 300
});
}
}
function updateDifficulty() {
var currentScore = LK.getScore();
// Increase bomb spawn rate with score
var difficultyMultiplier = 1 + currentScore / 50000;
var adjustedBombSpawnRate = Math.max(60, bombSpawnRate / difficultyMultiplier);
return adjustedBombSpawnRate;
}
// Start background music
LK.playMusic('bgMusic');
// Main game loop
game.update = function () {
// Decay energy over time
energy = Math.max(0, energy - energyDecayRate);
// Check for game over condition
if (energy <= 0) {
LK.showGameOver();
return;
}
// Update energy bar
updateEnergyBar();
// Update score display
scoreTxt.setText(LK.getScore().toString());
// Check for power ups
checkPowerUp();
// Spawn notes
if (LK.ticks % noteSpawnRate === 0) {
spawnNote();
}
// Spawn bombs with increasing difficulty
var currentBombSpawnRate = updateDifficulty();
if (LK.ticks % Math.floor(currentBombSpawnRate) === 0) {
spawnBomb();
}
// Update and check notes
for (var i = notes.length - 1; i >= 0; i--) {
var note = notes[i];
// Initialize tracking variables
if (note.lastY === undefined) note.lastY = note.y;
if (note.lastCollected === undefined) note.lastCollected = false;
// Check if note went off screen
if (note.lastY <= 2732 && note.y > 2732) {
note.destroy();
notes.splice(i, 1);
continue;
}
// Check collision with microphone
var distance = Math.sqrt(Math.pow(note.x - microphone.x, 2) + Math.pow(note.y - microphone.y, 2));
var currentCollected = distance < microphone.collectRadius;
if (!note.lastCollected && currentCollected) {
collectNote(note);
continue;
}
// Update tracking variables
note.lastY = note.y;
note.lastCollected = currentCollected;
}
// Update and check bombs
for (var j = bombs.length - 1; j >= 0; j--) {
var bomb = bombs[j];
// Initialize tracking variables
if (bomb.lastY === undefined) bomb.lastY = bomb.y;
if (bomb.lastHit === undefined) bomb.lastHit = false;
// Check if bomb went off screen
if (bomb.lastY <= 2732 && bomb.y > 2732) {
bomb.destroy();
bombs.splice(j, 1);
continue;
}
// Check collision with microphone
var bombDistance = Math.sqrt(Math.pow(bomb.x - microphone.x, 2) + Math.pow(bomb.y - microphone.y, 2));
var currentHit = bombDistance < microphone.collectRadius;
if (!bomb.lastHit && currentHit) {
hitBomb();
return;
}
// Update tracking variables
bomb.lastY = bomb.y;
bomb.lastHit = currentHit;
}
}; ===================================================================
--- original.js
+++ change.js
@@ -191,13 +191,13 @@
// Update energy text
energyTxt.setText('Energy: ' + Math.floor(energyPercent * 100) + '%');
// Change color based on energy level
if (energyPercent > 0.6) {
- energyTxt.style.fill = "#2ecc71";
+ energyTxt.fill = "#2ecc71";
} else if (energyPercent > 0.3) {
- energyTxt.style.fill = "#f39c12";
+ energyTxt.fill = "#f39c12";
} else {
- energyTxt.style.fill = "#e74c3c";
+ energyTxt.fill = "#e74c3c";
}
}
function checkPowerUp() {
var currentScore = LK.getScore();
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