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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User prompt
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
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some wall are in the way (like obstacles )delete only that walls
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Please fix the bug: 'Pos is not defined' in or related to this line: 'wall.x = Pos;' Line Number: 406
Code edit (1 edits merged)
Please save this source code
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i need a between the walls way to move explorer to touch that key
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any one of the wall should not be the in the way
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won't end game when the explorer touch the treause
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Please fix the bug: 'diamonds is not defined' in or related to this line: 'diamonds.push(diamond);' Line Number: 445
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i need more treasure and diamonds in the game
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when the explorer touch the treasure then it will give 50 points and treasure will disappear
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i need only one level in the game it should be between easy and middle level
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remove door and Spike in the game and assets
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Please fix the bug: 'Spike is not defined' in or related to this line: 'var spike = new Spike();' Line Number: 445
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remove river, spike, river ,bridge in the game and also in the assets
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Please save this source code
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Treasure Explorer
Initial prompt
game name:Treasure Explorer
/****
* 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", "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"];
// 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", " 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", "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"];
// 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