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mache das ich mich mit der maus bewegen kann
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dann schreibe den code so das die blöcke direkt unmittelbar über mir oder neben mir sind
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immernoch
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es schweben immernoch blöcke zu weit oben
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nicht so, sondern entweder einen block über mir oder in der reihe neben mir
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es spawnen immernoch alle nur über mir
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die powerups sollen mal auf dem boden mal einen block in die luft sein und antiproportional weit entfernt
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lasse die Hindernisse weg
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mache so das der spieler der Glue stick ist und sachen einsammeln kann, die den spieler größer oder breite machen
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immernoch
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ich kann jetzt gar nicht mehr steuern
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Fix Bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'addEventListener')' in this line: 'document.addEventListener('keydown', function (event) {' Line Number: 54
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ändere die steuerung auf a= links d= rechts space= springen shift= sprinten
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die hindernisse schweben in der Luft und das spiel ist immernoch 2D
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mach es ein 3D game
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schreibe einen code für ein 3D Runner game
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Glue Stick Runner
/**** * Classes ****/ // Player class var Player = Container.expand(function () { var self = Container.call(this); var playerGraphics = self.createAsset('player', 'Player character', 0.5, 1); self.size = { x: 1, y: 1, z: 1 }; // Initial size of the player on all axes self.update = function () { // Player update logic has been removed to prevent steering }; self.grow = function () { self.size.x += 0.1; self.size.y += 0.1; self.size.z += 0.1; // Increase the size of the player on all axes playerGraphics.scale.set(self.size.x, self.size.y, self.size.z); // Scale the player graphics in 3D }; }); // Obstacle class var Obstacle = Container.expand(function () { var self = Container.call(this); var obstacleGraphics = self.createAsset('obstacle', 'Obstacle', 0.5, 1); self.move = function () { self.x -= 5; // Obstacles float in the air without moving towards the camera }; }); // PowerUp class var PowerUp = Container.expand(function () { var self = Container.call(this); var powerUpGraphics = self.createAsset('powerUp', 'Power Up', 0.5, 1); self.type = 'glueStick'; // Default type is glueStick self.move = function () { self.x -= 5; // PowerUps float in the air without moving towards the camera }; self.setType = function (type) { self.type = type; // Additional logic to change the appearance based on type can be added here }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 // Init game with black background }); /**** * Game Code ****/ // Keyboard event handling // Initialize important asset arrays var obstacles = []; var glueSticks = []; var player = game.addChild(new Player()); // Set the player's initial position player.x = 2048 / 4; player.y = 2732 - 200; // Position the player near the bottom of the screen // Game logic LK.on('tick', function () { // Update the player player.update(); // Move and check for collisions with obstacles for (var i = obstacles.length - 1; i >= 0; i--) { obstacles[i].move(); if (player.intersects(obstacles[i])) { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); return; } // Remove off-screen obstacles if (obstacles[i].x < -obstacles[i].width) { obstacles[i].destroy(); obstacles.splice(i, 1); } } // Move and check for collisions with glue sticks for (var j = glueSticks.length - 1; j >= 0; j--) { glueSticks[j].move(); if (player.intersects(glueSticks[j])) { player.grow(); glueSticks[j].destroy(); glueSticks.splice(j, 1); } // Remove off-screen glue sticks if (glueSticks[j].x < -glueSticks[j].width) { glueSticks[j].destroy(); glueSticks.splice(j, 1); } } // Spawn obstacles and glue sticks with initial z-axis values if (LK.ticks % 120 == 0) { // Every 2 seconds var newObstacle = new Obstacle(); newObstacle.x = 2048; newObstacle.y = 2732 - 200; newObstacle.z = 0; // Set initial z-axis value for depth obstacles.push(newObstacle); game.addChild(newObstacle); } if (LK.ticks % 180 == 0) { // Every 3 seconds var newPowerUp = new PowerUp(); newPowerUp.setType('glueStick'); // Set the type to 'glueStick' newPowerUp.x = 2048; newPowerUp.y = 2732 - 300; newPowerUp.z = 0; // Set initial z-axis value for depth glueSticks.push(newPowerUp); game.addChild(newPowerUp); } });
===================================================================
--- original.js
+++ change.js
@@ -28,16 +28,21 @@
self.x -= 5;
// Obstacles float in the air without moving towards the camera
};
});
-// GlueStick class
-var GlueStick = Container.expand(function () {
+// PowerUp class
+var PowerUp = Container.expand(function () {
var self = Container.call(this);
- var glueStickGraphics = self.createAsset('glueStick', 'Glue Stick', 0.5, 1);
+ var powerUpGraphics = self.createAsset('powerUp', 'Power Up', 0.5, 1);
+ self.type = 'glueStick'; // Default type is glueStick
self.move = function () {
self.x -= 5;
- // Glue sticks float in the air without moving towards the camera
+ // PowerUps float in the air without moving towards the camera
};
+ self.setType = function (type) {
+ self.type = type;
+ // Additional logic to change the appearance based on type can be added here
+ };
});
/****
* Initialize Game
@@ -100,12 +105,13 @@
game.addChild(newObstacle);
}
if (LK.ticks % 180 == 0) {
// Every 3 seconds
- var newGlueStick = new GlueStick();
- newGlueStick.x = 2048;
- newGlueStick.y = 2732 - 300;
- newGlueStick.z = 0; // Set initial z-axis value for depth
- glueSticks.push(newGlueStick);
- game.addChild(newGlueStick);
+ var newPowerUp = new PowerUp();
+ newPowerUp.setType('glueStick'); // Set the type to 'glueStick'
+ newPowerUp.x = 2048;
+ newPowerUp.y = 2732 - 300;
+ newPowerUp.z = 0; // Set initial z-axis value for depth
+ glueSticks.push(newPowerUp);
+ game.addChild(newPowerUp);
}
});
\ No newline at end of file