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skip collision checks for the enemies in dead state.
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check the enemy class for any duplicate assets and add comments for me to review.
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i don't want to see the bodyCollider and headCollider. They should still work for the intersection checks.
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Please fix the bug: 'Uncaught TypeError: this.children[t].updateTransform is not a function' in or related to this line: 'game.down = function (x, y, obj) {' Line Number: 375
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Please fix the bug: 'Uncaught TypeError: this.children[t].updateTransform is not a function' in or related to this line: 'game.down = function (x, y, obj) {' Line Number: 375
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Code edit (4 edits merged)
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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
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in the FrameAnimation, if there is only one frame given do not create an interval.
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set the player state to death when any player state receives an event of COLLISION_ENEMY_BODY
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Please fix the bug: 'TypeError: clearInterval is not a function' in or related to this line: 'clearInterval(self.interval);' Line Number: 289
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Please fix the bug: 'ReferenceError: sefl is not defined' in or related to this line: 'sefl.anims['walk'].stop();' Line Number: 149
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when player body intersects with enemy body then send an event to player COLLISION_ENEMY_BODY with enemy that the player collided with.
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Please fix the bug: 'ReferenceError: COLLISION_ENEMY_HEAD is not defined' in or related to this line: 'if (COLLISION_ENEMY_HEAD) {' Line Number: 203
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on player collision with enemy head send COLLISION_ENEMY_HEAD event to the player along with the enemy it collided with.
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define an enum of GameEvents with COLLISION_ENEMY_HEAD, COLLISION_ENEMY_BODY, COLLISION_PLAYER_BODY as entries in it.
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add a function sendEvent in player and enemy that will call the onEvent function of their current state.
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/**** * Classes ****/ var Enemy = Container.expand(function () { var self = Container.call(this); self.images = { "dead": LK.getAsset('enemy1_dead', { anchorX: 0.5, anchorY: 0.5 }), "walk1": LK.getAsset('enemy1_walk1', { anchorX: 0.5, anchorY: 0.5 }), "walk2": LK.getAsset('enemy1_walk2', { anchorX: 0.5, anchorY: 0.5 }) }; //replacing the asset ref with the image added. 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), 'dead': new FrameAnimation([self.images.dead], 100) }; var enemyGraphics = { height: 300, width: 300 }; // Add a red rectangle to the enemy's head self.headCollider = self.attachAsset('enemyRectangle', { anchorX: 0.5, anchorY: 0.5, width: 200, height: 100 // visible: false }); self.headCollider.y = -enemyGraphics.height / 4; // Position the rectangle on the enemy's head // self.headCollider.visible = false; self.headCollider.alpha = 0; // Add a bodyCollider rectangle to the bottom part of the enemy self.bodyCollider = self.attachAsset('enemyRectangle', { anchorX: 0.5, anchorY: 0.5, width: 150, height: 150, color: 0xffff00 }); self.bodyCollider.y = enemyGraphics.height / 4; // Position the rectangle on the enemy's body // self.bodyCollider.visible = false self.bodyCollider.alpha = 0; self.speed = 5; self.state; self.states = { moving: { onEnter: function onEnter() { console.log('Enemy starts moving'); self.anims['walk'].play(); }, onUpdate: function onUpdate() { self.x -= self.speed; }, onExit: function onExit() { console.log('Enemy stops moving'); self.anims['walk'].stop(); }, onEvent: function onEvent(event, data) { console.log('Event received in moving state: ', event, data); } }, dead: { onEnter: function onEnter() { console.log('Enemy has died'); self.destroy(); }, onUpdate: function onUpdate() {}, onExit: function onExit() { console.log('Exiting dead state'); }, onEvent: function onEvent(event, data) { console.log('Event received in dead state: ', event, data); } } }; self.setState = function (state) { if (self.state) { self.states[self.state].onExit(); } self.state = state; self.states[self.state].onEnter(); }; self.sendEvent = function (event, data) { if (self.state) { self.states[self.state].onEvent(event, data); } }; self.update = function () { self.states[self.state].onUpdate(); }; self.setState('moving'); }); //<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. for (var img_name in self.images) { var img = self.addChild(self.images[img_name]); img.visible = false; self.images[img_name] = img; } // Add a bodyCollider rectangle to the player character self.bodyCollider = self.attachAsset('collider', { anchorX: 0.5, anchorY: 0.5, width: 150, height: 150, color: 0xffff00, // Yellow color alpha: 0 }); self.bodyCollider.y = self.images.idle.height / 4; // Position the rectangle on the player's body // self.addChild(self.bodyCollider); //configure the animation frames. self.anims = { 'walk': new FrameAnimation([self.images.walk1, self.images.walk2], 300), 'jump': new FrameAnimation([self.images.jump], 100), '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'); self.anims['walk'].stop(); }, onEvent: function onEvent(event, data) { if (event === GameEvents.COLLISION_ENEMY_BODY) { self.setState('death'); } } }, death: { onEnter: function onEnter() { console.log('Player has died'); // Stop all enemies from moving for (var j = 0; j < enemies.length; j++) { enemies[j].speed = 0; } // Additional logic for death state can be added here LK.showGameOver(); }, onUpdate: function onUpdate() { // Animate player falling off the platform if (self.y < 2732 + self.images.idle.height / 2) { self.y += 10; // Move player downwards } }, onExit: function onExit() { console.log('Exiting death state'); }, onEvent: function onEvent(event, data) { console.log('Event received in death state: ', event, data); } }, jumping: { onEnter: function onEnter() { if (!self.isJumping) { self.isJumping = true; self.velocityY = -self.jumpHeight; self.anims['jump'].play(); console.log("jump Started"); } }, 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'); self.anims['jump'].stop(); }, onEvent: function onEvent(event, data) { console.log('Event received in jumping state: ', event, data); if (event === GameEvents.COLLISION_ENEMY_HEAD) { // Add upward velocity to player player.velocityY = -player.jumpHeight / 2; player.isJumping = true; } if (event === GameEvents.COLLISION_ENEMY_BODY) { self.setState('death'); } } } }; self.setState = function (state) { if (self.state) { self.states[self.state].onExit(); } self.state = state; self.states[self.state].onEnter(); }; self.sendEvent = function (event, data) { if (self.state) { self.states[self.state].onEvent(event, data); } }; 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 an enum for GameEvents var GameEvents = { COLLISION_ENEMY_HEAD: 0, COLLISION_ENEMY_BODY: 1, COLLISION_PLAYER_BODY: 2 }; // 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.showFrame(); if (self.assets.length > 1) { 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 () { LK.clearInterval(self.interval); self.isPlaying = false; self.currentFrame = 0; for (var i = 0; i < self.assets.length; i++) { self.assets[i].visible = false; } }; }; 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(); // Check collision between player bodyCollider and enemy headCollider if (enemies[j].state !== 'dead' && player.bodyCollider.intersects(enemies[j].headCollider)) { LK.setScore(LK.getScore() + 1); scoreText.setText(LK.getScore()); // Send COLLISION_ENEMY_HEAD event to player player.sendEvent(GameEvents.COLLISION_ENEMY_HEAD, enemies[j]); // Handle enemy death enemies[j].destroy(); enemies.splice(j, 1); continue; } // Check collision between enemy bodyCollider and player bodyCollider if (enemies[j].state !== 'dead' && enemies[j].bodyCollider.intersects(player.bodyCollider)) { // Send COLLISION_ENEMY_BODY event to player player.sendEvent(GameEvents.COLLISION_ENEMY_BODY, enemies[j]); return; } } }; // Handle player jump game.down = function (x, y, obj) { player.jump(); };
===================================================================
--- original.js
+++ change.js
@@ -321,10 +321,8 @@
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
@@ -366,9 +364,9 @@
// Update enemies
for (var j = enemies.length - 1; j >= 0; j--) {
enemies[j].update();
// Check collision between player bodyCollider and enemy headCollider
- if (player.bodyCollider.intersects(enemies[j].headCollider)) {
+ if (enemies[j].state !== 'dead' && player.bodyCollider.intersects(enemies[j].headCollider)) {
LK.setScore(LK.getScore() + 1);
scoreText.setText(LK.getScore());
// Send COLLISION_ENEMY_HEAD event to player
player.sendEvent(GameEvents.COLLISION_ENEMY_HEAD, enemies[j]);
@@ -377,9 +375,9 @@
enemies.splice(j, 1);
continue;
}
// Check collision between enemy bodyCollider and player bodyCollider
- if (enemies[j].bodyCollider.intersects(player.bodyCollider)) {
+ if (enemies[j].state !== 'dead' && enemies[j].bodyCollider.intersects(player.bodyCollider)) {
// Send COLLISION_ENEMY_BODY event to player
player.sendEvent(GameEvents.COLLISION_ENEMY_BODY, enemies[j]);
return;
}