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add score title is treasure collection
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set the score text as treasure and diamond collection
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Please fix the bug: 'ReferenceError: treasureScoreTxt is not defined' in or related to this line: 'treasureScoreTxt.setText('Treasures: ' + treasures.filter(function (t) {' Line Number: 559
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add a two score titles 1)treasure here show me the how many treasure collected and score each treasue for 50 2)diamond show howmany diamonds collected each diamond got 10
Code edit (4 edits merged)
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Please fix the bug: 'Cannot read properties of undefined (reading '0')' in or related to this line: 'if (levelGrid[y][x] === 'S') {' Line Number: 403
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Please fix the bug: 'Cannot read properties of undefined (reading 'length')' in or related to this line: 'for (var y = 0; y < currentLayout.length; y++) {' Line Number: 438
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Please fix the bug: 'Cannot read properties of undefined (reading 'length')' in or related to this line: 'for (var y = 0; y < currentLayout.length; y++) {' Line Number: 441
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Please fix the bug: 'currentLayout is not defined' in or related to this line: 'for (var y = 0; y < currentLayout.length; y++) {' Line Number: 440
Code edit (1 edits merged)
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Please fix the bug: 'Cannot read properties of undefined (reading '0')' in or related to this line: 'if (levelGrid[y][x] === 'S') {' Line Number: 403
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Please fix the bug: 'Cannot read properties of undefined (reading 'length')' in or related to this line: 'for (var y = 0; y < currentLayout.length; y++) {' Line Number: 438
Code edit (13 edits merged)
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Please fix the bug: 'Cannot read properties of undefined (reading 'length')' in or related to this line: 'for (var x = 0; x < currentLayout[y].length; x++) {' Line Number: 445
Code edit (1 edits merged)
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Code edit (3 edits merged)
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Please fix the bug: 'Cannot read properties of undefined (reading '0')' in or related to this line: 'if (levelGrid[y][x] === 'S') {' Line Number: 403
Code edit (1 edits merged)
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some wall are blocking the way just remove that wall in the game
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VA in the game no way for explorer to move and get key make a possible and easy between the wall for explorer to get the key
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in the game noway for explorer to move and get key
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i need the walls structure like a puzzle
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create a possible way that should be easy to move over all the game the explorer
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some wall are in the way (like obstacles )delete only that wall in the game
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1", { level: 1, collectedKeys: 0, lives: 3 }); /**** * Classes ****/ var Diamond = Container.expand(function () { var self = Container.call(this); var diamondGraphics = self.attachAsset('diamond', { anchorX: 0.5, anchorY: 0.5 }); self.isCollected = false; self.collect = function () { if (!self.isCollected) { self.isCollected = true; tween(diamondGraphics, { scaleX: 1.3, scaleY: 1.3 }, { duration: 300, onFinish: function onFinish() { self.destroy(); } }); LK.setScore(LK.getScore() + 30); // Diamonds give 30 points LK.getSound('collect').play(); } }; self.update = function () { if (!self.isCollected) { // Shine animation var glowIntensity = (Math.sin(LK.ticks / 30) + 1) / 2; diamondGraphics.alpha = 0.7 + glowIntensity * 0.3; } }; return self; }); var Explorer = Container.expand(function () { var self = Container.call(this); self.moveFreely = function (direction) { if (!self.isMoving) { var currentGridPos = getGridPosition(self.x, self.y); var targetGridPos = { x: currentGridPos.x, y: currentGridPos.y }; switch (direction) { case 'up': targetGridPos.y -= 1; break; case 'down': targetGridPos.y += 1; break; case 'left': targetGridPos.x -= 1; break; case 'right': targetGridPos.x += 1; break; } if (isWalkable(targetGridPos.x, targetGridPos.y)) { var cellCenterX = targetGridPos.x * tileSize + tileSize / 2; var cellCenterY = targetGridPos.y * tileSize + tileSize / 2; self.moveToward(cellCenterX, cellCenterY); } } }; var explorerGraphics = self.attachAsset('explorer', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 10; self.isMoving = false; self.direction = null; self.targetX = 0; self.targetY = 0; self.hasKey = false; self.moveToward = function (x, y) { self.isMoving = true; self.targetX = x; self.targetY = y; // Calculate direction var dx = self.targetX - self.x; var dy = self.targetY - self.y; // Determine primary direction based on larger delta if (Math.abs(dx) > Math.abs(dy)) { self.direction = dx > 0 ? 'right' : 'left'; } else { self.direction = dy > 0 ? 'down' : 'up'; } }; self.stopMoving = function () { self.isMoving = false; self.direction = null; }; self.update = function () { if (self.isMoving) { var dx = self.targetX - self.x; var dy = self.targetY - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < self.speed) { self.x = self.targetX; self.y = self.targetY; self.stopMoving(); } else { var ratio = self.speed / distance; self.x += dx * ratio; self.y += dy * ratio; } } }; self.collectKey = function () { self.hasKey = true; tween(explorerGraphics, { tint: 0xFFD700 }, { duration: 300, onFinish: function onFinish() { tween(explorerGraphics, { tint: 0xFFFFFF }, { duration: 300 }); } }); }; self.useKey = function () { self.hasKey = false; storage.collectedKeys++; }; self.takeDamage = function () { LK.effects.flashObject(self, 0xFF0000, 500); storage.lives--; LK.getSound('damage').play(); if (storage.lives <= 0) { LK.showGameOver(); } }; return self; }); var FallingRock = Container.expand(function () { var self = Container.call(this); var rockGraphics = self.attachAsset('rock', { anchorX: 0.5, anchorY: 0.5 }); self.isTriggered = false; self.isFalling = false; self.initialY = 0; self.fallSpeed = 0; self.resetTimer = 0; self.resetDelay = 180; // 3 seconds self.trigger = function () { if (!self.isTriggered && !self.isFalling) { self.isTriggered = true; self.fallSpeed = 2; // Start with slow fall // Shake before falling tween(rockGraphics, { x: 5 }, { duration: 100, onFinish: function onFinish() { tween(rockGraphics, { x: -5 }, { duration: 100, onFinish: function onFinish() { tween(rockGraphics, { x: 0 }, { duration: 100, onFinish: function onFinish() { self.isFalling = true; self.isTriggered = false; } }); } }); } }); } }; self.reset = function () { self.y = self.initialY; self.isFalling = false; self.fallSpeed = 0; self.resetTimer = 0; }; self.update = function () { if (self.isFalling) { self.fallSpeed += 0.2; // Acceleration self.y += self.fallSpeed; // Check if rock has fallen out of view if (self.y > 2832) { self.isFalling = false; self.resetTimer = 0; } } else if (self.y !== self.initialY) { // Reset timer self.resetTimer++; if (self.resetTimer >= self.resetDelay) { self.reset(); } } }; return self; }); var Key = Container.expand(function () { var self = Container.call(this); var keyGraphics = self.attachAsset('key', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { // Float animation keyGraphics.y = Math.sin(LK.ticks / 20) * 5; // Rotate slowly keyGraphics.rotation += 0.01; }; return self; }); var Treasure = Container.expand(function () { var self = Container.call(this); var treasureGraphics = self.attachAsset('treasure', { anchorX: 0.5, anchorY: 0.5 }); self.isCollected = false; self.collect = function () { if (!self.isCollected) { self.isCollected = true; tween(treasureGraphics, { scaleX: 1.3, scaleY: 1.3 }, { duration: 300, onFinish: function onFinish() { self.destroy(); } }); LK.setScore(LK.getScore() + 50); LK.getSound('collectTreasure').play(); // Check if all treasures are collected var allCollected = true; for (var i = 0; i < treasures.length; i++) { if (!treasures[i].isCollected) { allCollected = false; break; } } // Removed game end condition when all treasures are collected } }; self.update = function () { if (!self.isCollected) { // Shine animation var glowIntensity = (Math.sin(LK.ticks / 30) + 1) / 2; treasureGraphics.alpha = 0.7 + glowIntensity * 0.3; } }; return self; }); var Wall = Container.expand(function () { var self = Container.call(this); var wallGraphics = self.attachAsset('wall', { anchorX: 0.5, anchorY: 0.5 }); return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x607D8B // Cave-like dark blue-gray }); /**** * Game Code ****/ function shouldRemoveWall(x, y) { // Define conditions to remove walls, e.g., based on position // Example: Remove walls at specific coordinates var removablePositions = [{ x: 5, y: 5 }, { x: 10, y: 10 } // Add more positions as needed ]; return removablePositions.some(function (pos) { return pos.x === x && pos.y === y; }); } // New diamond asset // Game variables var tileSize = 100; var gridWidth = 20; var gridHeight = 27; var explorer; var walls = []; var keys = []; var doors = []; var treasures = []; var spikes = []; var diamonds = []; var fallingRocks = []; var levelGrid = []; var gameStarted = false; // UI Elements var scoreTxt = new Text2('0', { size: 80, fill: 0xFFFFFF }); var levelTxt = new Text2('Level: ' + storage.level, { size: 60, fill: 0xFFFFFF }); var keysTxt = new Text2('Keys: ' + storage.collectedKeys, { size: 60, fill: 0xFFD700 }); var livesTxt = new Text2('Lives: ' + storage.lives, { size: 60, fill: 0xFF5252 }); // Initialize game function initializeGame() { // Clear previous game elements resetGameElements(); // Generate level based on current level generateLevel(storage.level); // Initialize explorer createExplorer(); // Setup UI setupUI(); // Start game gameStarted = true; // Play background music LK.playMusic('caveMusic', { fade: { start: 0, end: 0.3, duration: 1000 } }); } function resetGameElements() { // Remove all existing game elements for (var i = 0; i < walls.length; i++) { walls[i].destroy(); } walls = []; for (var i = 0; i < keys.length; i++) { keys[i].destroy(); } keys = []; for (var i = 0; i < treasures.length; i++) { treasures[i].destroy(); } treasures = []; for (var i = 0; i < fallingRocks.length; i++) { fallingRocks[i].destroy(); } fallingRocks = []; levelGrid = Array.from({ length: gridHeight }, function () { return []; }); if (explorer) { explorer.destroy(); explorer = null; } } function createExplorer() { explorer = new Explorer(); game.addChild(explorer); // Position explorer at start position for (var y = 0; y < gridHeight; y++) { for (var x = 0; x < gridWidth; x++) { if (levelGrid[y][x] === 'S') { explorer.x = x * tileSize + tileSize / 2; explorer.y = y * tileSize + tileSize / 2; break; } } } } function setupUI() { // Setup score text scoreTxt.setText(LK.getScore()); scoreTxt.anchor.set(1, 0); LK.gui.topRight.addChild(scoreTxt); // Setup level text levelTxt.setText('Level: ' + storage.level); levelTxt.anchor.set(0.5, 0); levelTxt.y = 80; LK.gui.top.addChild(levelTxt); // Setup keys text keysTxt.setText('Keys: ' + storage.collectedKeys); keysTxt.anchor.set(0, 0); keysTxt.y = 80; LK.gui.topRight.addChild(keysTxt); // Setup lives text livesTxt.setText('Lives: ' + storage.lives); livesTxt.anchor.set(0, 0); LK.gui.topRight.addChild(livesTxt); } function generateLevel(level) { // Define different level layouts var layouts = []; // Level 1: Simple tutorial level layouts[1] = ["WWWWWWWWWWWWWWWWWWWW", " ", "W WWWWWW W WWWWWWW W", "W W W W", "W W WWWWWWWWWWWW W W", "W W W W W", "W W W WWWWWWWWWW W W", "W W W W W W W", "W W W W WWWWWW W W W", "W W W W W W W W W", "W W W W W WW W W W W", "W W W W W W W W", "W WWWWW WWWWWWWW W W", "W W W", "W WWWWWWWWWWWWWWWW W", "W W", "W WWWWWWWW WWWWWWW W", "W W W W W", "W W WWWW WWWWWWW W W", "W W W W W W", "W W W WWWWWWWWW W W W", "W W W W W W W", "W W WWWWWWWWW W W W W", "W W DW W W W W", "W WWWWWWWWWWW W W TS W", "W W W", "wwwwwwwwwwwwwwwwwwwwwwwwwwwwwww"]; // Get layout for the single level var currentLayout = layouts[1]; // Parse level layout for (var y = 0; y < currentLayout.length; y++) { levelGrid[y] = []; for (var x = 0; x < currentLayout[y].length; x++) { var cellType = currentLayout[y][x]; levelGrid[y][x] = cellType; var xPos = x * tileSize + tileSize / 2; var Pos = xPos; // Define Pos variable var yPos = y * tileSize + tileSize / 2; switch (cellType) { case 'W': // Wall if (!shouldRemoveWall(x, y)) { var wall = new Wall(); wall.x = Pos; wall.y = yPos; game.addChild(wall); walls.push(wall); } else { // Log or handle the removal of the wall for debugging or game design purposes console.log("Wall at (".concat(x, ", ").concat(y, ") removed to clear the path.")); } break; case 'K': // Key var key = new Key(); key.x = xPos; key.y = yPos; game.addChild(key); keys.push(key); break; case 'T': // Treasure var treasure = new Treasure(); treasure.x = xPos; treasure.y = yPos; game.addChild(treasure); treasures.push(treasure); break; case 'F': // Falling rock var rock = new FallingRock(); rock.x = xPos; rock.y = yPos; rock.initialY = yPos; game.addChild(rock); fallingRocks.push(rock); break; case 'D': // Diamond var diamond = new Diamond(); diamond.x = xPos; diamond.y = yPos; game.addChild(diamond); diamonds.push(diamond); break; } } } } function getGridPosition(x, y) { var gridX = Math.floor(x / tileSize); var gridY = Math.floor(y / tileSize); if (gridX >= 0 && gridX < gridWidth && gridY >= 0 && gridY < gridHeight) { return { x: gridX, y: gridY }; } return null; } function isWalkable(gridX, gridY) { if (gridX < 0 || gridX >= gridWidth || gridY < 0 || gridY >= gridHeight) { return false; } var cellType = levelGrid[gridY][gridX]; // Check if cell is walkable if (cellType === 'W') { return false; } return true; } function getDoorAt(gridX, gridY) { for (var i = 0; i < doors.length; i++) { var doorPos = getGridPosition(doors[i].x, doors[i].y); if (doorPos && doorPos.x === gridX && doorPos.y === gridY) { return doors[i]; } } return null; } function getRiverAt(gridX, gridY) { for (var i = 0; i < rivers.length; i++) { var riverPos = getGridPosition(rivers[i].x, rivers[i].y); if (riverPos && riverPos.x === gridX && riverPos.y === gridY) { return rivers[i]; } } return null; } // Update UI function updateUI() { scoreTxt.setText(LK.getScore()); levelTxt.setText('Level: ' + storage.level); keysTxt.setText('Keys: ' + storage.collectedKeys); livesTxt.setText('Lives: ' + storage.lives); } // Check for collisions function checkCollisions() { if (!explorer) { return; } var explorerPos = getGridPosition(explorer.x, explorer.y); if (!explorerPos) { return; } var cellType = levelGrid[explorerPos.y][explorerPos.x]; // Check key collision if (cellType === 'K') { for (var i = 0; i < keys.length; i++) { var keyPos = getGridPosition(keys[i].x, keys[i].y); if (keyPos && keyPos.x === explorerPos.x && keyPos.y === explorerPos.y) { explorer.collectKey(); keys[i].destroy(); keys.splice(i, 1); levelGrid[explorerPos.y][explorerPos.x] = ' '; LK.getSound('collect').play(); break; } } } // Check treasure collision if (cellType === 'T') { for (var i = 0; i < treasures.length; i++) { var treasurePos = getGridPosition(treasures[i].x, treasures[i].y); if (treasurePos && treasurePos.x === explorerPos.x && treasurePos.y === explorerPos.y && !treasures[i].isCollected) { treasures[i].collect(); break; } } } // Check diamond collision for (var i = 0; i < diamonds.length; i++) { var diamondPos = getGridPosition(diamonds[i].x, diamonds[i].y); if (diamondPos && diamondPos.x === explorerPos.x && diamondPos.y === explorerPos.y && !diamonds[i].isCollected) { diamonds[i].collect(); break; } } // Check falling rock collision for (var i = 0; i < fallingRocks.length; i++) { var rock = fallingRocks[i]; // Trigger rock if explorer is underneath var rockPos = getGridPosition(rock.x, rock.y); if (rockPos && explorerPos.x === rockPos.x && explorerPos.y > rockPos.y && !rock.isTriggered && !rock.isFalling) { rock.trigger(); } // Check if rock hits explorer if (rock.isFalling && explorer.intersects(rock)) { explorer.takeDamage(); rock.reset(); } } } function moveExplorer(targetX, targetY) { if (!explorer || explorer.isMoving) { return; } var currentGridPos = getGridPosition(explorer.x, explorer.y); var targetGridPos = getGridPosition(targetX, targetY); if (!currentGridPos || !targetGridPos) { return; } // Use pathfinding to find a path to the target var path = findPath(currentGridPos, targetGridPos); if (path && path.length > 0) { var nextStep = path[0]; var cellCenterX = nextStep.x * tileSize + tileSize / 2; var cellCenterY = nextStep.y * tileSize + tileSize / 2; explorer.moveToward(cellCenterX, cellCenterY); } // Check if the explorer is at the key's position if (levelGrid[currentGridPos.y][currentGridPos.x] === 'K') { explorer.collectKey(); for (var i = 0; i < keys.length; i++) { var keyPos = getGridPosition(keys[i].x, keys[i].y); if (keyPos && keyPos.x === currentGridPos.x && keyPos.y === currentGridPos.y) { keys[i].destroy(); keys.splice(i, 1); levelGrid[currentGridPos.y][currentGridPos.x] = ' '; LK.getSound('collect').play(); break; } } } } function findPath(start, end) { // Implement a simple pathfinding algorithm, e.g., A* or BFS // This is a placeholder for the pathfinding logic // Return an array of grid positions from start to end return []; } // Handle touch/mouse events function handleGameInput(x, y, obj) { if (!gameStarted) { return; } var direction = null; var currentGridPos = getGridPosition(explorer.x, explorer.y); var targetGridPos = getGridPosition(x, y); if (targetGridPos) { if (targetGridPos.x < currentGridPos.x) { direction = 'left'; } else if (targetGridPos.x > currentGridPos.x) { direction = 'right'; } else if (targetGridPos.y < currentGridPos.y) { direction = 'up'; } else if (targetGridPos.y > currentGridPos.y) { direction = 'down'; } if (direction) { explorer.moveFreely(direction); } } } // Start game when page loads initializeGame(); // Handle touch/mouse events game.down = handleGameInput; // Game update loop game.update = function () { if (!gameStarted) { return; } // Update UI updateUI(); // Check collisions checkCollisions(); };
===================================================================
--- original.js
+++ change.js
@@ -421,9 +421,9 @@
function generateLevel(level) {
// Define different level layouts
var layouts = [];
// Level 1: Simple tutorial level
- layouts[1] = ["WWWWWWWWWWWWWWWWWWWW", " W", "W WWWWWW W WWWWWWW W", "W W K W W", "W W WWWWWWWWWWWW W W", "W W W W W", "W W W WWWWWWWWWW W W", "W W W W W W W", "W W W W WWWWWW W W W", "W W W W W W W W W", "W W W W W WW W W W W", "W W W W W W W W", "W WWWWW WWWWWWWW W W", "W W W", "W WWWWWWWWWWWWWWWW W", "W W", "W WWWWWWWW WWWWWWW W", "W W W W W", "W W WWWW WWWWWWW W W", "W W W W W W", "W W W WWWWWWWWW W W W", "W W W W W W W", "W W WWWWWWWWW W W W W", "W W DW W W W W", "W WWWWWWWWWWW W W TS W", "W W W", "wwwwwwwwwwwwwwwwwwwwwwwwwwwwwww"];
+ layouts[1] = ["WWWWWWWWWWWWWWWWWWWW", " ", "W WWWWWW W WWWWWWW W", "W W W W", "W W WWWWWWWWWWWW W W", "W W W W W", "W W W WWWWWWWWWW W W", "W W W W W W W", "W W W W WWWWWW W W W", "W W W W W W W W W", "W W W W W WW W W W W", "W W W W W W W W", "W WWWWW WWWWWWWW W W", "W W W", "W WWWWWWWWWWWWWWWW W", "W W", "W WWWWWWWW WWWWWWW W", "W W W W W", "W W WWWW WWWWWWW W W", "W W W W W W", "W W W WWWWWWWWW W W W", "W W W W W W W", "W W WWWWWWWWW W W W W", "W W DW W W W W", "W WWWWWWWWWWW W W TS W", "W W W", "wwwwwwwwwwwwwwwwwwwwwwwwwwwwwww"];
// Get layout for the single level
var currentLayout = layouts[1];
// Parse level layout
for (var y = 0; y < currentLayout.length; y++) {
small rock. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
a magic crackers boom effect. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
create a glod color key. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows