User prompt
make ai launch a nuke
User prompt
make kasburger shoot 3 bullets at a time with a cone aoe
User prompt
make enemies able to die
User prompt
make the ai shoot bullets
User prompt
Fix Bug: 'ReferenceError: enemy is not defined' in this line: 'obstacles[i].collideWithEnemy(enemy); // Assuming 'enemy' is a reference to the enemy object' Line Number: 132
User prompt
make the ai commit suicide and kill the enemy for me
User prompt
Fix Bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'y')' in this line: 'aiTeammate.y = kasburger.y - 300; // Start the AI teammate above the kasburger' Line Number: 60
User prompt
add an ai teammate
User prompt
welcome to height growth simulator today you will be playing as a burger aka kasburger
Initial prompt
kasper height growth simulator
/****
* Classes
****/
// HeroBullet class
var HeroBullet = Container.expand(function (angleOffset) {
var self = Container.call(this);
var bulletGraphics = self.createAsset('heroBullet', 'Hero Bullet', 0.5, 0.5);
self.speed = 10;
self.angleOffset = angleOffset;
self.move = function () {
var radianAngle = self.angleOffset * Math.PI / 180;
self.x += Math.cos(radianAngle) * self.speed;
self.y += Math.sin(radianAngle) * self.speed;
};
});
// KamikazeObstacle class
var KamikazeObstacle = Container.expand(function () {
var self = Container.call(this);
var kamikazeObstacleGraphics = self.createAsset('kamikazeObstacle', 'Kamikaze Obstacle', 0.5, 0.5);
self.speed = 2;
self.move = function () {
self.y += self.speed;
};
self.collideWithEnemy = function (enemy) {
if (self.intersects(enemy)) {
enemy.destroy();
self.destroy();
}
};
});
// Hero class
var Kasburger = Container.expand(function () {
var self = Container.call(this);
self.shoot = function () {
var angles = [-15, 0, 15]; // Angles for the cone spread
for (var i = 0; i < angles.length; i++) {
var bullet = new HeroBullet(angles[i]);
bullet.x = self.x;
bullet.y = self.y;
game.addChild(bullet);
}
};
var kasburgerGraphics = self.createAsset('kasburger', 'Kasburger character', 0.5, 0.5);
self.growth = 0.05;
self.maxScale = 5;
self.speed = 5;
self.grow = function () {
if (self.scale.x < self.maxScale) {
self.scale.x += self.growth;
self.scale.y += self.growth;
}
};
self.move = function (x, y) {
self.x = x;
self.y = y;
};
});
// AI Teammate class
var AiTeammate = Container.expand(function () {
var self = Container.call(this);
var aiTeammateGraphics = self.createAsset('aiteammate', 'AI Teammate character', 0.5, 0.5);
self.speed = 3;
self.followDistance = 100;
self.bullets = [];
self.shoot = function () {
var nuke = new AiNuke();
nuke.x = self.x;
nuke.y = self.y;
game.addChild(nuke);
// Explode the nuke after a delay to simulate travel time
LK.setTimeout(function () {
nuke.explode(obstacles);
nuke.destroy();
}, 3000); // Explode after 3 seconds
};
self.follow = function (target, obstacles) {
var closestObstacle = null;
var minDist = Infinity;
obstacles.forEach(function (obstacle) {
var dx = obstacle.x - self.x;
var dy = obstacle.y - self.y;
var dist = Math.sqrt(dx * dx + dy * dy);
if (dist < minDist) {
minDist = dist;
closestObstacle = obstacle;
}
});
if (closestObstacle) {
var dx = closestObstacle.x - self.x;
var dy = closestObstacle.y - self.y;
self.x += dx * self.speed / Math.sqrt(dx * dx + dy * dy);
self.y += dy * self.speed / Math.sqrt(dx * dx + dy * dy);
}
};
});
// Obstacle class
var Obstacle = Container.expand(function () {
var self = Container.call(this);
var obstacleGraphics = self.createAsset('obstacle', 'Obstacle', 0.5, 0.5);
self.speed = 2;
self.move = function () {
self.y += self.speed;
};
});
// Nuke class for AI Teammate
var AiNuke = Container.expand(function () {
var self = Container.call(this);
var nukeGraphics = self.createAsset('aiNuke', 'AI Nuke', 0.5, 0.5);
self.speed = -5;
self.explosionRadius = 300;
self.move = function () {
self.y += self.speed;
};
self.explode = function (obstacles) {
for (var i = obstacles.length - 1; i >= 0; i--) {
var dx = obstacles[i].x - self.x;
var dy = obstacles[i].y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance < self.explosionRadius) {
obstacles[i].destroy();
obstacles.splice(i, 1);
}
}
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000 // Init game with black background
});
/****
* Game Code
****/
// Initialize Kasburger
var kasburger = game.addChild(new Kasburger());
kasburger.x = 2048 / 2;
kasburger.y = 2732 - 200; // Start the kasburger near the bottom of the screen
// Initialize AI teammate
var aiTeammate = game.addChild(new AiTeammate());
aiTeammate.x = 2048 / 2;
aiTeammate.y = kasburger.y - 300; // Start the AI teammate above the kasburger
// Initialize important asset arrays
var obstacles = [];
var kasburger = game.addChild(new Kasburger());
kasburger.x = 2048 / 2;
kasburger.y = 2732 - 200; // Start the kasburger near the bottom of the screen
// Game variables
var isGameOver = false;
var score = 0;
var scoreTxt = new Text2(score.toString(), {
size: 150,
fill: "#ffffff"
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
// Create kamikaze obstacles at intervals
var obstacleTimer = LK.setInterval(function () {
var kamikazeObstacle = new KamikazeObstacle();
kamikazeObstacle.x = Math.random() * 2048;
kamikazeObstacle.y = -50; // Start above the screen
obstacles.push(kamikazeObstacle);
game.addChild(kamikazeObstacle);
}, 2000);
// Handle touch move events
function handleMove(obj) {
var pos = obj.event.getLocalPosition(game);
kasburger.move(pos.x, pos.y);
}
game.on('move', handleMove);
// Game tick event
LK.on('tick', function () {
if (isGameOver) {
return;
}
// Grow the kasburger
kasburger.grow();
// Kasburger shoots bullets
if (LK.ticks % 30 == 0) {
kasburger.shoot();
}
// Make the AI teammate follow the closest obstacle
aiTeammate.follow(kasburger, obstacles);
// AI Teammate shoots bullets
if (LK.ticks % 60 == 0) {
aiTeammate.shoot();
}
// Move AI bullets and check for off-screen
for (var i = aiTeammate.bullets.length - 1; i >= 0; i--) {
var bullet = aiTeammate.bullets[i];
bullet.move();
if (bullet.y < -50) {
bullet.destroy();
aiTeammate.bullets.splice(i, 1);
}
}
kasburger.grow();
// Move kamikaze obstacles and check for collisions with enemies
for (var i = obstacles.length - 1; i >= 0; i--) {
obstacles[i].move();
if (obstacles[i] instanceof KamikazeObstacle) {
obstacles[i].collideWithEnemy(kasburger);
}
if (obstacles[i].y > 2732 + 50) {
obstacles[i].destroy();
obstacles.splice(i, 1);
} else if (kasburger.intersects(obstacles[i])) {
isGameOver = true;
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
}
}
// Update score
score++;
scoreTxt.setText(score.toString());
});
// Game over function
function gameOver() {
isGameOver = true;
LK.clearInterval(obstacleTimer);
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
}
// Touch end event to stop moving the hero
game.on('up', function () {
// Stop moving the hero
}); ===================================================================
--- original.js
+++ change.js
@@ -62,13 +62,17 @@
self.speed = 3;
self.followDistance = 100;
self.bullets = [];
self.shoot = function () {
- var bullet = new AiBullet();
- bullet.x = self.x;
- bullet.y = self.y;
- self.bullets.push(bullet);
- game.addChild(bullet);
+ var nuke = new AiNuke();
+ nuke.x = self.x;
+ nuke.y = self.y;
+ game.addChild(nuke);
+ // Explode the nuke after a delay to simulate travel time
+ LK.setTimeout(function () {
+ nuke.explode(obstacles);
+ nuke.destroy();
+ }, 3000); // Explode after 3 seconds
};
self.follow = function (target, obstacles) {
var closestObstacle = null;
var minDist = Infinity;
@@ -97,16 +101,28 @@
self.move = function () {
self.y += self.speed;
};
});
-// Bullet class for AI Teammate
-var AiBullet = Container.expand(function () {
+// Nuke class for AI Teammate
+var AiNuke = Container.expand(function () {
var self = Container.call(this);
- var bulletGraphics = self.createAsset('aiBullet', 'AI Bullet', 0.5, 0.5);
- self.speed = -10;
+ var nukeGraphics = self.createAsset('aiNuke', 'AI Nuke', 0.5, 0.5);
+ self.speed = -5;
+ self.explosionRadius = 300;
self.move = function () {
self.y += self.speed;
};
+ self.explode = function (obstacles) {
+ for (var i = obstacles.length - 1; i >= 0; i--) {
+ var dx = obstacles[i].x - self.x;
+ var dy = obstacles[i].y - self.y;
+ var distance = Math.sqrt(dx * dx + dy * dy);
+ if (distance < self.explosionRadius) {
+ obstacles[i].destroy();
+ obstacles.splice(i, 1);
+ }
+ }
+ };
});
/****
* Initialize Game