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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
/**** * Classes ****/ // Create Explorer character var Explorer = Container.expand(function () { var self = Container.call(this); var sprite = self.attachAsset('explorer', { anchorX: 0.5, anchorY: 0.5 }); self.x = 200; // Starting position self.y = 400; // Ground position self.speed = 5; self.health = 3; self.update = function () { if (Input.isKeyDown('ArrowLeft')) { self.x -= self.speed; } if (Input.isKeyDown('ArrowRight')) { self.x += self.speed; } }; self.takeDamage = function () { self.health -= 1; console.log("Explorer health:", self.health); if (self.health <= 0) { console.log("Game Over!"); self.destroy(); } }; return self; }); // Create Falling Rock object var FallingRock = Container.expand(function () { var self = Container.call(this); var rock = self.attachAsset('rock', { anchorX: 0.5, anchorY: 0.5 }); self.x = Math.random() * 400; // Random X position self.y = 0; // Start from top self.speed = Math.random() * 3 + 2; // Random falling speed between 2-5 self.update = function () { self.y += self.speed; // Falls down if (self.collidesWith(explorer)) { explorer.takeDamage(); self.destroy(); } if (self.y > 500) { // Remove rock if it goes off-screen self.destroy(); } }; return self; }); /**** * Initialize Game ****/ // Game setup var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ // Define Input class to handle key inputs var Input = { keys: {}, isKeyDown: function isKeyDown(key) { return this.keys[key] === true; } }; // Add event listeners for keydown and keyup game.down = function (x, y, obj) { Input.keys['ArrowLeft'] = true; Input.keys['ArrowRight'] = true; }; game.up = function (x, y, obj) { Input.keys['ArrowLeft'] = false; Input.keys['ArrowRight'] = false; }; var explorer = game.addChild(new Explorer()); // Spawn rocks every second var rockSpawner = LK.setInterval(function () { game.addChild(new FallingRock()); }, 1000);
===================================================================
--- original.js
+++ change.js
@@ -72,14 +72,16 @@
return this.keys[key] === true;
}
};
// Add event listeners for keydown and keyup
-window.addEventListener('keydown', function (event) {
- Input.keys[event.key] = true;
-});
-window.addEventListener('keyup', function (event) {
- Input.keys[event.key] = false;
-});
+game.down = function (x, y, obj) {
+ Input.keys['ArrowLeft'] = true;
+ Input.keys['ArrowRight'] = true;
+};
+game.up = function (x, y, obj) {
+ Input.keys['ArrowLeft'] = false;
+ Input.keys['ArrowRight'] = false;
+};
var explorer = game.addChild(new Explorer());
// Spawn rocks every second
var rockSpawner = LK.setInterval(function () {
game.addChild(new FallingRock());
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