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Please fix the bug: 'window.addEventListener is not a function' in or related to this line: 'window.addEventListener('keydown', function (event) {' Line Number: 82
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Please fix the bug: 'ReferenceError: Input is not defined' in or related to this line: 'if (Input.isKeyDown('ArrowLeft')) {' Line Number: 22
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Please fix the bug: 'game.start is not a function' in or related to this line: 'game.start();' Line Number: 79
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Please fix the bug: 'setInterval is not a function' in or related to this line: 'setInterval(function () {' Line Number: 76
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Please fix the bug: 'game.add is not a function' in or related to this line: 'return self;' Line Number: 37
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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
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✅ 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
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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
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Please fix the bug: 'ReferenceError: keys is not defined' in or related to this line: 'keys.push(key);' Line Number: 277
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Please fix the bug: 'ReferenceError: Key is not defined' in or related to this line: 'var key = new Key();' Line Number: 241
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remove the rock in the code and asset
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change instead of key in the code and asset diamond
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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
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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
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when the explorer touches the treasure or key then automatically in another place inthe game should be display some more key and treasure
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add more treasure in the game
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instead of treasure collection and diamond collection just show the title collection
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in the treasure collection title show beside of it how many treasure the explorer touched
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in the treasure collection title show beside of it the quantity of treasure collected the explorer
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Add gold color to the diamond collection title
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Add gold color to the treasure collection title
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Add bold font to the treasure collection title
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Add a purple color for treasure collection title
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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 Key = Container.expand(function () { var self = Container.call(this); var keyGraphics = self.attachAsset('diamond', { anchorX: 0.5, anchorY: 0.5 }); self.isCollected = false; self.collect = function () { if (!self.isCollected) { self.isCollected = true; tween(keyGraphics, { scaleX: 1.3, scaleY: 1.3 }, { duration: 300, onFinish: function onFinish() { self.destroy(); } }); LK.setScore(LK.getScore() + 30); // Keys give 30 points LK.getSound('collect').play(); } }; self.update = function () { if (!self.isCollected) { var glowIntensity = (Math.sin(LK.ticks / 30) + 1) / 2; keyGraphics.alpha = 0.7 + glowIntensity * 0.3; } }; 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 ****/ var keys = []; function spawnAdditionalKeysAndTreasures() { // Define possible positions for new keys and treasures var possiblePositions = [{ x: 3, y: 3 }, { x: 7, y: 7 }, { x: 12, y: 12 }, { x: 15, y: 15 } // Add more positions as needed ]; // Randomly select positions for new keys and treasures possiblePositions.forEach(function (pos) { if (Math.random() > 0.5) { // Spawn a key var key = new Key(); key.x = pos.x * tileSize + tileSize / 2; key.y = pos.y * tileSize + tileSize / 2; game.addChild(key); keys.push(key); } else { // Spawn a treasure var treasure = new Treasure(); treasure.x = pos.x * tileSize + tileSize / 2; treasure.y = pos.y * tileSize + tileSize / 2; game.addChild(treasure); treasures.push(treasure); } }); } 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 diamonds = []; 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 < diamonds.length; i++) { diamonds[i].destroy(); } diamonds = []; 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': // Diamond var diamond = new Diamond(); diamond.x = xPos; diamond.y = yPos; game.addChild(diamond); diamonds.push(diamond); break; case 'T': // Treasure var treasure = new Treasure(); treasure.x = xPos; treasure.y = yPos; game.addChild(treasure); treasures.push(treasure); 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 diamond collision if (cellType === 'K') { 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) { explorer.collectKey(); diamonds[i].destroy(); diamonds.splice(i, 1); levelGrid[explorerPos.y][explorerPos.x] = ' '; LK.getSound('collect').play(); // Check if explorer has collected both a diamond and a treasure if (explorer.hasKey && treasures.some(function (t) { return t.isCollected; })) { spawnAdditionalKeysAndTreasures(); } 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; } } } 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 diamond's position if (levelGrid[currentGridPos.y][currentGridPos.x] === 'K') { explorer.collectKey(); for (var i = 0; i < diamonds.length; i++) { var diamondPos = getGridPosition(diamonds[i].x, diamonds[i].y); if (diamondPos && diamondPos.x === currentGridPos.x && diamondPos.y === currentGridPos.y) { diamonds[i].destroy(); diamonds.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
@@ -236,8 +236,9 @@
/****
* Game Code
****/
+var keys = [];
function spawnAdditionalKeysAndTreasures() {
// Define possible positions for new keys and treasures
var possiblePositions = [{
x: 3,
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