User prompt
Please fix the bug: 'window.addEventListener is not a function' in or related to this line: 'window.addEventListener('keydown', function (event) {' Line Number: 82
User prompt
Please fix the bug: 'ReferenceError: Input is not defined' in or related to this line: 'if (Input.isKeyDown('ArrowLeft')) {' Line Number: 22
User prompt
Please fix the bug: 'game.start is not a function' in or related to this line: 'game.start();' Line Number: 79
User prompt
Please fix the bug: 'setInterval is not a function' in or related to this line: 'setInterval(function () {' Line Number: 76
User prompt
Please fix the bug: 'game.add is not a function' in or related to this line: 'return self;' Line Number: 37
User prompt
Please fix the bug: 'Game is not defined' in or related to this line: 'var game = new Game(400, 500);' Line Number: 75
Code edit (1 edits merged)
Please save this source code
User prompt
✅ Ensure spawned keys and treasures are placed on the floor ✅ Ensure spawned treasures are placed on the floor no not in the floor these are in the air then how can the explorer will touch
User prompt
when the explorer touches the treasure and key then automatically show some more key and treasure in the another possible places in the game where the explorer can touch ✅ Add logic to spawn additional keys and treasures when explorer collects both a key and a treasure ✅ Define function to spawn additional keys and treasures at random positions here what u displayed the treasure and diamonds automatically that all are not in the floor that are flying put that in the floor then the explore can touch easily
User prompt
Please fix the bug: 'ReferenceError: keys is not defined' in or related to this line: 'keys.push(key);' Line Number: 277
User prompt
Please fix the bug: 'ReferenceError: Key is not defined' in or related to this line: 'var key = new Key();' Line Number: 241
User prompt
remove the rock in the code and asset
User prompt
change instead of key in the code and asset diamond
User prompt
when the explorer touches the treasure and key then automatically show some more key and treasure in the another possible places in the game where the explorer can touch
User prompt
when the explorer touches the treasure and key then automatically show some more key and treasure in the game in a possible way to touch the explorer
User prompt
when the explorer touches the treasure or key then automatically in another place inthe game should be display some more key and treasure
User prompt
add more treasure in the game
User prompt
instead of treasure collection and diamond collection just show the title collection
User prompt
in the treasure collection title show beside of it how many treasure the explorer touched
User prompt
in the treasure collection title show beside of it the quantity of treasure collected the explorer
User prompt
Add gold color to the diamond collection title
User prompt
Add gold color to the treasure collection title
User prompt
Add bold font to the treasure collection title
User prompt
Add a purple color for treasure collection title
User prompt
and also add one more score title diamond collection
/****
* 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 = [];
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 collection title
var collectionTitleTxt = new Text2('Collection:', {
size: 60,
fill: 0xFFD700,
// Gold color
fontWeight: 'bold' // Add bold font
});
collectionTitleTxt.anchor.set(1, 0);
LK.gui.topRight.addChild(collectionTitleTxt);
scoreTxt.setText(LK.getScore());
scoreTxt.anchor.set(1, 0);
scoreTxt.y = 60; // Adjust position to be below the title
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 W 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", " DW W W W W", "W WWWWWWWWWW TST ", "W W W", "WWWWWWWWWWWWWWWWWWWWW"];
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
@@ -426,9 +426,9 @@
function generateLevel(level) {
// Define different level layouts
var layouts = [];
// Level 1: Simple tutorial level
- layouts[1] = ["WWWWWWWWWWWWWWWWWWWW", "W W 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", " DW W W W W", "W WWWWWWWWWW TS ", "W W W", "WWWWWWWWWWWWWWWWWWWWW"];
+ layouts[1] = ["WWWWWWWWWWWWWWWWWWWW", "W W 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", " DW W W W W", "W WWWWWWWWWW TST ", "W W W", "WWWWWWWWWWWWWWWWWWWWW"];
var currentLayout = layouts[1];
// Parse level layout
for (var y = 0; y < currentLayout.length; y++) {
levelGrid[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