Code edit (4 edits merged)
Please save this source code
User prompt
Please fix the bug: 'Cannot set properties of undefined (setting 'y')' in or related to this line: 'self.bodyCollider.y = self.images.idle.height / 4; // Position the rectangle on the player's body' Line Number: 118
Code edit (8 edits merged)
Please save this source code
User prompt
in the FrameAnimation, if there is only one frame given do not create an interval.
Code edit (1 edits merged)
Please save this source code
User prompt
set the player state to death when any player state receives an event of COLLISION_ENEMY_BODY
User prompt
Please fix the bug: 'TypeError: clearInterval is not a function' in or related to this line: 'clearInterval(self.interval);' Line Number: 289
User prompt
Please fix the bug: 'ReferenceError: sefl is not defined' in or related to this line: 'sefl.anims['walk'].stop();' Line Number: 149
User prompt
when player body intersects with enemy body then send an event to player COLLISION_ENEMY_BODY with enemy that the player collided with.
User prompt
Please fix the bug: 'ReferenceError: COLLISION_ENEMY_HEAD is not defined' in or related to this line: 'if (COLLISION_ENEMY_HEAD) {' Line Number: 203
Code edit (1 edits merged)
Please save this source code
User prompt
on player collision with enemy head send COLLISION_ENEMY_HEAD event to the player along with the enemy it collided with.
Code edit (1 edits merged)
Please save this source code
User prompt
define an enum of GameEvents with COLLISION_ENEMY_HEAD, COLLISION_ENEMY_BODY, COLLISION_PLAYER_BODY as entries in it.
User prompt
add a function sendEvent in player and enemy that will call the onEvent function of their current state.
Code edit (13 edits merged)
Please save this source code
User prompt
add states to the enemy just like we have states on the player
User prompt
when the player lands on the enemy head, add a small upward velocity to the player.
Code edit (1 edits merged)
Please save this source code
User prompt
on entering the player death state, stop the enemy's moving. Show an animation of player falling off the platform towards the bottom of the screen.
User prompt
add a new death state to the player. The player should go to death state on player bodycollider touching enemy bodycollider.
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'intersects')' in or related to this line: 'if (player.bodyCollider.intersects(enemies[j].headCollider)) {' Line Number: 265
User prompt
if the player bodyCollider touches the headCollider of the enemy then enemy dies. If the enemy bodyCollider touches playerbody collider then player dies.
User prompt
make the body and head colliders invisible
User prompt
add a body collider to the player character.
/**** * Classes ****/ // Define a class for enemies var Enemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5, flipX: 1 // Flip the enemy horizontally }); // Add a red rectangle to the enemy's head var headCollider = self.attachAsset('enemyRectangle', { anchorX: 0.5, anchorY: 0.5, width: 200, height: 100 }); headCollider.y = -enemyGraphics.height / 4; // Position the rectangle on the enemy's head self.addChild(headCollider); // Add a bodyCollider rectangle to the bottom part of the enemy var bodyCollider = self.attachAsset('enemyRectangle', { anchorX: 0.5, anchorY: 0.5, width: 150, height: 150, color: 0xffff00 // Yellow color }); bodyCollider.y = enemyGraphics.height / 4; // Position the rectangle on the enemy's body self.addChild(bodyCollider); self.speed = 5; self.update = function () { self.x -= self.speed; if (self.x < -50) { self.destroy(); } }; }); //<Assets used in the game will automatically appear here> // Define a class for the player character var Player = Container.expand(function () { var self = Container.call(this); self.images = { "idle": LK.getAsset('player', { anchorX: 0.5, anchorY: 0.5 }), "jump": LK.getAsset('player_jump', { anchorX: 0.5, anchorY: 0.5 }), "walk1": LK.getAsset('walk_1', { anchorX: 0.5, anchorY: 0.5 }), "walk2": LK.getAsset('walk_2', { anchorX: 0.5, anchorY: 0.5 }) }; self.speed = 5; self.jumpHeight = 40; self.isJumping = false; self.velocityY = 0; self.state; //replacing the asset ref with the image added. // Add a bodyCollider rectangle to the player character var bodyCollider = self.attachAsset('enemyRectangle', { anchorX: 0.5, anchorY: 0.5, width: 150, height: 150, color: 0xffff00 // Yellow color }); bodyCollider.y = self.images.idle.height / 4; // Position the rectangle on the player's body self.addChild(bodyCollider); for (var img_name in self.images) { var img = self.addChild(self.images[img_name]); img.visible = false; self.images[img_name] = img; } //configure the animation frames. self.anims = { 'walk': new FrameAnimation([self.images.walk1, self.images.walk2], 300), 'jump': [self.images.jump], 'idle': [self.images.idle] }; self.states = { idle: { onEnter: function onEnter() { console.log('Entering idle state'); self.anims['walk'].play(); }, onUpdate: function onUpdate() {}, onExit: function onExit() { console.log('Exiting idle state'); }, onEvent: function onEvent(event, data) { sefl.anims['walk'].stop(); } }, jumping: { onEnter: function onEnter() { if (!self.isJumping) { self.isJumping = true; self.velocityY = -self.jumpHeight; } }, onUpdate: function onUpdate() { if (self.isJumping) { self.y += self.velocityY; self.velocityY += 1.4; // Increase gravity effect to make descent twice as fast if (self.y >= 2732 / 2) { // Ground level self.y = 2732 / 2; self.isJumping = false; self.velocityY = 0; self.setState('idle'); } } }, onExit: function onExit() { console.log('Exiting jumping state'); }, onEvent: function onEvent(event, data) { console.log('Event received in jumping state: ', event, data); } } }; self.setState = function (state) { if (self.state) { self.states[self.state].onExit(); } self.state = state; self.states[self.state].onEnter(); }; self.update = function () { self.states[self.state].onUpdate(); }; self.jump = function () { self.setState('jumping'); }; //call the initial state. self.setState('idle'); }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x87CEEB // Sky blue background }); /**** * Game Code ****/ // Define a class for frame animations var FrameAnimation = function FrameAnimation(assets, frameRate) { var self = this; self.assets = assets; self.frameRate = frameRate; self.currentFrame = 0; self.isPlaying = false; self.interval = null; // Function to show the current frame self.showFrame = function () { for (var i = 0; i < self.assets.length; i++) { self.assets[i].visible = false; } self.assets[self.currentFrame].visible = true; }; // Play the animation self.play = function () { if (!self.isPlaying) { self.isPlaying = true; self.interval = LK.setInterval(function () { self.currentFrame = (self.currentFrame + 1) % self.assets.length; self.showFrame(); }, self.frameRate); } }; // Pause the animation self.pause = function () { if (self.isPlaying) { clearInterval(self.interval); self.isPlaying = false; } }; // Resume the animation self.resume = function () { if (!self.isPlaying) { self.play(); } }; // Stop the animation self.stop = function () { clearInterval(self.interval); self.isPlaying = false; self.currentFrame = 0; for (var i = 0; i < self.assets.length; i++) { self.assets[i].visible = false; } }; // Initialize by showing the first frame self.showFrame(); }; var background = game.addChild(LK.getAsset('background', { anchorX: 0.5, anchorY: 0.5 })); background.x = 2048 / 2; background.y = 2732 / 2 - 550; // Initialize player var player = game.addChild(new Player()); player.x = 150; // Position player on the left side of the screen player.y = 2732 / 2; // Initialize enemies var enemies = []; var enemySpawnInterval = 100; var enemySpawnCounter = 0; // Create a new Text2 object to display the score var scoreText = new Text2('0', { size: 100, fill: 0xFFFFFF }); // Add the score text to the game GUI at the top center of the screen LK.gui.top.addChild(scoreText); scoreText.x = 2048 / 2; scoreText.y = 0; // Handle game updates game.update = function () { player.update(); // Spawn enemies enemySpawnCounter++; if (enemySpawnCounter >= enemySpawnInterval) { var enemy = new Enemy(); enemy.x = 2048; enemy.y = 2732 / 2; enemies.push(enemy); game.addChild(enemy); // Randomize the spawn interval for the next enemy enemySpawnInterval = Math.floor(Math.random() * 150) + 50; enemySpawnCounter = 0; } // Update enemies for (var j = enemies.length - 1; j >= 0; j--) { enemies[j].update(); if (player.x > enemies[j].x && !enemies[j].passed) { enemies[j].passed = true; LK.setScore(LK.getScore() + 1); scoreText.setText(LK.getScore()); } // Check collision between player bodyCollider and enemy headCollider if (player.bodyCollider.intersects(enemies[j].headCollider)) { // Handle enemy death enemies[j].destroy(); enemies.splice(j, 1); continue; } // Check collision between enemy bodyCollider and player bodyCollider if (enemies[j].bodyCollider.intersects(player.bodyCollider)) { // Handle player death LK.showGameOver(); return; } } }; // Handle player jump game.down = function (x, y, obj) { player.jump(); };
===================================================================
--- original.js
+++ change.js
@@ -16,9 +16,8 @@
width: 200,
height: 100
});
headCollider.y = -enemyGraphics.height / 4; // Position the rectangle on the enemy's head
- headCollider.visible = false; // Make the headCollider invisible
self.addChild(headCollider);
// Add a bodyCollider rectangle to the bottom part of the enemy
var bodyCollider = self.attachAsset('enemyRectangle', {
anchorX: 0.5,
@@ -27,9 +26,8 @@
height: 150,
color: 0xffff00 // Yellow color
});
bodyCollider.y = enemyGraphics.height / 4; // Position the rectangle on the enemy's body
- bodyCollider.visible = false; // Make the bodyCollider invisible
self.addChild(bodyCollider);
self.speed = 5;
self.update = function () {
self.x -= self.speed;
@@ -74,9 +72,8 @@
height: 150,
color: 0xffff00 // Yellow color
});
bodyCollider.y = self.images.idle.height / 4; // Position the rectangle on the player's body
- bodyCollider.visible = false; // Make the bodyCollider invisible
self.addChild(bodyCollider);
for (var img_name in self.images) {
var img = self.addChild(self.images[img_name]);
img.visible = false;
@@ -252,8 +249,21 @@
enemies[j].passed = true;
LK.setScore(LK.getScore() + 1);
scoreText.setText(LK.getScore());
}
+ // Check collision between player bodyCollider and enemy headCollider
+ if (player.bodyCollider.intersects(enemies[j].headCollider)) {
+ // Handle enemy death
+ enemies[j].destroy();
+ enemies.splice(j, 1);
+ continue;
+ }
+ // Check collision between enemy bodyCollider and player bodyCollider
+ if (enemies[j].bodyCollider.intersects(player.bodyCollider)) {
+ // Handle player death
+ LK.showGameOver();
+ return;
+ }
}
};
// Handle player jump
game.down = function (x, y, obj) {