User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'x')' in or related to this line: 'buyWarrior.x = buyFisherman.x;' Line Number: 368
User prompt
buyButtonu sol alta koy
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'x')' in or related to this line: 'buyWarrior.x = buyFisherman.x;' Line Number: 361
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'x')' in or related to this line: 'buyFarmer.x = buyWarrior.x;' Line Number: 361
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'x')' in or related to this line: 'buyFarmer.x = buyWarrior.x;' Line Number: 361
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'x')' in or related to this line: 'buyFarmer.x = buyWarrior.x;' Line Number: 361
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'x')' in or related to this line: 'buySpeed.x = buyFarmer.x;' Line Number: 361
User prompt
bir hız satın alma butonu ekle, 700 elmas ile bunu satın alıp madenci, balıkçı ve savaşçının hızını arttıralım
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'x')' in or related to this line: 'buyFisherman.x = buyMiner.x;' Line Number: 341
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'x')' in or related to this line: 'buyWarrior.x = buyFisherman.x;' Line Number: 341
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'x')' in or related to this line: 'buyFarmer.x = buyWarrior.x;' Line Number: 341
User prompt
bir satın alma butonu ekle
User prompt
diamondsın üstünde yazan 200 diamonds yazısını kaldır
User prompt
speed assetini kaldır
User prompt
sol alta bir buton daha ekle
User prompt
butonlar bir santimetre aşağıda olsun
User prompt
butonlar daha yukarıda olsun
User prompt
Please fix the bug: 'Cannot set properties of undefined (setting 'x')' in or related to this line: 'buyWarrior.x = buyFisherman.x;' Line Number: 465
User prompt
Please fix the bug: 'Cannot set properties of undefined (setting 'x')' in or related to this line: 'buyFishermanPrice.x = buyFisherman.x + 150; // Position to the right of the button' Line Number: 457
User prompt
Please fix the bug: 'Cannot set properties of undefined (setting 'x')' in or related to this line: 'buyFisherman.x = buyMiner.x;' Line Number: 454
User prompt
Please fix the bug: 'Cannot set properties of undefined (setting 'x')' in or related to this line: 'buyMinerPrice.x = buyMiner.x + 150; // Position to the right of the button' Line Number: 446
User prompt
butonları aynı sırada sağ alta al
User prompt
butonları sağ alta al
User prompt
madenci mağaraya geldiğinde kazma sesleri gelsin
User prompt
göl daha aşağıda olsun
/**** * Classes ****/ // Lake asset var BuyFisherman = Container.expand(function () { var self = Container.call(this); var buyFishermanGraphics = self.attachAsset('buyFisherman', { anchorX: 0.5, anchorY: 0.5 }); self.down = function (x, y, obj) { if (diamonds >= 150) { // Assuming the price for a fisherman is 150 diamonds diamonds -= 150; var newFisherman = new Fisherman(); newFisherman.x = tent.x; newFisherman.y = tent.y; game.addChild(newFisherman); diamondText.setText('Diamonds: ' + diamonds); } }; }); var BuyMiner = Container.expand(function () { var self = Container.call(this); var buyMinerGraphics = self.attachAsset('buyMiner', { anchorX: 0.5, anchorY: 0.5 }); self.down = function (x, y, obj) { if (diamonds >= 100) { diamonds -= 100; var newMiner = new Miner(); newMiner.x = tent.x; newMiner.y = tent.y; game.addChild(newMiner); diamondText.setText('Diamonds: ' + diamonds); } }; }); var BuyWarrior = Container.expand(function () { var self = Container.call(this); var buyWarriorGraphics = self.attachAsset('buyWarrior', { anchorX: 0.5, anchorY: 0.5 }); self.down = function (x, y, obj) { if (diamonds >= 200) { // Assuming the price for a warrior is 200 diamonds diamonds -= 200; var newWarrior = new Warrior(); newWarrior.x = tent.x; newWarrior.y = tent.y; game.addChild(newWarrior); diamondText.setText('Diamonds: ' + diamonds); } }; }); var Cave = Container.expand(function () { var self = Container.call(this); var caveGraphics = self.attachAsset('cave', { anchorX: 0.5, anchorY: 0.5 }); }); var EnemyMonster = Container.expand(function () { var self = Container.call(this); var enemyMonsterGraphics = self.attachAsset('enemyMonster', { anchorX: 0.5, anchorY: 0.5 }); // Removed movement logic to keep the enemy monster stationary // Method to transition the enemy monster to battle mode self.enterBattleMode = function () { console.log("Enemy Monster is entering battle mode!"); // Add logic for entering battle mode here }; }); // Farmer class to represent the farmer character var Farmer = Container.expand(function () { var self = Container.call(this); var farmerGraphics = self.attachAsset('farmer', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 1; // Speed of the farmer self.collecting = false; // Whether the farmer is collecting crops // Update function to move the farmer self.update = function () { if (!self.collecting) { self.x += self.speed; if (self.x >= barn.x) { self.collecting = true; self.x = barn.x; if (diamonds >= 20) { diamonds -= 20; collectCrops(); } else { self.collecting = false; } } } else { self.x -= self.speed; if (self.x <= tent.x) { self.collecting = false; self.x = tent.x; } } }; }); var Fisherman = Container.expand(function () { var self = Container.call(this); var fishermanGraphics = self.attachAsset('fisherman', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 1; // Speed of the fisherman self.collecting = false; // Whether the fisherman is collecting fish // Update function to move the fisherman self.update = function () { if (!self.collecting) { self.x += self.speed; if (self.x >= lake.x) { LK.getSound('fishingSound').play(); // Play fishing sound when fisherman reaches the lake self.collecting = true; self.x = lake.x; // No hunger decrease when reaching the lake } } else { self.x -= self.speed; if (self.x <= tent.x + 100) { // Start position further along the path by 100 units self.collecting = false; self.x = tent.x; miner.hunger = Math.max(0, miner.hunger - 2); // Decrease hunger level by 2, min 0 hungerText.setText('Hunger: ' + Math.max(0, Math.floor(miner.hunger))); } } }; }); //<Assets used in the game will automatically appear here> //<Write imports for supported plugins here> // Miner class to represent the miner character var Miner = Container.expand(function () { var self = Container.call(this); var minerGraphics = self.attachAsset('miner', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 1.0; // Speed of the miner self.collecting = false; // Whether the miner is collecting diamonds self.hunger = 0; // Initial hunger level // Update function to move the miner self.update = function () { if (!self.collecting) { self.x += self.speed; if (self.x >= cave.x) { LK.getSound('pickaxeSound').play(); // Play pickaxe sound when miner reaches the cave self.collecting = true; self.x = cave.x; collectDiamonds(); // Calculate the number of miners, fishermen, and warriors var numMiners = game.children.filter(function (child) { return child instanceof Miner; }).length; var numFishermen = game.children.filter(function (child) { return child instanceof Fisherman; }).length; var numWarriors = game.children.filter(function (child) { return child instanceof Warrior; }).length; // Increase hunger level over time, faster with more characters self.hunger += 2.0 + 0.4 * (numMiners + numFishermen + numWarriors); if (self.hunger >= 100) { LK.effects.flashScreen(0xff0000, 1000); // Flash screen red LK.showGameOver(); // End the game } } ; } else { self.x -= self.speed; if (self.x <= tent.x + 300) { // Start position further along the path by 300 units self.collecting = false; self.x = tent.x + 300; // Play sound when miner reaches the tent with diamonds LK.getSound('diamondDrop').play(); // Increase diamond count when miner reaches the tent diamonds += 5; // Collect 5 diamonds per trip diamondText.setText('Diamonds: ' + diamonds); } } }; }); var ShelterUpgrade = Container.expand(function () { var self = Container.call(this); var shelterUpgradeGraphics = self.attachAsset('shelterUpgrade', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 1; // Speed of the shelter upgrade self.upgrading = false; // Whether the shelter is being upgraded // Update function to move the shelter upgrade self.update = function () { if (!self.upgrading) { self.x += self.speed; if (self.x >= shelter.x) { self.upgrading = true; self.x = shelter.x; upgradeShelter(); } } else { self.x -= self.speed; if (self.x <= tent.x) { self.upgrading = false; self.x = tent.x; } } }; }); // SpeedUpgrade class to represent the speed upgrade var SpeedUpgrade = Container.expand(function () { var self = Container.call(this); var speedUpgradeGraphics = self.attachAsset('speedUpgrade', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 1; // Speed of the speed upgrade self.upgrading = false; // Whether the speed is being upgraded // Update function to move the speed upgrade self.update = function () { if (!self.upgrading) { self.x += self.speed; if (self.x >= speed.x) { self.upgrading = true; self.x = speed.x; upgradeSpeed(); } } else { self.x -= self.speed; if (self.x <= tent.x) { self.upgrading = false; self.x = tent.x; } } }; }); // Tent class to represent the starting point var Tent = Container.expand(function () { var self = Container.call(this); var tentGraphics = self.attachAsset('tent', { anchorX: 0.5, anchorY: 0.5 }); }); var Warrior = Container.expand(function () { var self = Container.call(this); var warriorGraphics = self.attachAsset('warrior', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 1; // Speed of the warrior self.fighting = false; // Whether the warrior is fighting // Update function to move the warrior self.update = function () { if (!self.fighting) { self.x += self.speed; if (self.x >= enemyMonster.x) { self.fighting = true; self.x = enemyMonster.x; fightEnemies(); // Logic to win a treasure chest winTreasure(); } } else { self.x -= self.speed; if (self.x <= tent.x) { self.fighting = false; self.x = tent.x; } } }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 //Init game with black background }); /**** * Game Code ****/ // Add a speed button to the game var speedButton = LK.getAsset('speed', { anchorX: 0.5, anchorY: 0.5 }); var tent = game.addChild(new Tent()); tent.x = 200; tent.y = 1366; // Center vertically speedButton.x = tent.x + 300; // Position the speed button to the right of the tent speedButton.y = tent.y + 500; // Position the speed button below the tent game.addChild(speedButton); // Event listener for speed button speedButton.down = function (x, y, obj) { // Increase the speed of all characters game.children.forEach(function (child) { if (child instanceof Miner || child instanceof Fisherman || child instanceof Warrior || child instanceof Farmer) { child.speed += 0.5; // Increase speed by 0.5 } }); }; function winTreasure() { console.log("Warrior has won a treasure chest!"); treasureChestCount += 1; // Increment the treasure chest count treasureChestText.setText('x' + treasureChestCount); // Update the text to show the count // Add logic to reward the player with a treasure chest treasureChest.visible = true; // Make the treasure chest visible // Check if the player has collected 100 treasure chests if (treasureChestCount >= 100) { LK.showYouWin(); // Show "you win" screen } } // Add a background image to the game var background = LK.getAsset('backgroundImage', { anchorX: 0.5, anchorY: 0.5 }); background.x = 2048 / 2; // Center horizontally background.y = 2732 / 2; // Center vertically game.addChild(background); var cave = game.addChild(new Cave()); cave.x = 1400; // Move cave slightly more to the left cave.y = 1366; // Center vertically var lake = game.addChild(LK.getAsset('lake', { anchorX: 0.5, anchorY: 0.5 })); lake.x = cave.x - 500; // Move lake slightly to the right lake.y = cave.y + 600; // Move lake further down var tent = game.addChild(new Tent()); tent.x = 200; tent.y = 1366; // Center vertically var miner = game.addChild(new Miner()); miner.x = tent.x; miner.y = tent.y; // Score and upgrade system var diamonds = 0; var diamondText = new Text2('Diamonds: 0', { size: 100, fill: 0x000000 }); diamondText.anchor.set(0.5, 0); LK.gui.top.addChild(diamondText); diamondText.y = 50; // Add some space below the diamond text var hungerText = new Text2('Hunger: 100', { size: 100, fill: 0x000000 }); hungerText.anchor.set(0.5, 0); LK.gui.top.addChild(hungerText); hungerText.y = 150; // Position the hunger text further down // Add treasure chest asset next to diamond and hunger indicators var treasureChest = LK.getAsset('treasureChest', { anchorX: 0.5, anchorY: 0.5 }); treasureChest.x = diamondText.x + 450; // Move treasure chest slightly to the left treasureChest.y = diamondText.y + 100; // Move treasure chest further down from the diamond text LK.gui.top.addChild(treasureChest); // Initialize treasure chest count var treasureChestCount = 0; // Display the number of treasure chests collected var treasureChestText = new Text2('x' + treasureChestCount, { size: 50, fill: 0x000000 }); treasureChestText.anchor.set(0.5, 0); treasureChestText.x = treasureChest.x + 150; // Position further to the right of the treasure chest treasureChestText.y = treasureChest.y; LK.gui.top.addChild(treasureChestText); // Function to handle fighting enemies function fightEnemies() { console.log("Warrior is fighting enemies!"); // Add logic for fighting enemies here } // Function to collect fish function collectFish() { miner.hunger = Math.min(100, miner.hunger + 10); // Increase hunger level by 10, max 100 hungerText.setText('Hunger: ' + Math.max(0, Math.floor(miner.hunger))); } // Function to collect diamonds function collectDiamonds() {} // Upgrade system function upgradeTent() { if (diamonds >= 50) { diamonds -= 50; tent.attachAsset('upgradedTent', { anchorX: 0.5, anchorY: 0.5 }); diamondText.setText('Diamonds: ' + diamonds); } } // Event listener for upgrades game.down = function (x, y, obj) { if (x > 1800 && y < 200) { // Assume upgrade button is at top-right upgradeTent(); } }; // Initialize the BuyMiner button var buyMiner = game.addChild(new BuyMiner()); buyMiner.x = 2048 - 100; // Position the button near the right edge buyMiner.y = 2732 - 300; // Position the button near the bottom edge var buyMinerPrice = new Text2('100 Diamonds', { size: 50, fill: 0xFFFFFF }); buyMinerPrice.anchor.set(0.5, 0); buyMinerPrice.x = buyMiner.x + 150; // Position to the right of the button buyMinerPrice.y = buyMiner.y; LK.gui.top.addChild(buyMinerPrice); var buyFisherman = game.addChild(new BuyFisherman()); buyFisherman.x = 2048 - 100; // Position the button near the right edge buyFisherman.y = buyMiner.y - 150; // Position above BuyMiner var buyFishermanPrice = new Text2('150 Diamonds', { size: 50, fill: 0xFFFFFF }); buyFishermanPrice.anchor.set(0.5, 0); buyFishermanPrice.x = buyFisherman.x + 150; // Position to the right of the button buyFishermanPrice.y = buyFisherman.y; LK.gui.top.addChild(buyFishermanPrice); var buyWarrior = game.addChild(new BuyWarrior()); buyWarrior.x = 2048 - 100; // Position the button near the right edge buyWarrior.y = buyFisherman.y - 150; // Position above BuyFisherman var buyWarriorPrice = new Text2('200 Diamonds', { size: 50, fill: 0xFFFFFF }); buyWarriorPrice.anchor.set(0.5, 0); buyWarriorPrice.x = buyWarrior.x + 150; // Position to the right of the button buyWarriorPrice.y = buyWarrior.y; LK.gui.top.addChild(buyWarriorPrice); var enemyMonster = game.addChild(new EnemyMonster()); enemyMonster.x = cave.x + 500; // Move slightly to the left enemyMonster.y = cave.y; // Align vertically with the cave // Update function for game logic game.update = function () { miner.update(); hungerText.setText('Hunger: ' + Math.max(0, Math.floor(miner.hunger))); // Check if it's time for the enemy monster to make a sound and enter battle mode if (LK.ticks % 1200 === 0) { // Every 20 seconds at 60 FPS LK.getSound('monsterRoar').play(); // Play monster roar sound enemyMonster.enterBattleMode(); // Transition to battle mode } };
===================================================================
--- original.js
+++ change.js
@@ -411,10 +411,10 @@
}
};
// Initialize the BuyMiner button
var buyMiner = game.addChild(new BuyMiner());
-buyMiner.x = tent.x;
-buyMiner.y = tent.y + 1000; // Position the buy buttons further down from the tent
+buyMiner.x = 2048 - 100; // Position the button near the right edge
+buyMiner.y = 2732 - 300; // Position the button near the bottom edge
var buyMinerPrice = new Text2('100 Diamonds', {
size: 50,
fill: 0xFFFFFF
});
@@ -422,10 +422,10 @@
buyMinerPrice.x = buyMiner.x + 150; // Position to the right of the button
buyMinerPrice.y = buyMiner.y;
LK.gui.top.addChild(buyMinerPrice);
var buyFisherman = game.addChild(new BuyFisherman());
-buyFisherman.x = tent.x;
-buyFisherman.y = buyMiner.y + 150; // Position below BuyMiner
+buyFisherman.x = 2048 - 100; // Position the button near the right edge
+buyFisherman.y = buyMiner.y - 150; // Position above BuyMiner
var buyFishermanPrice = new Text2('150 Diamonds', {
size: 50,
fill: 0xFFFFFF
});
@@ -433,10 +433,10 @@
buyFishermanPrice.x = buyFisherman.x + 150; // Position to the right of the button
buyFishermanPrice.y = buyFisherman.y;
LK.gui.top.addChild(buyFishermanPrice);
var buyWarrior = game.addChild(new BuyWarrior());
-buyWarrior.x = tent.x;
-buyWarrior.y = buyFisherman.y + 150; // Position below BuyFisherman
+buyWarrior.x = 2048 - 100; // Position the button near the right edge
+buyWarrior.y = buyFisherman.y - 150; // Position above BuyFisherman
var buyWarriorPrice = new Text2('200 Diamonds', {
size: 50,
fill: 0xFFFFFF
});
madenci çizgi karakter. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
balıkçı animasyon şeklinde. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
savaşçı karikatür şeklinde. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
hazine kutusu. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
light green
yuvarlak balıklı göl. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
kırmızı buton. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
"Collect 100 treasure chests as soon as possible." text. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
orman evi No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat