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Please fix the bug: 'ReferenceError: Can't find variable: enemyBot' in or related to this line: 'enemyBot.stateTime++;' Line Number: 175
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Удалить enemybotw
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Please fix the bug: 'ReferenceError: Can't find variable: enemyBot' in or related to this line: 'enemyBot.stateTime++;' Line Number: 215
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Удалить противника
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Противник может лететь только по направлению левой части картинки если нужно изменить маршрут , то движение противника также происходит от левой части картинки
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Изменить направление с дула на противоположную часть
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Противник может лететь только по направлению дула, если нужно изменить маршрут , то движение противника также происходит от дула
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Please fix the bug: 'ReferenceError: Can't find variable: angleDifference' in or related to this line: 'if (angleDifference > 0) {' Line Number: 243
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Please fix the bug: 'ReferenceError: Can't find variable: angleDifference' in or related to this line: 'if (angleDifference > 0) {' Line Number: 256
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Please fix the bug: 'ReferenceError: Can't find variable: angleDifference' in or related to this line: 'if (angleDifference > 0) {' Line Number: 258
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Please fix the bug: 'ReferenceError: Can't find variable: angleDifference' in or related to this line: 'if (angleDifference > 0) {' Line Number: 263
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Please fix the bug: 'ReferenceError: Can't find variable: angleDifference' in or related to this line: 'if (angleDifference > 0) {' Line Number: 261
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Please fix the bug: 'ReferenceError: Can't find variable: angleDifference' in or related to this line: 'if (angleDifference > 0) {' Line Number: 258
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если игрок пересек одну из стен и появился на другой стороне, то противник не ищет кратчайший путь, ему нужно продолжать движение вперед и развернуться по дуге с радиусом разворота 1 градус
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исправить ошибку, когда при самолете еще не пересеклись верхними частями картинки, а наступи game over
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исправить ошибку, когда при нахождении кратчайшего пути противник полностью меняет траекторию движения
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противник не может лететь левой частью картинки по направлению движения
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если кратчайший путь требует изменение траектории движения больше чем на 20 градусов, то переставать преследовать
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противник может преследовать игрока, только двигаясь правой частью объекта
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противник может преследовать игрока, только двигаясь правой частью картинки вперед
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противник преследует игрока, только если расстояние между ними не больше 1000, иначе летит случайном направлении
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противник может пролетать сквозь стены и появляться на другой стороне на этой же высоте
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противник может пролетать сквозь стены и появляться на другой стороне
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остановить игрока, дать ручное управление противнику
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исправить ошибку, когда противник выбирая короткий путь меняет направление с плюс на минус
/**** * Classes ****/ // Bullet class var Bullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.attachAsset('bullet', { width: 15, height: 15, color: 0xffffff, shape: 'box' }); self.speed = -30; // Move bullet self.move = function () { self.x += self.speedX; self.y += self.speedY; }; }); // EnemyBot class var EnemyBot = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5 }); self.speedX = 0; self.speedY = 0; // EnemyBot always chases the player self.update = function () { // Calculate direction towards the player's plane using only the right side of the enemy var dx = plane1.x - self.x; // Use the left side of the enemy for direction calculation var dy = plane1.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 0) { self.speedX = dx / distance * 5; self.speedY = dy / distance * 5; } self.x += self.speedX; self.y += self.speedY; // Prevent enemy from moving out of bounds // Check if the player has crossed the screen boundary if (plane1.x < 0 || plane1.x > 2048) { // Check if the player has crossed the screen boundary and adjust enemy's trajectory accordingly if (plane1.x < 0 || plane1.x > 2048) { // Instead of changing trajectory, adjust enemy's speed to maintain current direction self.speedX = self.speedX; // Maintain current horizontal speed self.speedY = self.speedY; // Maintain current vertical speed } else { // Normal behavior when player is within bounds var dx = plane1.x - self.x; var dy = plane1.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 0) { self.speedX = dx / distance * 5; self.speedY = dy / distance * 5; } self.x += self.speedX; self.y += self.speedY; } } if (self.y < 0) { self.y = 0; self.speedY = 0; } else if (self.y > 2752 - self.height) { self.y = 2752 - self.height; self.speedY = 0; } // Rotate the enemy image smoothly towards the direction of movement var targetAngle = Math.atan2(self.speedY, self.speedX); var currentAngle = enemyGraphics.rotation; var angleDifference = targetAngle - currentAngle; angleDifference -= Math.floor((angleDifference + Math.PI) / (2 * Math.PI)) * (2 * Math.PI); // Define angleDifference before its usage to ensure it's available // Rotate smoothly towards the target angle if (angleDifference > 0) { enemyGraphics.rotation -= Math.min(angleDifference, Math.PI / 180); // Rotate counter-clockwise by 1 degree } else { enemyGraphics.rotation -= Math.max(angleDifference, -Math.PI / 180); // Rotate clockwise by 1 degree } }; }); // Plane1 class var Plane1 = Container.expand(function () { var self = Container.call(this); var planeGraphics = self.attachAsset('plane', { anchorX: 0.5, anchorY: 0.5 }); self.speedX = 7; self.speedY = 0; // Update plane position self.update = function () { self.x += self.speedX; self.y += self.speedY; // Check if the plane has crossed the screen boundary if (self.x < 0) { self.x = 2048; } else if (self.x > 2048) { self.x = 0; } // Prevent the plane from crossing the floor and ceiling if (self.y < 0) { self.y = 0; self.speedY = 0; } else if (self.y > 2752 - self.height) { self.y = 2752 - self.height; self.speedY = 0; } }; // Plane shoots a bullet self.shoot = function () { var bullet = new Bullet(); // Set bullet position to the front of the plane var planeFrontX = self.x + self.width / 2 * Math.cos(self.rotation); var planeFrontY = self.y + self.width / 2 * Math.sin(self.rotation); bullet.x = planeFrontX; bullet.y = planeFrontY; // Set bullet speed to twice the plane's speed in the direction of the plane bullet.speedX = 2 * self.speedX; bullet.speedY = 2 * self.speedY; bullets.push(bullet); game.addChild(bullet); }; }); /**** * Initialize Game ****/ // Assets are automatically created based on usage in the code. var game = new LK.Game({ backgroundColor: 0xffffff // Init game with white background }); /**** * Game Code ****/ // Add health_bar to the top of the game var healthBar = LK.gui.top.attachAsset('health_bar', { anchorX: 0.5, anchorY: 0 }); healthBar.x = 2048 / 8; healthBar.y = -20; // Add first heart to the health_bar var heart1 = healthBar.attachAsset('heart', { anchorX: 0.5, anchorY: 0.5 }); heart1.x = 395; heart1.y = 90; // Ensure the heart is always in the foreground if (healthBar.children.length > 0) { healthBar.setChildIndex(heart1, healthBar.children.length - 1); } else { healthBar.addChild(heart1); } // Add second heart to the health_bar var heart2 = healthBar.attachAsset('heart', { anchorX: 0.5, anchorY: 0.5 }); heart2.x = 280; heart2.y = 90; // Ensure the heart is always in the foreground if (healthBar.children.length > 0) { healthBar.setChildIndex(heart2, healthBar.children.length - 1); } else { healthBar.addChild(heart2); } // Add third heart to the health_bar var heart3 = healthBar.attachAsset('heart', { anchorX: 0.5, anchorY: 0.5 }); heart3.x = 165; heart3.y = 90; // Ensure the heart is always in the foreground if (healthBar.children.length > 0) { healthBar.setChildIndex(heart3, healthBar.children.length - 1); } else { healthBar.addChild(heart3); } // Add death image to the game at position X=500, Y=100 var deathImage = game.attachAsset('death', { anchorX: 0.5, anchorY: 0.5 }); deathImage.x = 300; deathImage.y = 300; // Ensure the death image is always in the foreground if (game.children.length > 0) { game.setChildIndex(deathImage, game.children.length - 1); } else { game.addChild(deathImage); } // Add background2 to the middle of the game var background2 = game.attachAsset('background2', { anchorX: 0.5, anchorY: 0.5, scaleX: 1, scaleY: 1 }); background2.x = 2175 / 2; background2.y = 2620 / 2; // Add background to the bottom of the game var background = game.attachAsset('background', { anchorX: 0, anchorY: 1, scaleX: 1, scaleY: 1 }); background.y = 2732; var bullets = []; // Global array to keep track of bullets var bullets = []; // Global array to keep track of bullets // Create a plane var plane1 = new Plane1(); plane1.x = 100; plane1.y = 2750 - plane1.height; // Bottom of the screen game.addChild(plane1); // Create an enemy bot var enemyBot = new EnemyBot(); enemyBot.x = 1900; enemyBot.y = 2750 - enemyBot.height; // Bottom of the screen game.addChild(enemyBot); // Add a variable to track the enemy's state and time since state change enemyBot.state = 'chasing'; enemyBot.stateTime = 0; // Create a plane // Set up game tick LK.on('tick', function () { plane1.update(); // Update the enemy's state and behavior based on the state enemyBot.stateTime++; if (enemyBot.state === 'chasing') { if (enemyBot.stateTime >= 300) { // 5 seconds * 60 FPS enemyBot.state = 'wandering'; enemyBot.stateTime = 0; // Set the enemy's speed to a random direction var angle = Math.random() * 2 * Math.PI; enemyBot.speedX = Math.cos(angle) * 5; enemyBot.speedY = Math.sin(angle) * 5; // Rotate smoothly towards the target angle if (angleDifference > 0) { enemyGraphics.rotation += Math.min(angleDifference, Math.PI / 180 * 5); // Rotate counter-clockwise by 5 degrees } else { enemyGraphics.rotation += Math.max(angleDifference, -Math.PI / 180 * 5); // Rotate clockwise by 5 degrees } } else { // Follow the player's plane var dx = plane1.x - enemyBot.x; var dy = plane1.y - enemyBot.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 0) { enemyBot.speedX = dx / distance * 5; enemyBot.speedY = dy / distance * 5; } } } else if (enemyBot.state === 'wandering') { if (enemyBot.stateTime >= 180) { // 3 seconds * 60 FPS enemyBot.state = 'chasing'; enemyBot.stateTime = 0; } else if (enemyBot.stateTime % 60 == 0) { // every second // Change direction randomly within +- 15 degrees var currentAngle = Math.atan2(enemyBot.speedY, enemyBot.speedX); var newAngle = currentAngle + (Math.random() - 0.5) * Math.PI / 6; // random angle within +- 15 degrees enemyBot.speedX = Math.cos(newAngle) * 5; enemyBot.speedY = Math.sin(newAngle) * 5; } } enemyBot.update(); // Plane shoots a bullet every 0.8 seconds if (LK.ticks % 48 == 0) { plane1.shoot(); } // Update and check bullets for (var i = bullets.length - 1; i >= 0; i--) { bullets[i].move(); // Remove off-screen bullets if (bullets[i].x > 2048 || bullets[i].y > 2732) { bullets[i].destroy(); bullets.splice(i, 1); } } }); // Flags to track if the screen is being touched var isTouchingLeft = false; var isTouchingRight = false; // Change enemy direction when the screen is touched var initialTouchPosition = null; game.on('down', function (obj) { initialTouchPosition = obj.event.getLocalPosition(game); }); game.on('move', function (obj) { if (initialTouchPosition) { var currentTouchPosition = obj.event.getLocalPosition(game); var swipeDirection = currentTouchPosition.x - initialTouchPosition.x; if (swipeDirection < 0) { isTouchingLeft = true; isTouchingRight = false; } else if (swipeDirection > 0) { isTouchingRight = true; isTouchingLeft = false; } } }); // Stop changing enemy direction when the screen is no longer being touched game.on('up', function (obj) { isTouchingLeft = false; isTouchingRight = false; initialTouchPosition = null; }); // In the game tick, change plane direction while the screen is being touched LK.on('tick', function () { if (isTouchingLeft) { var angle = Math.atan2(plane1.speedY, plane1.speedX); angle -= Math.PI / 60; // Subtract 1.5 degrees (in radians) for counter-clockwise rotation plane1.speedX = Math.cos(angle) * 7; plane1.speedY = Math.sin(angle) * 7; plane1.rotation -= Math.PI / 60; // Rotate the plane counter-clockwise // Enemy rotation mechanics disabled on screen touch } if (isTouchingRight && LK.ticks > 78) { var angle = Math.atan2(plane1.speedY, plane1.speedX); angle += Math.PI / 60; // Add 1.5 degrees (in radians) for clockwise rotation plane1.speedX = Math.cos(angle) * 7; plane1.speedY = Math.sin(angle) * 7; plane1.rotation += Math.PI / 60; // Rotate the plane clockwise // Enemy rotation mechanics disabled on screen touch } // Check if the plane touches the top or bottom of the screen, collides with the health_bar, or collides with the enemy bot // Also check if the images intersect within x=200, y=100 if (plane1.y <= 0 || plane1.y >= 2752 - plane1.height || plane1.intersects(healthBar) || Math.sqrt(Math.pow(plane1.x - enemyBot.x, 2) + Math.pow(plane1.y - enemyBot.y, 2)) <= enemyBot.width / 2 + plane1.width / 2 && Math.abs(plane1.x - enemyBot.x) <= 200 && Math.abs(plane1.y - enemyBot.y) <= 90) { // Check for collision based on visible image, not transparent layer if (plane1.alpha !== 0 && enemyBot.alpha !== 0 && plane1.intersects(enemyBot)) { // Trigger game over LK.showGameOver(); } } // Check if the plane touches the bottom of the screen or collides with the health_bar if (plane1.y >= 2752 - plane1.height || plane1.intersects(healthBar)) { // Trigger game over LK.showGameOver(); } });
===================================================================
--- original.js
+++ change.js
@@ -68,11 +68,11 @@
}
// Rotate the enemy image smoothly towards the direction of movement
var targetAngle = Math.atan2(self.speedY, self.speedX);
var currentAngle = enemyGraphics.rotation;
- // Define angleDifference before its usage to ensure it's available
var angleDifference = targetAngle - currentAngle;
angleDifference -= Math.floor((angleDifference + Math.PI) / (2 * Math.PI)) * (2 * Math.PI);
+ // Define angleDifference before its usage to ensure it's available
// Rotate smoothly towards the target angle
if (angleDifference > 0) {
enemyGraphics.rotation -= Math.min(angleDifference, Math.PI / 180); // Rotate counter-clockwise by 1 degree
} else {
снаряд от пушки. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
чистое голубое небо. задний фон. мультяшный. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Артиллерийское оружие, смотрит вверх. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Нажатие по экрану. Палец. Мультяшный. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.