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
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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 ****/ // 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(); } }; }); // Hero class var Kasburger = Container.expand(function () { var self = Container.call(this); 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.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; }; }); /**** * 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(); // Make the AI teammate follow the closest obstacle aiTeammate.follow(kasburger, obstacles); 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(enemy); // Assuming 'enemy' is a reference to the enemy object } 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
@@ -1,7 +1,21 @@
/****
* Classes
****/
+// 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();
+ }
+ };
+});
// Hero class
var Kasburger = Container.expand(function () {
var self = Container.call(this);
var kasburgerGraphics = self.createAsset('kasburger', 'Kasburger character', 0.5, 0.5);
@@ -24,12 +38,23 @@
var self = Container.call(this);
var aiTeammateGraphics = self.createAsset('aiteammate', 'AI Teammate character', 0.5, 0.5);
self.speed = 3;
self.followDistance = 100;
- self.follow = function (target) {
- var dx = target.x - self.x;
- var dy = target.y - self.y;
- if (Math.sqrt(dx * dx + dy * dy) > self.followDistance) {
+ 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);
}
};
@@ -75,15 +100,15 @@
fill: "#ffffff"
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
-// Create obstacles at intervals
+// Create kamikaze obstacles at intervals
var obstacleTimer = LK.setInterval(function () {
- var obstacle = new Obstacle();
- obstacle.x = Math.random() * 2048;
- obstacle.y = -50; // Start above the screen
- obstacles.push(obstacle);
- game.addChild(obstacle);
+ 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);
@@ -96,14 +121,17 @@
return;
}
// Grow the kasburger
kasburger.grow();
- // Make the AI teammate follow the kasburger
- aiTeammate.follow(kasburger);
+ // Make the AI teammate follow the closest obstacle
+ aiTeammate.follow(kasburger, obstacles);
kasburger.grow();
- // Move obstacles and check for collisions
+ // 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(enemy); // Assuming 'enemy' is a reference to the enemy object
+ }
if (obstacles[i].y > 2732 + 50) {
obstacles[i].destroy();
obstacles.splice(i, 1);
} else if (kasburger.intersects(obstacles[i])) {