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Please fix the bug: 'STATES is not defined' in or related to this line: 'self.state = STATES.SPAWN;' Line Number: 122
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'FREEZE')' in or related to this line: 'enemy.state = enemy.STATES.FREEZE;' Line Number: 370
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add a new freeze state to the enemy
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add waiting state for enemy
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move the contents of the enemy update function to the appropriate handle state function.
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add a state machine to the enemy. Each state will be used to handle the enemy behavior. Currently there is a spawn state, moving state, attack state. Spawn state is the first state where the enemy moves to the screen, once that tween is done the enemy enters the moving state which is responsible for moving the enemy to the target location. Once reaching the target location the enemy enters attack state.
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change the bulletButton selection to a for loop instead of foreach loop
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when freeze bullet hits the enemies, they should be frozen, i.e they dont' move or attack and resume only after they unfreeze after a configurable amount of time. Initially this is set to 5 seconds.
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when the freeze bullet hits the enemies they should freeze in place for 1 second and then resume moving. Freeze bullet should not cause health reduction.
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add the selectionIndicator over the bullet image
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Please fix the bug: 'Cannot read properties of undefined (reading 'x')' in or related to this line: 'selectionIndicator.x = freezeButton.x + freezeButton.width / 2 + 20;' Line Number: 431
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draw small circle next to the currently selected bullet type button.
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draw a box around the current selected bullet type
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when the mouse is pressed go through bulletButtons array and find out if the mouse click x,y is in one of them. Based on the element that contains the x,y pick the current bullet that will be fired.
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Please fix the bug: 'TypeError: Cannot set properties of undefined (setting 'x')' in or related to this line: 'bullet.x = player.x;' Line Number: 464
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Please fix the bug: 'TypeError: Cannot set properties of undefined (setting 'x')' in or related to this line: 'bullet.x = player.x;' Line Number: 464
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Please fix the bug: 'Cannot read properties of undefined (reading 'x')' in or related to this line: 'initialBullet.x = player.x;' Line Number: 424
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Bullet class var Bullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 45; self.vx = 0; self.scaleX = MaxScale; self.scaleY = MaxScale; self.update = function () { self.scaleX -= 0.1; self.scaleY -= 0.1; self.y -= self.speed; self.x += self.vx; self.rotation += 0.1; // Add rotation effect if (self.scaleX <= MinScale && self.scaleY <= MinScale) { var index = bullets.indexOf(self); if (index > -1) { bullets.splice(index, 1); } game.removeChild(self); self.destroy(); } for (var i = 0; i < enemies.length; i++) { var enemy = enemies[i]; var threshold = 0.1; if (self.intersects(enemy) && self.scaleY >= enemy.scaleY - threshold && self.scaleY <= enemy.scaleY + threshold) { // Bullet hit the enemy // Remove the bullet var index = bullets.indexOf(self); if (index > -1) { bullets.splice(index, 1); } game.removeChild(self); self.destroy(); // Decrease enemy health enemy.health -= 1; // Flash enemy red when hit tween(enemy, { tint: 0xFF0000 }, { duration: 100, onFinish: function onFinish() { tween(enemy, { tint: 0xFFFFFF }, { duration: 100 }); } }); if (enemy.health <= 0) { // Destroy the enemy var enemyIndex = enemies.indexOf(enemy); if (enemyIndex > -1) { enemies.splice(enemyIndex, 1); } // Increment the kill counter killCounter++; killCounterText.setText('Kills: ' + killCounter); tween(enemy, { tint: 0xFF0000 }, { duration: 100, onFinish: function onFinish() { game.removeChild(enemy); enemy.destroy(); } }); } break; // Stop the loop after one enemy is killed } } // Apply fade-in effect using tween tween(self, { alpha: 1 }, { duration: 500, easing: tween.easeIn }); }; }); // Enemy class var Enemy = Container.expand(function () { var self = Container.call(this); // Define states self.STATES = { SPAWN: 'spawn', MOVE: 'move', ATTACK: 'attack', WAIT: 'wait', FREEZE: 'freeze' }; // Initialize state self.state = self.STATES.SPAWN; // State machine handler self.handleState = function () { switch (self.state) { case STATES.SPAWN: self.handleSpawnState(); break; case STATES.MOVE: self.handleMoveState(); break; case STATES.ATTACK: self.handleAttackState(); break; case STATES.WAIT: self.handleWaitState(); break; case STATES.FREEZE: self.handleFreezeState(); break; } }; // Handle spawn state self.handleSpawnState = function () { // Transition to move state after spawn tween is done if (self.speed == 5) { self.state = STATES.MOVE; } }; // Handle move state self.handleMoveState = function () { // Rotate enemy 10 degrees to the left and right alternatively if (LK.ticks % 60 < 30) { self.rotation = self.startRotation * Math.PI / 36; // Rotate 10 degrees to the left or right based on startRotation } else { self.rotation = -self.startRotation * Math.PI / 36; // Rotate 10 degrees to the right or left based on startRotation } if (self.y + self.speed < 2732 - 600) { self.targetReachedTime = null; // Reset targetReachedTime when moving away from target self.y += self.speed; self.scaleX += 0.008; self.scaleY += 0.008; } else { // Reset rotation to zero when reaching target self.rotation = 0; self.reachedTarget = true; // Set reachedTarget to true when target is reached //Transition to the wait state. self.state = STATES.WAIT; } // Pause enemy movement every 0.5 seconds for a duration of 0.25 seconds if (LK.ticks % 30 == 0) { self.speed = 0; LK.setTimeout(function () { self.speed = 5; }, 250); } }; // Handle freeze state self.handleFreezeState = function () { // Remain in freeze state for 2 seconds if (!self.freezeStartTime) { self.freezeStartTime = Date.now(); } if (Date.now() - self.freezeStartTime >= 2000) { self.state = self.prevState ? self.prevState : STATES.MOVE; self.freezeStartTime = null; } }; // Handle wait state self.handleWaitState = function () { // Transition to move state after waiting for 1 second if (!self.waitStartTime) { self.waitStartTime = Date.now(); } if (Date.now() - self.waitStartTime >= 1000) { self.state = STATES.ATTACK; self.waitStartTime = null; } }; // Handle attack state self.handleAttackState = function () { // Check if enemy can attack player if (self.canAttackPlayer === false) { return; } //toggle the canAttack so we dont' execute this again. self.canAttackPlayer = false; // Change enemy image to attack start self.removeChild(enemyGraphics); enemyGraphics = self.addChild(self.imageDictionary.enemy_attack_start); var curScale = self.scaleX; var curPos = { x: self.x, y: self.y }; // Animate enemy to move towards player and back tween(self, { x: player.x, y: player.y + player.height, scaleX: curScale + 2, scaleY: curScale + 2 }, { duration: 250, easing: tween.easeInOut, onFinish: function onFinish() { // Reduce health by making a circle invisible if (healthCircles.length > 0) { var circle = healthCircles.pop(); circle.visible = false; } // End game if no health circles are visible if (healthCircles.length === 0) { LK.showGameOver(); } //show attack_finish on anim finish self.removeChild(enemyGraphics); enemyGraphics = self.addChild(self.imageDictionary.enemy_attack_finish); // Flash the player's hands red to indicate an attack tween(handsIdleLeft, { tint: 0xFF0000 }, { duration: 250, onFinish: function onFinish() { tween(handsIdleLeft, { tint: 0xFFFFFF }, { duration: 250 }); } }); tween(handsIdleRight, { tint: 0xFF0000 }, { duration: 250, onFinish: function onFinish() { tween(handsIdleRight, { tint: 0xFFFFFF }, { duration: 250 }); } }); tween(self, { x: curPos.x, y: curPos.y, scaleX: curScale, scaleY: curScale }, { duration: 250, easing: tween.easeInOut, onFinish: function onFinish() { self.removeChild(enemyGraphics); enemyGraphics = self.addChild(self.imageDictionary.idle); } }); } }); }; // Dictionary of images for the enemy self.imageDictionary = { idle: LK.getAsset('enemy', { anchorX: 0.5, anchorY: 1 }), attack: LK.getAsset('hands_idle', { anchorX: 0.5, anchorY: 1 }), hit: LK.getAsset('bloodSplatter', { anchorX: 0.5, anchorY: 1 }), enemy_attack_start: LK.getAsset('enemy_attack_start', { anchorX: 0.5, anchorY: 1 }), enemy_attack_finish: LK.getAsset('enemy_attack_finish', { anchorX: 0.5, anchorY: 1 }) }; // Attach the default enemy image var enemyGraphics = self.addChild(self.imageDictionary.idle); self.health = Math.min(2 + Math.floor(killCounter / 5), 10); // Initialize health based on kill count self.reachedTarget = false; // Initialize reachedTarget to false self.canAttackPlayer = false; // Initialize canAttackPlayer to false self.speed = 0; self.scaleX = MinScale; self.scaleY = MinScale / 4; tween(self, { scaleX: MinScale, scaleY: MinScale }, { duration: 250, onFinish: function onFinish() { self.speed = 0; LK.setTimeout(function () { self.speed = 5; }, 500); } }); // Assign a random starting rotation to each enemy self.startRotation = Math.random() < 0.5 ? -1 : 1; self.handleTargetReached = function () {}; self.update = function () { self.handleState(); // Call state machine handler return; }; }); // FreezeBullet class var FreezeBullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.attachAsset('FreezeBall', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 45; self.vx = 0; self.scaleX = MaxScale; self.scaleY = MaxScale; self.update = function () { self.scaleX -= 0.1; self.scaleY -= 0.1; self.y -= self.speed; self.x += self.vx; self.rotation += 0.1; // Add rotation effect if (self.scaleX <= MinScale && self.scaleY <= MinScale) { var index = bullets.indexOf(self); if (index > -1) { bullets.splice(index, 1); } game.removeChild(self); self.destroy(); } for (var i = 0; i < enemies.length; i++) { var enemy = enemies[i]; var threshold = 0.1; if (self.intersects(enemy) && self.scaleY >= enemy.scaleY - threshold && self.scaleY <= enemy.scaleY + threshold) { // FreezeBullet hit the enemy // Remove the bullet var index = bullets.indexOf(self); if (index > -1) { bullets.splice(index, 1); } game.removeChild(self); self.destroy(); // Decrease enemy health by 2 units enemy.health -= 2; // Transition enemy to freeze state enemy.state = enemy.STATES.FREEZE; tween(enemy, { tint: 0xFF0000 }, { duration: 100, onFinish: function onFinish() { tween(enemy, { tint: 0xFFFFFF }, { duration: 100 }); } }); if (enemy.health <= 0) { // Destroy the enemy var enemyIndex = enemies.indexOf(enemy); if (enemyIndex > -1) { enemies.splice(enemyIndex, 1); } // Increment the kill counter killCounter++; killCounterText.setText('Kills: ' + killCounter); tween(enemy, { tint: 0xFF0000 }, { duration: 100, onFinish: function onFinish() { game.removeChild(enemy); enemy.destroy(); } }); } break; // Stop the loop after one enemy is killed } } // Apply fade-in effect using tween tween(self, { alpha: 1 }, { duration: 500, easing: tween.easeIn }); }; }); //<Assets used in the game will automatically appear here> // Player class var Player = Container.expand(function () { var self = Container.call(this); var playerGraphics = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 10; self.update = function () { // Make the player invisible self.alpha = 0; }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 //Init game with black background }); /**** * Game Code ****/ // Create a brown rectangle box to cover the width of the screen var killCounterBackground = new Container(); var backgroundBox = LK.getAsset('rectangle', { anchorX: 0.5, anchorY: 0 }); backgroundBox.width = 2048; // Set width to cover the screen backgroundBox.height = 150; // Set height to fit behind the text backgroundBox.tint = 0x8B4513; // Brown color killCounterBackground.addChild(backgroundBox); killCounterBackground.y = 0; // Position at the top of the screen LK.gui.top.addChild(killCounterBackground); // Initialize kill counter var killCounter = 0; // Create a Text2 object to display the kill counter var killCounterText = new Text2('Kills: 0', { size: 100, fill: 0xFFFFFF, font: "'Papyrus', 'Lucida Handwriting', 'Comic Sans MS'" // Use ancient script-like fonts }); killCounterText.anchor.set(0.5, 0); // Center the text horizontally LK.gui.top.addChild(killCounterText); // Add the text to the top of the screen // Initialize health circles var healthCircles = []; for (var i = 0; i < 3; i++) { var circle = LK.getAsset('centerCircle', { anchorX: 0.5, anchorY: 0.5 }); circle.x = 2048 / 2 - 110 + i * 120; // Adjusted to have 20 units between circles circle.y = 2732 - 50; healthCircles.push(circle); game.addChild(circle); } // Initialize bullets var bullets = []; // Initialize bullet type var currentBulletType = 'freeze'; // Create a small circle to indicate the selected bullet type var selectionIndicator = LK.getAsset('bloodSplatter', { anchorX: 0.5, anchorY: 0.5 }); selectionIndicator.scaleX = 1; selectionIndicator.scaleY = 1; game.addChild(selectionIndicator); // Function to update the position of the selection indicator function updateSelectionIndicator() { if (currentBulletType === 'magic') { selectionIndicator.x = magicButton.x; selectionIndicator.y = magicButton.y; } else if (currentBulletType === 'freeze' && typeof freezeButton !== 'undefined') { selectionIndicator.x = freezeButton.x; selectionIndicator.y = freezeButton.y; } } // Initial position of the selection indicator updateSelectionIndicator(); // Create button for Magic Ball var magicButton = LK.getAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); magicButton.x = 100; magicButton.y = 2732 - 100; game.addChild(magicButton); // Create button for Freeze Bullet var freezeButton = LK.getAsset('FreezeBall', { anchorX: 0.5, anchorY: 0.5 }); freezeButton.x = 100; freezeButton.y = 2732 - 300; game.addChild(freezeButton); //initialize the locations of hands. var hand_initialy = 2732; var lefthand_initialx = 2048 / 2 - 600; var righthand_initialx = 2048 / 2 + 600; // Handle player movement game.move = function (x, y, obj) { player.x = (handsIdleLeft.x + handsIdleRight.x) / 2; player.y = (handsIdleLeft.y + handsIdleRight.y) / 2; }; // Handle shooting and hand animation game.down = function (x, y, obj) { console.log(obj, x, y); // Check if the click is on any bullet button var bulletButtons = [magicButton, freezeButton]; for (var index = 0; index < bulletButtons.length; index++) { var button = bulletButtons[index]; if (x >= button.x - button.width / 2 && x <= button.x + button.width / 2 && y >= button.y - button.height / 2 && y <= button.y + button.height / 2) { // Set current bullet type based on the button clicked currentBulletType = index === 0 ? 'magic' : 'freeze'; // Update the position of the selection indicator updateSelectionIndicator(); return; } } // Animate left hand tween(handsIdleLeft, { scaleX: 1.5, scaleY: 1.5, y: hand_initialy + 100 }, { duration: 125, easing: tween.easeInOut, onFinish: function onFinish() { tween(handsIdleLeft, { scaleX: 1, scaleY: 1, y: hand_initialy - 100 }, { duration: 125, easing: tween.easeInOut, onFinish: function onFinish() { // Create bullet after animation var bullet; if (currentBulletType === 'freeze') { bullet = new FreezeBullet(); } else { bullet = new Bullet(); } bullet.x = player.x; bullet.y = player.y - 100; var dx = (x - player.x) / bullet.speed; bullet.vx = dx; bullets.push(bullet); game.addChild(bullet); } }); } }); // Animate right hand tween(handsIdleRight, { scaleX: -1.5, scaleY: 1.5, y: hand_initialy + 100 }, { duration: 125, easing: tween.easeInOut, onFinish: function onFinish() { tween(handsIdleRight, { scaleX: -1, scaleY: 1, y: hand_initialy - 100 }, { duration: 125, easing: tween.easeInOut }); } }); }; game.addChild(player); // Initialize bullets var bullets = []; // Handle player movement game.move = function (x, y, obj) { player.x = x; player.y = y; }; // Handle shooting game.addChild(player); // Draw hands_idle image 200 units to the left of the horizontal center //<Assets used in the game will automatically appear here> var handsIdleLeft = game.addChild(LK.getAsset('hands_idle', { anchorX: 0.5, anchorY: 1 })); handsIdleLeft.x = lefthand_initialx; handsIdleLeft.y = hand_initialy; handsIdleLeft.rotation = Math.PI / 6; // Rotate 30 degrees //handsIdleLeft.scale.x = -1; // Draw hands_idle image 200 units to the right of the horizontal center var handsIdleRight = game.addChild(LK.getAsset('hands_idle', { anchorX: 0.5, anchorY: 1 })); handsIdleRight.x = righthand_initialx; handsIdleRight.y = hand_initialy; handsIdleRight.rotation = -Math.PI / 6; // Rotate -30 degrees handsIdleRight.scale.x = -1; // Initialize player // Define MinScale and MaxScale var MinScale = 1; var MaxScale = 4; var player = new Player(); player.x = 2048 / 2; player.y = 2732 - 200; // Initialize cyan rectangle var cyanRectangle = game.addChild(LK.getAsset('cyanRectangle', { anchorX: 0, anchorY: 1 })); cyanRectangle.x = 0; cyanRectangle.y = 2732 / 2; // Initialize another cyan rectangle var cyanRectangle2 = game.addChild(LK.getAsset('cyanRectangle', { anchorX: 1, anchorY: 1 })); cyanRectangle2.x = 2048; cyanRectangle2.y = 2732 / 2; // Initialize rectangle var rectangle = game.addChild(LK.getAsset('rectangle', { anchorX: 0.5, anchorY: 1 })); rectangle.x = 2048 / 2; rectangle.y = 2732 / 2; // Initialize grey rectangle var greyRectangle = game.addChildAt(LK.getAsset('greyRectangle', { anchorX: 0.5, anchorY: 0 }), 0); greyRectangle.x = 2048 / 2; greyRectangle.y = 2732 / 2; greyRectangle.height = 2732 / 2; // Adjust the height to cover the bottom half of the screen // Define base_y variable var base_y = greyRectangle.y - greyRectangle.height / 2; // Initialize enemies var enemies = []; var currentWave = 0; function spawnWave() { var predefinedPositions = [300, 700, 1100, 1500, 1900]; // Predefined x positions for enemies var usedPositions = []; // Track used positions for (var i = 0; i < currentWave % 2 + 1; i++) { var enemy = new Enemy(); var positionIndex; // Ensure each enemy picks a unique slot do { positionIndex = Math.floor(Math.random() * predefinedPositions.length); } while (usedPositions.includes(positionIndex)); usedPositions.push(positionIndex); enemy.x = predefinedPositions[positionIndex]; enemy.y = 2732 / 2 - enemy.height / 2 + 150; enemy.scaleX = 0; enemy.scaleY = 0; enemies.push(enemy); // Tween enemy from random off screen point on X axis to spawn point var spawnX = enemy.x; enemy.x = Math.random() < 0.5 ? -100 : 2148; // Random off screen point on X axis tween(enemy, { x: spawnX }, { duration: 4000 }); } currentWave++; } spawnWave(); // Add enemies to game after the cyan and blue rectangles for (var i = 0; i < enemies.length; i++) { game.addChild(enemies[i]); } // Ensure hands are drawn over enemies game.addChild(handsIdleLeft); game.addChild(handsIdleRight); // Initialize bullets var bullets = []; // Function to randomly select an enemy and set its canAttackPlayer to true function selectRandomEnemy() { if (enemies.length > 0) { // Reset all enemies' canAttackPlayer to false enemies.forEach(function (enemy) { return enemy.canAttackPlayer = false; }); // Select a random enemy var randomIndex = Math.floor(Math.random() * enemies.length); if (enemies[randomIndex].reachedTarget) { enemies[randomIndex].canAttackPlayer = true; } } } // Initialize enemy attack delay var enemyAttackDelay = 3000; // 3 seconds in milliseconds // Function to update enemy attack delay based on kill count function updateEnemyAttackDelay() { enemyAttackDelay = 3000 - Math.floor(killCounter / 5) * 100; if (enemyAttackDelay < 1000) { enemyAttackDelay = 1000; // Minimum delay of 1 second } } // Set interval to select a random enemy based on dynamic delay function scheduleEnemyAttack() { LK.setTimeout(function () { selectRandomEnemy(); scheduleEnemyAttack(); }, enemyAttackDelay); } // Start scheduling enemy attacks scheduleEnemyAttack(); // Handle player movement game.move = function (x, y, obj) {}; // Handle shooting // Add player to game game.addChild(player); // Game update loop game.update = function () { // Update enemies for (var j = 0; j < enemies.length; j++) { var enemy = enemies[j]; enemy.update(); } // Tween tint of hands over 20 frames var tweenDuration = 500; var hand_boby = 20; if (LK.ticks % 60 === 0) { tween(handsIdleLeft, { y: hand_initialy - hand_boby }, { duration: tweenDuration, easing: tween.easeOut }); tween(handsIdleRight, { y: hand_initialy - hand_boby }, { duration: tweenDuration, easing: tween.easeOut }); } else if (LK.ticks % 60 === 30) { tween(handsIdleLeft, { y: hand_initialy + hand_boby }, { duration: tweenDuration, easing: tween.easeOut }); tween(handsIdleRight, { y: hand_initialy + hand_boby }, { duration: tweenDuration, easing: tween.easeOut }); } // Check if all enemies are dead if (enemies.length === 0) { // Spawn a new wave if all enemies are dead spawnWave(); game.removeChild(handsIdleLeft); game.removeChild(handsIdleRight); // Add enemies to game after the cyan and blue rectangles for (var i = 0; i < enemies.length; i++) { game.addChild(enemies[i]); } game.addChild(handsIdleLeft); game.addChild(handsIdleRight); } };
===================================================================
--- original.js
+++ change.js
@@ -100,9 +100,9 @@
WAIT: 'wait',
FREEZE: 'freeze'
};
// Initialize state
- self.state = STATES.SPAWN;
+ self.state = self.STATES.SPAWN;
// State machine handler
self.handleState = function () {
switch (self.state) {
case STATES.SPAWN:
magic energy ball in 16 bit pixel art style. It should have a glow effect so it feels like a powerful magic spell. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
brick wall with shield and swords hanging in the middle of it.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
the brick wall is seamless and i should be able to use it to repeat the image multiple times by placing them side by side.
dungeon floor with cracks in the floor. Small grass scattered on the floor. . No shadows. 2d. In-Game asset. flat
red colored heart for representing player health in the game.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Magical projectile that will freeze the enemies.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
magic projectile impact effect. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
magical fireball. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
orc mage, leather armor, staff with glowing crystal with freezing power. front facing, arms and legs clearly visible, wearing a hood made of cloth.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows, 16 bit pixel art