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Initiate the game immediately upon opening.
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remove main menu
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remove level manager
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TypeError: undefined is not an object (evaluating'levelManager.generateRandomPipes')
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Create a map and pipe layout for each level.
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Fix Bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'generateRandomPipes')' in or related to this line: 'var pipePositions = levelManager.generateRandomPipes(levelIndex);' Line Number: 290
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var LevelManager = Container.expand(function () { var self = Container.call(this); // ... (existing LevelManager code) self.levels = [{ pipes: [300, 500, 700], unlocked: true }, { pipes: [250, 450, 650, 850], unlocked: false }, { pipes: [200, 400, 600, 800, 1000], unlocked: false }]; self.unlockLevel = function (levelIndex) { if (levelIndex < self.levels.length) { self.levels[levelIndex].unlocked = true; } }; self.getLevelDesign = function (levelIndex) { if (levelIndex < self.levels.length && self.levels[levelIndex].unlocked) { return self.levels[levelIndex].pipes; } return null; }; self.setupLevels = function () { for (var i = 0; i < self.levels.length; i++) { var levelTemplate = game.addChild(new LevelTemplate()); levelTemplate.setupLevel(i); } }; self.setupLevels(); // Call this function to set up levels when the game starts }); now this one
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Fix Bug: 'Uncaught ReferenceError: LevelManager is not defined' in or related to this line: 'var levelManager = game.addChild(new LevelManager());' Line Number: 419
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/**** * Level Template ****/ var LevelTemplate = Container.expand(function () { var self = Container.call(this); self.createPipes = function (pipePositions) { for (var i = 0; i < pipePositions.length; i++) { var obstacle = game.addChild(new Obstacle()); obstacle.setGap(pipePositions[i]); obstacle.x = game.width + i * 300; // Adjust the gap between pipes obstacles.push(obstacle); } }; self.setupLevel = function (levelIndex) { var pipePositions = levelManager.generateRandomPipes(levelIndex); self.createPipes(pipePositions); }; }); implement this to the code
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Please activate the start buttons to disable the main menu and directly access the chosen level.
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Move the tutorial text to a higher position on the screen for better visibility.
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Overlay the tutorial text on top of the level one text.
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Provide a tutorial or instructions for new players. Explain controls and any special features.
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Experiment with background animations or parallax scrolling for a more dynamic look. Implement day/night cycles or different themes.
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Implement a pause button that allows players to temporarily suspend the game. Include options to resume, restart, or return to the main menu.
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Add a global or local leaderboard to track high scores. Provide incentives for players to compete for the top spot.
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Ensure the game works well on various screen sizes and orientations. Implement responsive design for different devices.
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Add a button to share scores on social media or challenge friends.
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Enhance the game-over screen with a score summary, encouraging players to retry.
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Fix Bug: 'ReferenceError: levelIndex is not defined' in or related to this line: 'self.x -= 4 + levelIndex * 0.5; // Move left faster with higher level index' Line Number: 150
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Gradually increase the difficulty as the player progresses through levels. Adjust obstacle speed, frequency, or introduce more challenging patterns.
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When invincibility is activated, it should annihilate any pipes it comes into contact with.
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Add text to the bird that describes the function of the power-up it collected.
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The issue where the power-ups persist on the screen and unexpectedly trail the bird has not yet been resolved.
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powerups dont dissappear and the wings powerup doesnt enable an ai to control the bird and avoiding the pipes
/**** * Classes ****/ var BuffIndicator = Container.expand(function (buffType) { var self = Container.call(this); var indicatorGraphics; switch (buffType) { case 'invincibility': indicatorGraphics = self.attachAsset('star', { anchorX: 0.5, anchorY: 0.5 }); break; case 'multiplier': indicatorGraphics = self.attachAsset('diamond', { anchorX: 0.5, anchorY: 0.5 }); break; case 'flight': indicatorGraphics = self.attachAsset('wings', { anchorX: 0.5, anchorY: 0.5 }); break; } self.alpha = 0.5; // Make the indicator semi-transparent self.lifetime = 5000; // The duration for which the indicator is displayed self.update = function () { self.lifetime -= LK.tickDuration; if (self.lifetime <= 0) { self.destroy(); } }; }); var Bird = Container.expand(function () { var self = Container.call(this); var birdGraphics = self.attachAsset('bird', { anchorX: 0.5, anchorY: 0.5 }); self.velocityY = 0; self.gravity = 0.6; self.invincible = false; self.scoreMultiplier = 1; self.flapPower = -15; self.flap = function () { self.velocityY = self.flapPower; self.tweenUp = true; self.tweenUpTime = 0; }; self.updatePhysics = function () { if (self.tweenUp) { self.tweenUpTime += 1; if (self.tweenUpTime > 10) { self.tweenUp = false; self.tweenUpTime = 0; } } else { self.velocityY += self.gravity; } self.y += self.velocityY; // Update bird's rotation based on velocity self.rotation = Math.max(Math.min(self.velocityY * 0.02, Math.PI / 2), -Math.PI / 2); // Lock the bird's horizontal position to the center of the screen self.x = game.width / 2; // Keep the bird within the game boundaries and check for ground collision if (self.y > game.height - ground.height) { self.y = game.height - ground.height; // Create particle effect for collision with ground LK.effects.flashObject(self, 0xff0000, 700); LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } else if (self.y < 0) { self.y = 0; } }; }); var MovingObstacle = Container.expand(function () { var self = Container.call(this); var topPipe = self.attachAsset('largePipe', { anchorX: 0.5, anchorY: 1, flipY: 1 // Flip the top pipe vertically }); var bottomPipe = self.attachAsset('largePipe', { anchorX: 0.5, anchorY: 0 }); var gapSize = 300; self.verticalSpeed = 2; self.direction = 1; self.setGap = function (gapY) { topPipe.y = gapY - gapSize / 2 - topPipe.height; bottomPipe.y = gapY + gapSize / 2; }; self.move = function () { self.x -= 4; // Move left if (self.y <= 0 || self.y >= game.height - bottomPipe.height - gapSize) { self.direction *= -1; // Change direction when hitting bounds } self.y += self.verticalSpeed * self.direction; // Move vertically }; self.resetPosition = function (newX, newY) { self.x = newX; self.y = newY; }; self.getTopPipe = function () { return topPipe; }; self.getBottomPipe = function () { return bottomPipe; }; }); var Button = Container.expand(function (label, callback) { var self = Container.call(this); var buttonGraphics = self.attachAsset('ground', { width: 100, height: 50, color: 0x0000ff, shape: 'box' }); var buttonText = new Text2(label, { size: 50, fill: '#ffffff' }); buttonText.anchor.set(0.5, 0.5); buttonText.x = buttonGraphics.width / 2; buttonText.y = buttonGraphics.height / 2; self.addChild(buttonText); self.interactive = true; self.buttonMode = true; self.on('down', function (obj) { callback(); }); }); var PowerUp = Container.expand(function (type) { var self = Container.call(this); var powerUpGraphics; switch (type) { case 'invincibility': powerUpGraphics = self.attachAsset('star', { anchorX: 0.5, anchorY: 0.5 }); self.effect = function (bird) { bird.invincible = true; LK.setTimeout(function () { bird.invincible = false; }, 5000); }; break; case 'multiplier': powerUpGraphics = self.attachAsset('diamond', { anchorX: 0.5, anchorY: 0.5 }); self.effect = function (bird) { bird.scoreMultiplier = 2; LK.setTimeout(function () { bird.scoreMultiplier = 1; }, 5000); }; break; case 'flight': powerUpGraphics = self.attachAsset('wings', { anchorX: 0.5, anchorY: 0.5 }); self.effect = function (bird) { bird.gravity = 0; bird.velocityY = 0; LK.setTimeout(function () { bird.gravity = 0.6; }, 5000); }; break; } self.move = function () { self.x -= 4; }; self.collect = function (bird) { self.effect(bird); // Create a visual indicator for the active power-up var buffIndicator = new BuffIndicator(type); buffIndicator.x = bird.x; buffIndicator.y = bird.y - bird.height; game.addChild(buffIndicator); // Add text to the bird that describes the function of the power-up it collected var powerUpText = new Text2(type.toUpperCase(), { size: 50, fill: '#ffffff' }); powerUpText.anchor.set(0.5, 0); powerUpText.x = bird.x; powerUpText.y = bird.y - bird.height - 50; game.addChild(powerUpText); LK.setTimeout(function () { powerUpText.destroy(); }, 5000); self.destroy(); }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x87CEEB // Init game with sky blue background }); /**** * Game Code ****/ // Initialize ground asset var ground = game.addChild(LK.getAsset('ground', { anchorX: 0.0, // Left anchor x-coordinate anchorY: 1.0, // Bottom anchor y-coordinate x: 0, // Position x-coordinate y: game.height // Position y-coordinate })); function startGame() { var powerUps = []; // Clear the main menu if (mainMenu) { mainMenu.destroy(); mainMenu = null; } // Create and initialize the bird var bird = game.addChild(new Bird()); bird.x = game.width / 2; bird.y = game.height / 2; var obstacles = []; // Add touch event to make the bird flap and jump game.on('down', function (obj) { // Ensure bird is defined and accessible if (bird) { bird.flap(); } // Update bird's position immediately after flapping bird.updatePhysics(); }); // Set up the game tick event for the level var pipeCreationInterval = 1500; // Time in milliseconds between pipe creation var lastPipeCreationTime = Date.now(); LK.on('tick', function () { // Update bird physics bird.updatePhysics(); // Move obstacles and create new ones at intervals if (obstacles) { for (var i = obstacles.length - 1; i >= 0; i--) { obstacles[i].move(); // Remove off-screen obstacles if (obstacles[i].x < -obstacles[i].width) { obstacles[i].destroy(); obstacles.splice(i, 1); } } // Check if it's time to create a new pipe if (Date.now() - lastPipeCreationTime > pipeCreationInterval) { var obstacle = game.addChild(new MovingObstacle()); obstacle.setGap(Math.random() * (game.height - 200) + 100); obstacle.x = game.width; obstacles.push(obstacle); lastPipeCreationTime = Date.now(); } } // Generate power-ups at intervals if (LK.ticks % 600 == 0) { var powerUpType = ['invincibility', 'multiplier', 'flight'][Math.floor(Math.random() * 3)]; var powerUp = new PowerUp(powerUpType); powerUp.x = game.width; powerUp.y = Math.random() * (game.height - 200) + 100; game.addChild(powerUp); powerUps.push(powerUp); } // Move power-ups and check for collection for (var p = powerUps.length - 1; p >= 0; p--) { powerUps[p].move(); if (bird.intersects(powerUps[p])) { powerUps[p].collect(bird); powerUps.splice(p, 1); } else if (powerUps[p].x < -powerUps[p].width) { powerUps[p].destroy(); powerUps.splice(p, 1); } } // Check for collision between the bird and the pipes and increment score var passedPipe = false; for (var i = obstacles.length - 1; i >= 0; i--) { var obstacle = obstacles[i]; var topPipe = obstacle.getTopPipe(); var bottomPipe = obstacle.getBottomPipe(); if (bird.invincible) { if (bird.intersects(topPipe) || bird.intersects(bottomPipe)) { obstacles[i].destroy(); obstacles.splice(i, 1); LK.effects.flashObject(topPipe, 0xffff00, 300); LK.effects.flashObject(bottomPipe, 0xffff00, 300); } } else if (bird.intersects(topPipe) || bird.intersects(bottomPipe)) { LK.effects.flashObject(bird, 0xff0000, 700); LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); break; } else if (bird.x > topPipe.x + topPipe.width && !obstacle.passed) { obstacle.passed = true; passedPipe = true; } } if (passedPipe) { LK.setScore(LK.getScore() + 1 * bird.scoreMultiplier); scoreTxt.setText(LK.getScore()); // Create particle effect for scoring LK.effects.flashObject(bird, 0xffff00, 500); } }); } var powerUps = []; var bird = null; var scoreTxt = new Text2('0', { size: 150, fill: "#ffffff", anchorX: 0.5, anchorY: 0 }); LK.gui.top.addChild(scoreTxt); // startGame(0, levelManager.generateRandomPipes(0));
===================================================================
--- original.js
+++ change.js
@@ -75,41 +75,8 @@
self.y = 0;
}
};
});
-var MainMenu = Container.expand(function () {
- var self = Container.call(this);
- self.menuItems = [];
- self.createMenuItem = function (text, levelIndex) {
- var menuItem = new Text2(text, {
- size: 100,
- fill: '#ffffff'
- });
- menuItem.levelIndex = levelIndex;
- menuItem.y = game.height / 2 - self.menuItems.length * 200 / 2 + levelIndex * 200;
- menuItem.anchor.set(0.5, 0.5);
- menuItem.x = game.width / 2;
- menuItem.on('down', function (obj) {
- // Start the game with the first level as default if no level is selected
- startGame(0);
- });
- self.addChild(menuItem);
- var button = new Button('Start', function () {
- // Start the game or level here
- // Placeholder for the correct game start function
- });
- button.x = menuItem.x + menuItem.width / 2 + 50; // Position button to the right of the menu item
- button.y = menuItem.y;
- self.addChild(button);
- self.menuItems.push({
- menuItem: menuItem,
- button: button
- });
- };
- self.createMenuItem('Level 1', 0);
- self.createMenuItem('Level 2', 1);
- self.createMenuItem('Level 3', 2);
-});
var MovingObstacle = Container.expand(function () {
var self = Container.call(this);
var topPipe = self.attachAsset('largePipe', {
anchorX: 0.5,
@@ -352,16 +319,13 @@
}
});
}
var powerUps = [];
-var mainMenu;
var bird = null;
var scoreTxt = new Text2('0', {
size: 150,
fill: "#ffffff",
anchorX: 0.5,
anchorY: 0
});
LK.gui.top.addChild(scoreTxt);
-mainMenu = game.addChild(new MainMenu());
-// Moved the startGame call inside the MainMenu class to ensure levelManager is initialized before starting the game
// startGame(0, levelManager.generateRandomPipes(0));
\ No newline at end of file