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
****/
// 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])) {