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Fix Bug: 'TypeError: game.pause is not a function' in this line: 'game.pause();' Line Number: 9
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Fix Bug: 'TypeError: LK.pause is not a function' in this line: 'LK.pause();' Line Number: 9
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Fix Bug: 'TypeError: game.pause is not a function' in this line: 'game.pause();' Line Number: 9
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Fix Bug: 'TypeError: LK.pause is not a function' in this line: 'LK.pause();' Line Number: 9
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das menü soll das spiel stoppen und dann soll da als überschrift Menü stehen
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füge ein menü hinzu was man mit rechtsklich öffnen kann
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weniger power ups das sind zu viele
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die powerups sollen un regelmäßig von rechts kommen
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die power ups sollen frühere in den Bildschirm fliegen
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die power ups sollen von rechts in den bildschirm rein fliegen
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mir werden die power ups nicht gezeigt
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mache den spieler rot
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der spieler is immer rot immer
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die power ups sollen auf den Bildschirm verteilt kommen
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Implementiere zusätzliche Animationen für die power ups damit es so aussieht als würden sie schweben
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ich bin immernoch nur ein block
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jetzt mache aus dem spieler ein Strichmännchen das fliegt
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under ändere den ganzen code in ein 64-Bit Version und mit höherer Auflösung
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der Spieler is aber knall rot
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nein das mit den Farben rückgängig machen
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mehr als eine Farbe
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mache als hintergrund lava
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jetzt mach einen ordentlichen hintergrund
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der spieler ist rot und die power ups grün
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Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'x')' in this line: 'if (glueSticks[j].x < -glueSticks[j].width) {' Line Number: 109
/**** * Classes ****/ // Player class var Player = Container.expand(function () { var self = Container.call(this); self.widen = function () { self.size.x += 0.2; // Increase the width of the player playerGraphics.scale.set(self.size.x, self.size.y, self.size.z); // Scale the player graphics in 3D }; var playerGraphics = self.createAsset('block', 'Player as Block', 0.5, 1); playerGraphics.tint = 0xFF0000; // Set player color to red playerGraphics.tint = 0xFF0000; // Set player color to red self.size = { x: 1, y: 1, z: 1 }; // Initial size of the player on all axes self.update = function () {}; 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); // Scale the player graphics }; }); // 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; if (self.type === 'glueStick') { self.y += Math.sin(LK.ticks / 10) * 5; // Create a floating effect by oscillating the y position // self.x = player.x; // Removed to allow PowerUps to move from right to left self.z = 0; // Same depth as the player } }; self.setType = function (type) { self.type = type; // Additional logic to change the appearance based on type can be added here }; }); var SizeChanger = Container.expand(function () { var self = Container.call(this); var sizeChangerGraphics = self.createAsset('sizeChanger', 'Size Changer', 0.5, 1); self.effect = 'grow'; // Default effect is to grow the player self.move = function () { self.x -= 5; if (self.y < 200) { self.y = 200; } // Ensure the SizeChanger does not float above a certain height }; self.setEffect = function (effect) { self.effect = effect; // Additional logic to change the appearance based on effect can be added here }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0xFF4500, // Set a lava-like background color virtualWidth: 4096, virtualHeight: 5464 // Double the original resolution for higher detail }); /**** * Game Code ****/ // Initialize important asset arrays // Keyboard event handling var obstacles = []; var glueSticks = []; var player = game.addChild(new Player()); // Set the player's initial position player.x = 4096 / 4; player.y = 5464 - 400; // Position the player near the bottom of the screen with updated resolution // Game logic var handleMouseMove = function handleMouseMove(obj) { var pos = obj.event.getLocalPosition(game); player.x = pos.x; player.y = pos.y; }; game.on('move', handleMouseMove); LK.on('tick', function () { // Update the player player.update(); // 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])) { if (glueSticks[j].effect === 'grow') { player.grow(); } else if (glueSticks[j].effect === 'widen') { player.widen(); // This method needs to be implemented in the Player class } glueSticks[j].destroy(); glueSticks.splice(j, 1); } // Remove off-screen glue sticks if (glueSticks[j] && 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 % 180 == 0) { // Every 3 seconds var newPowerUp = new PowerUp(); newPowerUp.setType('glueStick'); // Set the type to 'glueStick' newPowerUp.x = game.virtualWidth + newPowerUp.width; // Distribute across the screen width newPowerUp.y = Math.random() * (game.virtualHeight - 800) + 400; // Distribute across the screen height with some padding newPowerUp.z = 0; // Set initial z-axis value for depth glueSticks.push(newPowerUp); game.addChild(newPowerUp); } });
===================================================================
--- original.js
+++ change.js
@@ -41,9 +41,9 @@
self.move = function () {
self.x -= 5;
if (self.type === 'glueStick') {
self.y += Math.sin(LK.ticks / 10) * 5; // Create a floating effect by oscillating the y position
- self.x = player.x; // Same lane as the player
+ // self.x = player.x; // Removed to allow PowerUps to move from right to left
self.z = 0; // Same depth as the player
}
};
self.setType = function (type) {
@@ -120,9 +120,9 @@
if (LK.ticks % 180 == 0) {
// Every 3 seconds
var newPowerUp = new PowerUp();
newPowerUp.setType('glueStick'); // Set the type to 'glueStick'
- newPowerUp.x = Math.random() * game.virtualWidth; // Distribute across the screen width
+ newPowerUp.x = game.virtualWidth + newPowerUp.width; // Distribute across the screen width
newPowerUp.y = Math.random() * (game.virtualHeight - 800) + 400; // Distribute across the screen height with some padding
newPowerUp.z = 0; // Set initial z-axis value for depth
glueSticks.push(newPowerUp);
game.addChild(newPowerUp);