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