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Please fix the bug: 'TypeError: self.minesweeper.isGameOver is not a function' in or related to this line: 'if (self.minesweeper.isGameOver()) {' Line Number: 42
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出現率が低すぎるバグがあります
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出現率が0なのであげて
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さらに0になるので出現するようにしてくださし
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魚が0になるので修正してください
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Please fix the bug: 'TypeError: LK.Container is not a constructor' in or related to this line: 'var powerUpScreen = new LK.Container({' Line Number: 201
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上記のロジックを実装してください
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上記のように修正してください
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Please fix the bug: 'TypeError: LK.Screen is not a constructor' in or related to this line: 'var powerUpScreen = new LK.Screen({' Line Number: 141
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ボスが出現しないので修正して
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Please fix the bug: 'Uncaught ReferenceError: Minesweeper is not defined' in or related to this line: 'self.minesweeper = new Minesweeper(10, 10, 10); // 10x10 grid with 10 mines' Line Number: 32
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ボスはマインスイーパーのゲームをクリアでクリアとして
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1000スコア毎にボスを出現させて
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スコアをもっとリッチなデザインにして
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背景画像を深海にして
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触るだけでスコアアップしているのでヒット後に消滅させて
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うまく表示されていないので修正してください パワーアップの項目はさまざまな種類をランダムに提案してください
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Please fix the bug: 'TypeError: LK.pauseGame is not a function' in or related to this line: 'LK.pauseGame();' Line Number: 96
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パワーアップする項目をプレイヤーに選択させてください
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消えない魚がいるのでなくしてください
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スコアが100達成する事にプレイヤーがパワーアップするようにしてください
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スコアが一定に達する事にランダムパワーアップをする選択肢を表示してください
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黄色のヒットしても消滅しない魚がでているバグがあるので修正してください
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ヒット時にヒットエフェクトを大きく出してください
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わかりやすく5ヒットで消滅するようにしてください
/**** * Classes ****/ // Blade class var Blade = Container.expand(function () { var self = Container.call(this); var bladeGraphics = self.attachAsset('blade', { anchorX: 0.5, anchorY: 0.5 }); self.updatePosition = function (x, y) { self.x = x; self.y = y; }; }); // Boss class var Boss = Container.expand(function () { var self = Container.call(this); var bossGraphics = self.attachAsset('boss', { anchorX: 0.5, anchorY: 0.5 }); // Initialize the Minesweeper game with interaction self.minesweeper = new Minesweeper(10, 10, 10, function (x, y) { // Callback function to handle cell opening // This can be expanded to include more interactive gameplay features console.log("Cell at (" + x + ", " + y + ") was opened."); }); self.isGameOver = false; self.update = function () { if (!self.isGameOver) { // Check if game is over if (self.minesweeper.isGameOver()) { self.isGameOver = true; // If player won, destroy boss if (self.minesweeper.isWin()) { self.destroy(); } } } }; }); // Assets will be automatically created based on usage in the code. // Fish class var Fish = Container.expand(function (type) { var self = Container.call(this); var fishGraphics = self.attachAsset(type, { anchorX: 0.5, anchorY: 0.5 }); self.speed = Math.random() * 2 + 1; self.direction = Math.random() < 0.5 ? 1 : -1; self.hits = type === 'fish1' ? 1 : type === 'fish2' ? 5 : type === 'fish3' ? 1 : 1; // High score fish require more hits self.initialHits = self.hits; // Store the initial hits for each fish self.score = type === 'fish1' ? 10 : type === 'fish2' ? 50 : 10; // High score fish have higher score self.move = function () { self.x += self.speed * self.direction; if (self.x > 2048 || self.x < 0) { self.direction *= -1; } // Add a hit effect when a fish is hit if (self.hits < self.initialHits) { LK.effects.flashObject(self, 0xff0000, 1000); self.initialHits = self.hits; } }; }); // Minesweeper class var Minesweeper = Container.expand(function (width, height, mines, onCellOpen) { var self = Container.call(this); // Initialize the Minesweeper game self.grid = []; for (var i = 0; i < width; i++) { self.grid[i] = []; for (var j = 0; j < height; j++) { self.grid[i][j] = { isMine: false, isOpen: false }; } } // Randomly place mines for (var i = 0; i < mines; i++) { var x = Math.floor(Math.random() * width); var y = Math.floor(Math.random() * height); self.grid[x][y].isMine = true; } // Method to open a cell self.openCell = function (x, y) { if (self.grid[x][y].isOpen) { return; } self.grid[x][y].isOpen = true; // Invoke the callback function when a cell is opened if (onCellOpen) { onCellOpen(x, y); } if (self.grid[x][y].isMine) { self.isGameOver = true; } }; // Method to check if the game is over self.isGameOver = function () { for (var i = 0; i < width; i++) { for (var j = 0; j < height; j++) { if (!self.grid[i][j].isOpen && !self.grid[i][j].isMine) { return false; } } } return true; }; // Method to check if the player has won self.isWin = function () { for (var i = 0; i < width; i++) { for (var j = 0; j < height; j++) { if (self.grid[i][j].isMine && !self.grid[i][j].isOpen) { return false; } } } return true; }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x00008B // Dark blue background to represent deep sea }); /**** * Game Code ****/ var fishes = []; var blade; var score = 0; var scoreTxt = new Text2('Score: 0', { size: 150, fill: "#FFD700", stroke: '#000000', strokeThickness: 5, fontStyle: 'bold', fontFamily: 'Arial' }); LK.gui.top.addChild(scoreTxt); // Create fishes for (var i = 0; i < 50; i++) { var type = 'fish' + (i % 3 + 1); var fish = new Fish(type); fish.x = Math.random() * 2048; fish.y = Math.random() * 2732; fish.score = (i % 3 + 1) * 10; game.addChild(fish); fishes.push(fish); } // Create blade blade = new Blade(); game.addChild(blade); // Create boss var boss = new Boss(); boss.x = 2048 / 2; boss.y = 2732 / 2; boss.visible = false; // Initially, boss is not visible game.addChild(boss); // Handle touch move game.on('move', function (obj) { var pos = obj.event.getLocalPosition(game); blade.updatePosition(pos.x, pos.y); // Check for collisions with fishes fishes.forEach(function (fish, index) { if (blade.intersects(fish)) { fish.hits--; if (fish.hits <= 0) { // Increase score score += fish.score; scoreTxt.setText('Score: ' + score); // Make boss appear and start interaction every 1000 score if (score % 1000 === 0) { if (!boss.visible) { boss.visible = true; boss.x = 2048 / 2; boss.y = 2732 / 2; } // Start or resume Minesweeper game interaction boss.minesweeper.openCell(Math.floor(Math.random() * 10), Math.floor(Math.random() * 10)); } // Power-up player when score reaches 100 if (score >= 100) { // Show power-up selection screen var powerUpScreen = new Container({ backgroundColor: 0x000000, alpha: 0.8 }); var powerUpText = new Text2('Select a Power-Up!', { size: 100, fill: "#ffffff" }); powerUpText.anchor.set(0.5, 0.5); powerUpText.x = 2048 / 2; powerUpText.y = 2732 / 2; powerUpScreen.addChild(powerUpText); LK.gui.center.addChild(powerUpScreen); // Generate random power-up options var powerUps = ['Double Blade Size', 'Increase Speed', 'Extra Life']; var selectedPowerUp = powerUps[Math.floor(Math.random() * powerUps.length)]; // Listen for power-up selection powerUpScreen.on('down', function (obj) { // Remove power-up selection screen powerUpScreen.destroy(); // Resume the game LK.resumeGame(); // Apply selected power-up switch (selectedPowerUp) { case 'Double Blade Size': blade.width *= 2; // Double the size of the blade blade.height *= 2; break; case 'Increase Speed': // Increase blade speed blade.speed *= 2; break; case 'Extra Life': // Add extra life player.lives += 1; break; } score = 0; // Reset score scoreTxt.setText('Score: ' + score + ' ' + selectedPowerUp + '!'); }); } // Remove fish fish.destroy(); fishes.splice(index, 1); } else { // Show visual feedback for the hit LK.effects.flashObject(fish, 0xff0000, 1000); } } }); }); // Game tick LK.on('tick', function () { // Move fishes fishes.forEach(function (fish) { fish.move(); }); // Update boss if (boss.visible) { boss.update(); // Open a random cell in the Minesweeper game var x = Math.floor(Math.random() * 10); var y = Math.floor(Math.random() * 10); boss.minesweeper.openCell(x, y); } });
===================================================================
--- original.js
+++ change.js
@@ -145,9 +145,9 @@
fontFamily: 'Arial'
});
LK.gui.top.addChild(scoreTxt);
// Create fishes
-for (var i = 0; i < 30; i++) {
+for (var i = 0; i < 50; i++) {
var type = 'fish' + (i % 3 + 1);
var fish = new Fish(type);
fish.x = Math.random() * 2048;
fish.y = Math.random() * 2732;
日本の包丁. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
忍者鰯. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
侍蛸. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
殿様鯨. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
爆弾クラーケン. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.