User prompt
Diver, return to where I shot ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
The diver was born where I shot, let him return ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Let the fish I shoot die
User prompt
let the background be blue
User prompt
When a monster or enemy hits a player, it takes 1 life and the player has 3 lives.
User prompt
can you make the background in the sea
User prompt
little monsters follow me ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
bullets should be removed from the screen
User prompt
Let the monster escape from me, let the monsters wander all over the screen. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Shoot the monster, let it grow bigger as you shoot, and let the monster explode at the end of the level, and let there be creatures walking around the screen. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Please fix the bug: 'ReferenceError: pacman is not defined' in or related to this line: 'enemy.targetX = pacman.x;' Line Number: 111
User prompt
Let the Octopus monster move and have monsters come out of its arms. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Please fix the bug: 'TypeError: e._webGL is undefined' in or related to this line: 'self.y = newY;' Line Number: 62
User prompt
Please fix the bug: 'TypeError: e._webGL is undefined' in or related to this line: 'self.y = newY;' Line Number: 60
User prompt
Please fix the bug: 'TypeError: e._webGL is undefined' in or related to this line: 'pacman.y = y;' Line Number: 232
User prompt
Please fix the bug: 'TypeError: e._webGL is undefined' in or related to this line: 'self.y = newY;' Line Number: 50
User prompt
When the line is completed, only the completed area will be visible ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
let it be level 2
User prompt
let the line be a straight line
User prompt
When Pacman leaves the line behind and completes the line, the background image will be visible as long as it is completed, there will be a monster wandering around, when the level is completed, the background image will wait for 10 seconds as a reward, there will be 10 levels. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
When Pacman leaves a line behind and completes the line, the background image will appear, there will be an octopus monster walking around, when the level is completed, the background image will wait for 10 seconds as a reward, and there will be 10 levels. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
Code edit (1 edits merged)
Please save this source code
User prompt
Pacman Arena: Monster Escape
Initial prompt
Can you make a 2D game where the main character Pacman, a monster in the middle, creatures coming out from around her, moves around the background with the arrow keys and shows the entire background image after completing the level of the game?
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
var OctopusMonster = Container.expand(function () {
var self = Container.call(this);
var monsterGraphics = self.attachAsset('centralMonster', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 2;
self.direction = Math.random() * Math.PI * 2;
self.changeDirectionTimer = 0;
self.update = function () {
// Check if object is still valid
if (!self || !self.parent) return;
self.changeDirectionTimer++;
if (self.changeDirectionTimer > 120) {
self.direction = Math.random() * Math.PI * 2;
self.changeDirectionTimer = 0;
}
var newX = self.x + Math.cos(self.direction) * self.speed;
var newY = self.y + Math.sin(self.direction) * self.speed;
// Proper bounds checking
if (newX < 325 || newX > 2048 - 325 || newY < 325 || newY > 2732 - 325) {
self.direction += Math.PI;
// Recalculate with new direction
newX = self.x + Math.cos(self.direction) * self.speed;
newY = self.y + Math.sin(self.direction) * self.speed;
}
// Ensure positions are within valid bounds before setting
if (newX >= 325 && newX <= 2048 - 325 && newY >= 325 && newY <= 2732 - 325) {
// Add comprehensive validation to prevent setting position when object is invalid
if (self && self.parent && self.x !== undefined && self.y !== undefined && !self.destroyed && self._texture) {
try {
self.x = newX;
self.y = newY;
} catch (e) {
// Silently handle any WebGL errors
return;
}
}
}
};
return self;
});
var Pacman = Container.expand(function () {
var self = Container.call(this);
var pacmanGraphics = self.attachAsset('pacman', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 5;
self.lastTrailX = 0;
self.lastTrailY = 0;
self.update = function () {
var distance = Math.sqrt(Math.pow(self.x - self.lastTrailX, 2) + Math.pow(self.y - self.lastTrailY, 2));
if (distance > 20) {
// Create straight line between last position and current position
var dx = self.x - self.lastTrailX;
var dy = self.y - self.lastTrailY;
var steps = Math.floor(distance / 10); // Create dots every 10 pixels
for (var i = 0; i <= steps; i++) {
var ratio = i / steps;
var trailDot = new TrailDot();
trailDot.x = self.lastTrailX + dx * ratio;
trailDot.y = self.lastTrailY + dy * ratio;
game.addChild(trailDot);
trail.push(trailDot);
// Add mask dot for revealing background
var maskDot = LK.getAsset('trailDot', {
anchorX: 0.5,
anchorY: 0.5
});
maskDot.x = self.lastTrailX + dx * ratio;
maskDot.y = self.lastTrailY + dy * ratio;
maskDot.scale.set(8); // Make mask dots bigger to reveal more area
maskGraphics.addChild(maskDot);
}
self.lastTrailX = self.x;
self.lastTrailY = self.y;
}
};
return self;
});
var TrailDot = Container.expand(function () {
var self = Container.call(this);
var dotGraphics = self.attachAsset('trailDot', {
anchorX: 0.5,
anchorY: 0.5
});
self.fadeOut = function () {
tween(dotGraphics, {
alpha: 0
}, {
duration: 2000,
onFinish: function onFinish() {
self.destroy();
}
});
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000
});
/****
* Game Code
****/
var currentLevel = 2;
var maxLevels = 10;
var trail = [];
var pacman = game.addChild(new Pacman());
var octopus = game.addChild(new OctopusMonster());
var backgroundOverlay = game.addChild(LK.getAsset('backgroundOverlay', {
anchorX: 0,
anchorY: 0,
alpha: 0.8
}));
var maskGraphics = new Container();
game.addChild(maskGraphics);
var backgroundImage = null;
var showingReward = false;
var rewardTimer = 0;
var levelComplete = false;
pacman.x = 1024;
pacman.y = 1366;
octopus.x = 1024;
octopus.y = 1366;
var levelText = new Text2('Level ' + currentLevel, {
size: 60,
fill: 0xFFFFFF
});
levelText.anchor.set(0.5, 0);
LK.gui.top.addChild(levelText);
var instructionText = new Text2('Draw a complete line to reveal the background!', {
size: 40,
fill: 0xFFFF00
});
instructionText.anchor.set(0.5, 0);
instructionText.y = 80;
LK.gui.top.addChild(instructionText);
function loadBackgroundForLevel() {
if (backgroundImage) {
backgroundImage.destroy();
}
backgroundImage = game.addChild(LK.getAsset('background' + currentLevel, {
anchorX: 0,
anchorY: 0,
alpha: 0
}));
game.setChildIndex(backgroundImage, 0);
}
function checkLineCompletion() {
if (trail.length < 10) return false;
var startPoint = trail[0];
var endPoint = trail[trail.length - 1];
var distance = Math.sqrt(Math.pow(endPoint.x - startPoint.x, 2) + Math.pow(endPoint.y - startPoint.y, 2));
return distance < 100;
}
function completeLevel() {
if (levelComplete) return;
levelComplete = true;
showingReward = true;
rewardTimer = 0;
// Set mask to reveal only completed areas
backgroundImage.mask = maskGraphics;
tween(backgroundImage, {
alpha: 1
}, {
duration: 1000
});
instructionText.setText('Level Complete! Enjoy the artwork!');
for (var i = 0; i < trail.length; i++) {
trail[i].fadeOut();
}
LK.setTimeout(function () {
nextLevel();
}, 10000);
}
function nextLevel() {
currentLevel++;
if (currentLevel > maxLevels) {
instructionText.setText('Congratulations! All levels completed!');
LK.showYouWin();
return;
}
levelComplete = false;
showingReward = false;
trail = [];
// Clear mask graphics for new level
maskGraphics.removeChildren();
backgroundOverlay.alpha = 0.8;
levelText.setText('Level ' + currentLevel);
instructionText.setText('Draw a complete line to reveal the background!');
if (pacman && pacman.parent) {
pacman.x = 1024;
pacman.y = 1366;
}
loadBackgroundForLevel();
}
loadBackgroundForLevel();
var dragNode = null;
game.down = function (x, y, obj) {
dragNode = pacman;
if (pacman && pacman.parent) {
pacman.x = x;
pacman.y = y;
}
};
game.move = function (x, y, obj) {
if (dragNode && !showingReward && pacman && pacman.parent) {
pacman.x = x;
pacman.y = y;
}
};
game.up = function (x, y, obj) {
dragNode = null;
};
game.update = function () {
if (showingReward) {
rewardTimer++;
octopus.update();
return;
}
pacman.update();
octopus.update();
if (pacman.intersects(octopus)) {
LK.effects.flashScreen(0xff0000, 1000);
if (pacman && pacman.parent) {
pacman.x = 1024;
pacman.y = 1366;
}
for (var i = 0; i < trail.length; i++) {
trail[i].destroy();
}
trail = [];
maskGraphics.removeChildren();
}
if (checkLineCompletion() && !levelComplete) {
completeLevel();
}
}; ===================================================================
--- original.js
+++ change.js
@@ -33,12 +33,17 @@
newY = self.y + Math.sin(self.direction) * self.speed;
}
// Ensure positions are within valid bounds before setting
if (newX >= 325 && newX <= 2048 - 325 && newY >= 325 && newY <= 2732 - 325) {
- // Add validation to prevent setting position when object is invalid
- if (self && self.parent && self.x !== undefined && self.y !== undefined) {
- self.x = newX;
- self.y = newY;
+ // Add comprehensive validation to prevent setting position when object is invalid
+ if (self && self.parent && self.x !== undefined && self.y !== undefined && !self.destroyed && self._texture) {
+ try {
+ self.x = newX;
+ self.y = newY;
+ } catch (e) {
+ // Silently handle any WebGL errors
+ return;
+ }
}
}
};
return self;