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make player movement same speed as cursour (faster)
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'x')' in or related to this line: 'if (glueSticks[j].x < -glueSticks[j].width) {' Line Number: 133
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player should be at the cursor and mov ein same speed
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read mouse position and give it player position
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make the farmer move
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Migrate to the latest version of LK
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warum werden power ups und hindernisse nicht angezeigt
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füge hinderniss hinzu di blau sind un auch von rechts wie power ups kommen, maximal 5 auf dem Screen und hindernisse drürfen nicht "auf" anderen Hindernissen oder power ups liegen
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mach da spielfeld kürzer
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füge game over hinzu wenn, ein power up die linke wand berührt
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Fix Bug: 'TypeError: self.sizeChangerGraphics.setTexture is not a function' in this line: 'self.sizeChangerGraphics.setTexture('sizeChangerGrow');' Line Number: 107
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funktioniert nicht
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immer wenn das menü offen is, soll eine transparente sicht auf dem screen liegen
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fix that: der cursor wird nicht mit teleportiert
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der maus cursor wird nicht mit teleportiert
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Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'plugins')' in this line: 'if (game.renderer.plugins.interaction) {' Line Number: 130
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der maus cursor soll aauch an die stelle zurück teleportiert werden
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wenn das das menü geöffnet wird soll sich die position des Spielers gemerkt werden, sodass wenn das menü geschlossen wird, dass der Spieler an diese Position zurückteleportiert wird
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mache es so, dass wenn das menü offen ist, dann kann man power ups nicht mehr aufsammeln
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setze das maximum an powerups on screen zu 10
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während des menüs dürfen keine neuen blöcke spawnen und der spieler darf sich nicht bewegen
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weniger power ups es sollen immer maximal 5 auf dem bildschirm zu sehen sein
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lass dieses LK.pause und game.pause weg
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Fix Bug: 'TypeError: LK.pause is not a function' in this line: 'LK.pause();' Line Number: 116
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wenn das nicht funktioniert da mach einfach so wenn man rechtsklick drückt, dass man den spieler niht mehr bewegen kann und unsichtbare blöcke vor die power ups platziert werden sodass diese sich nicht bewegen, solange bis man wieder rechtsklick drückt
/**** * Classes ****/ var RightClickMenu = Container.expand(function () { var self = Container.call(this); var menuGraphics = self.createAsset('rightClickMenu', 'Right Click Menu', 0.5, 0.5); self.visible = false; self.showMenu = function (x, y) { self.x = x; self.y = y; self.visible = true; // Create a semi-transparent overlay var overlay = new Graphics(); overlay.beginFill(0x000000, 0.5); // black with 50% opacity overlay.drawRect(0, 0, game.virtualWidth, game.virtualHeight); overlay.endFill(); overlay.zIndex = -1; // Ensure overlay is behind the menu self.addChildAt(overlay, 0); var menuTitle = new Text2("Men\xFC", { size: 100, fill: '#ffffff', align: 'center' }); menuTitle.x = self.x; menuTitle.y = self.y - 150; self.addChild(menuTitle); }; self.hideMenu = function () { self.visible = false; // Remove the semi-transparent overlay if (self.getChildAt(0)) { self.removeChildAt(0); } }; }); // 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); self.size = { x: 1, y: 1, z: 1 }; // Initial size of the player on all axes self.update = function () { // Player update logic is disabled when the right click menu is active if (isRightClickActive) { this.vx = 0; this.vy = 0; return; } // Existing update logic here }; 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; // Same lane as the player self.z = 0; // Same depth as the player } if (self.x < 0) { LK.showGameOver(); } }; 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); self.effect = 'grow'; // Default effect is to grow the player self.sizeChangerGraphics = self.createAsset('sizeChanger', 'Size Changer', 0.5, 1); 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; // Logic to change the appearance based on effect switch (effect) { case 'grow': self.sizeChangerGraphics.texture = LK.getAsset('sizeChangerGrow', 'Size Changer Grow Texture', 0.5, 1).texture; break; case 'shrink': self.sizeChangerGraphics.texture = LK.getAsset('sizeChangerShrink', 'Size Changer Shrink Texture', 0.5, 1).texture; break; // Add more cases for other effects } }; }); /**** * 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 rightClickMenu = game.addChild(new RightClickMenu()); var isRightClickActive = false; var playerLastPosition = { x: 0, y: 0 }; game.on('rightdown', function (obj) { isRightClickActive = !isRightClickActive; if (isRightClickActive) { playerLastPosition.x = player.x; playerLastPosition.y = player.y; for (var i = 0; i < glueSticks.length; i++) { glueSticks[i].move = function () {}; } } else { player.x = playerLastPosition.x; player.y = playerLastPosition.y; // Teleport the mouse cursor to the last position of the player if (game.renderer && game.renderer.plugins && game.renderer.plugins.interaction) { var newPosition = player.getGlobalPosition(); game.renderer.plugins.interaction.mouse.global.x = newPosition.x; game.renderer.plugins.interaction.mouse.global.y = newPosition.y; } for (var i = 0; i < glueSticks.length; i++) { glueSticks[i].move = function () { this.x -= 5; if (this.type === 'glueStick') { this.y += Math.sin(LK.ticks / 10) * 5; this.x = player.x; this.z = 0; } }; } } }); // Hide the right-click menu when the game is left-clicked or touched. game.on('down', function () { rightClickMenu.hideMenu(); }); 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 (!isRightClickActive && player.intersects(glueSticks[j])) { if (glueSticks[j].effect === 'grow') { player.grow(); } else if (glueSticks[j].effect === 'widen') { player.widen(); } 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 (!isRightClickActive && glueSticks.length < 10 && Math.random() < 0.05) { // Approximately 5% chance each tick to spawn a PowerUp, if less than 5 PowerUps are present and the right click menu is not active var newSizeChanger = new SizeChanger(); newSizeChanger.setEffect('grow'); // Set the effect to 'grow' newSizeChanger.x = 4096; newSizeChanger.y = Math.random() * (5464 - 800) + 400; // Randomize y position within bounds newSizeChanger.z = 0; // Set initial z-axis value for depth glueSticks.push(newSizeChanger); game.addChild(newSizeChanger); } });
===================================================================
--- original.js
+++ change.js
@@ -82,8 +82,11 @@
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.z = 0; // Same depth as the player
}
+ if (self.x < 0) {
+ LK.showGameOver();
+ }
};
self.setType = function (type) {
self.type = type;
// Additional logic to change the appearance based on type can be added here