User prompt
make ai launch a nuke
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make kasburger shoot 3 bullets at a time with a cone aoe
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make enemies able to die
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make the ai shoot bullets
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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
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make the ai commit suicide and kill the enemy for me
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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
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welcome to height growth simulator today you will be playing as a burger aka kasburger
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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(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
@@ -128,9 +128,9 @@
// 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
+ obstacles[i].collideWithEnemy(kasburger);
}
if (obstacles[i].y > 2732 + 50) {
obstacles[i].destroy();
obstacles.splice(i, 1);