User prompt
Please fix the bug: 'Uncaught ReferenceError: practiceModeButton is not defined' in or related to this line: 'practiceModeButton.down = function (x, y, obj) {' Line Number: 735
User prompt
Please fix the bug: 'Uncaught ReferenceError: practiceModeButton is not defined' in or related to this line: 'practiceModeButton.down = function (x, y, obj) {' Line Number: 735
User prompt
Please fix the bug: 'Uncaught ReferenceError: practiceModeButton is not defined' in or related to this line: 'practiceModeButton.down = function (x, y, obj) {' Line Number: 735
User prompt
Please fix the bug: 'Uncaught ReferenceError: practiceModeButton is not defined' in or related to this line: 'practiceModeButton.down = function (x, y, obj) {' Line Number: 735
User prompt
Please fix the bug: 'Uncaught ReferenceError: practiceModeButton is not defined' in or related to this line: 'practiceModeButton.down = function (x, y, obj) {' Line Number: 735
User prompt
Please fix the bug: 'Uncaught ReferenceError: practiceModeButton is not defined' in or related to this line: 'practiceModeButton.down = function (x, y, obj) {' Line Number: 735
User prompt
Please fix the bug: 'Uncaught ReferenceError: practiceModeButton is not defined' in or related to this line: 'practiceModeButton.down = function (x, y, obj) {' Line Number: 735
User prompt
Please fix the bug: 'Uncaught ReferenceError: practiceModeButton is not defined' in or related to this line: 'practiceModeButton.down = function (x, y, obj) {' Line Number: 735
User prompt
when the practice mode selected, change the background to yellow and remove the enemy
User prompt
make the practice mode font color to yellow
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add practice mode button at above of easy mode button
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change the challenging mode write to IMPOSSIBLE MODE
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when challenging mode is selected, the background will be orange and make the enemy 10X faster than NIGHTMARE MODE
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make the challenging mode font to CHALLENGING MODE
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add challenging mode at below the NIGHTMARE MODE
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when the easy mode selected, make the background to green and make the enemy slower
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make the easy mode more above from the normal mode
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add the easy mode button at the top of the normal mode button
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Please fix the bug: 'Uncaught ReferenceError: survivalModeButton is not defined' in or related to this line: 'survivalModeButton.anchor.set(0.5, 0.5);' Line Number: 227
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change the survival mode selection to normal mode
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Increase the NPCs to 14
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Decrease the NPCs to 9
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remove the back button
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make the back button at the bottom of the NIGHTMARE MODE
User prompt
remove the become enemy button from the game mode selection
/**** * Classes ****/ // Enemy class var Enemy = Container.expand(function () { var self = Container.call(this); // Attach head var head = self.attachAsset('enemyHead', { anchorX: 0.5, anchorY: 0.5, y: -70 }); // Attach body var body = self.attachAsset('enemyBody', { anchorX: 0.5, anchorY: 0.5 }); // Attach arms var leftArm = self.attachAsset('enemyArm', { anchorX: 0.5, anchorY: 0.5, x: -45, y: -20 }); var rightArm = self.attachAsset('enemyArm', { anchorX: 0.5, anchorY: 0.5, x: 45, y: -20 }); // Attach legs var leftLeg = self.attachAsset('enemyLeg', { anchorX: 0.5, anchorY: 0.5, x: -20, y: 60 }); var rightLeg = self.attachAsset('enemyLeg', { anchorX: 0.5, anchorY: 0.5, x: 20, y: 60 }); self.tired = false; self.energy = 100; // Initial energy level self.update = function () { // Decrease energy over time self.energy -= 0.1; // Decrease energy over time if (self.energy <= 0) { self.tired = true; // Set tired state when energy is depleted } // Logic to make the enemy slow down when tired if (self.tired) { speed = 3; // Reduce speed when tired } // Enemy movement logic to chase the player or NPCs if (!menuScreen.visible && game.currentMode) { var target = player; var minDistance = Math.sqrt(Math.pow(player.x - self.x, 2) + Math.pow(player.y - self.y, 2)); // Find the closest NPC for (var i = 0; i < npcs.length; i++) { var npc = npcs[i]; var npcDistance = Math.sqrt(Math.pow(npc.x - self.x, 2) + Math.pow(npc.y - self.y, 2)); if (npcDistance < minDistance) { minDistance = npcDistance; target = npc; } } var dx = target.x - self.x; var dy = target.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); var speed = game.currentMode === 'easy' ? 10 : game.currentMode === 'challenging' ? 200 : game.currentMode === 'timeAttack' ? 30 : 20; // Adjust speed for challenging mode if (distance > 0) { var newX = self.x + dx / distance * speed; var newY = self.y + dy / distance * speed; // Check if the new position would intersect with the house self.x = newX; self.y = newY; if (self.intersects(house)) { if (Math.abs(dx) > Math.abs(dy)) { self.y += (dy > 0 ? 1 : -1) * speed; } else { self.x += (dx > 0 ? 1 : -1) * speed; } } } } }; }); // Generator class var Generator = Container.expand(function () { var self = Container.call(this); var generatorGraphic = self.attachAsset('playerBody', { anchorX: 0.5, anchorY: 0.5 }); self.isOn = false; // Initial state of the generator self.energy = 100; // Initial energy level of the generator self.toggle = function () { self.isOn = !self.isOn; console.log("Generator is now " + (self.isOn ? "ON" : "OFF")); if (self.isOn && self.energy > 0) { self.energy -= 0.1; // Decrease energy over time console.log("Generator energy: " + self.energy.toFixed(1) + "/100"); if (self.energy <= 0) { self.isOn = false; // Turn off the generator when energy is depleted console.log("Generator is now OFF due to energy depletion"); } } }; self.update = function () { if (self.isOn && self.energy > 0) { self.energy -= 0.1; // Decrease energy over time console.log("Generator energy: " + self.energy.toFixed(1) + "/100"); if (self.energy <= 0) { self.isOn = false; // Turn off the generator when energy is depleted console.log("Generator is now OFF due to energy depletion"); } } }; }); // House class var House = Container.expand(function () { var self = Container.call(this); var houseBase = self.attachAsset('houseBase', { anchorX: 0.5, anchorY: 0.5 }); var houseRoof = self.attachAsset('houseRoof', { anchorX: 0.5, anchorY: 1.0, y: -75 }); // Attach door var houseDoor = self.attachAsset('houseBase', { anchorX: 0.5, anchorY: 0.5, width: 80, height: 150, color: 0x654321, y: 75 }); }); // Joystick class var Joystick = Container.expand(function () { var self = Container.call(this); var joystickButton = self.attachAsset('joystickButton', { anchorX: 0.5, anchorY: 0.5 }); self.active = false; self.startX = 0; self.startY = 0; self.down = function (x, y, obj) { self.active = true; self.startX = x; self.startY = y; }; self.move = function (x, y, obj) { if (self.active) { var dx = x - self.startX; var dy = y - self.startY; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 0) { var speed = 5; // Adjust speed as necessary player.x += dx / distance * speed; player.y += dy / distance * speed; } self.startX = x; self.startY = y; } }; self.up = function (x, y, obj) { self.active = false; }; }); // MenuScreen class var MenuScreen = Container.expand(function () { var self = Container.call(this); var titleText = new Text2('Night of the Massacre', { size: 150, fill: "#ff0000", // Change color to red for a scarier look font: "'Creepster', 'Arial Black', Tahoma" // Use a scary font }); titleText.anchor.set(0.5, 0.5); titleText.x = 2048 / 2; titleText.y = 2732 / 2 - 650; // Position title above the start game button self.addChild(titleText); var startButton = new Text2('Start Game', { size: 150, fill: "#ffffff" }); startButton.anchor.set(0.5, 0.5); startButton.x = 2048 / 2; startButton.y = 2732 / 2 - 500; // Position the start button further from the house self.addChild(startButton); startButton.down = function (x, y, obj) { console.log("Start Game button pressed!"); self.visible = false; // Hide the menu screen // Create a game mode selection screen var gameModeScreen = new Container(); gameModeScreen.visible = true; practiceModeButton = new Text2('Practice Mode', { size: 100, fill: "#ffff00" // Yellow color for practice mode }); practiceModeButton.anchor.set(0.5, 0.5); practiceModeButton.x = 2048 / 2; practiceModeButton.y = 2732 / 2 - 500; // Position above easy mode button gameModeScreen.addChild(practiceModeButton); var easyModeButton = new Text2('Easy Mode', { size: 100, fill: "#00ff00" // Green color for easy mode }); easyModeButton.anchor.set(0.5, 0.5); easyModeButton.x = 2048 / 2; easyModeButton.y = 2732 / 2 - 300; // Move further above the normal mode button gameModeScreen.addChild(easyModeButton); var normalModeButton = new Text2('Normal Mode', { size: 100, fill: "#ffffff" }); normalModeButton.anchor.set(0.5, 0.5); normalModeButton.x = 2048 / 2; normalModeButton.y = 2732 / 2 - 100; gameModeScreen.addChild(normalModeButton); var timeAttackModeButton = new Text2('NIGHTMARE MODE', { size: 100, fill: "#ff0000" // Change font color to red }); timeAttackModeButton.anchor.set(0.5, 0.5); timeAttackModeButton.x = 2048 / 2; timeAttackModeButton.y = 2732 / 2 + 100; gameModeScreen.addChild(timeAttackModeButton); var challengingModeButton = new Text2('IMPOSSIBLE MODE', { size: 100, fill: "#ff8c00" // Orange color for impossible mode }); challengingModeButton.anchor.set(0.5, 0.5); challengingModeButton.x = 2048 / 2; challengingModeButton.y = 2732 / 2 + 300; gameModeScreen.addChild(challengingModeButton); game.addChild(gameModeScreen); easyModeButton.down = function (x, y, obj) { console.log("Easy Mode selected!"); gameModeScreen.visible = false; game.startGame('easy'); }; normalModeButton.down = function (x, y, obj) { console.log("Normal Mode selected!"); gameModeScreen.visible = false; game.startGame('normal'); }; timeAttackModeButton.down = function (x, y, obj) { console.log("Time Attack Mode selected!"); gameModeScreen.visible = false; game.startGame('timeAttack'); }; challengingModeButton.down = function (x, y, obj) { console.log("Challenging Mode selected!"); gameModeScreen.visible = false; game.startGame('challenging'); }; }; }); // NPC class var NPC = Container.expand(function () { var self = Container.call(this); // Attach head var head = self.attachAsset('playerHead', { anchorX: 0.5, anchorY: 0.5, y: -60 }); // Attach body var body = self.attachAsset('playerBody', { anchorX: 0.5, anchorY: 0.5 }); // Attach arms var leftArm = self.attachAsset('playerArm', { anchorX: 0.5, anchorY: 0.5, x: -25, y: -20 }); var rightArm = self.attachAsset('playerArm', { anchorX: 0.5, anchorY: 0.5, x: 25, y: -20 }); // Attach legs var leftLeg = self.attachAsset('playerLeg', { anchorX: 0.5, anchorY: 0.5, x: -10, y: 40 }); var rightLeg = self.attachAsset('playerLeg', { anchorX: 0.5, anchorY: 0.5, x: 10, y: 40 }); self.speed = 10; // Set NPC speed to match enemy speed self.update = function () { if (!menuScreen.visible && game.currentMode) { // Random movement logic: NPC moves to random locations if (!self.targetX || !self.targetY || Math.abs(self.x - self.targetX) < 5 && Math.abs(self.y - self.targetY) < 5) { self.targetX = Math.random() * 2048; self.targetY = Math.random() * 2732; } var dx = self.targetX - self.x; var dy = self.targetY - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 0) { self.x += dx / distance * self.speed; self.y += dy / distance * self.speed; } } }; }); // Joystick controls // The game engine will automatically load the required assets // Player class var Player = Container.expand(function () { var self = Container.call(this); // Attach head var head = self.attachAsset('playerHead', { anchorX: 0.5, anchorY: 0.5, y: -60 }); // Attach body var body = self.attachAsset('playerBody', { anchorX: 0.5, anchorY: 0.5 }); // Attach arms var leftArm = self.attachAsset('playerArm', { anchorX: 0.5, anchorY: 0.5, x: -25, y: -20 }); var rightArm = self.attachAsset('playerArm', { anchorX: 0.5, anchorY: 0.5, x: 25, y: -20 }); // Attach legs var leftLeg = self.attachAsset('playerLeg', { anchorX: 0.5, anchorY: 0.5, x: -10, y: 40 }); var rightLeg = self.attachAsset('playerLeg', { anchorX: 0.5, anchorY: 0.5, x: 10, y: 40 }); self.energy = 100; // Initial energy level self.tired = false; // Initial tired state self.update = function () { // Decrease energy over time self.energy -= 0.1; if (self.energy <= 0) { self.tired = true; // Set tired state when energy is depleted console.log("Player is tired and cannot move!"); return; // Skip movement if player is tired } if (self.tired) { return; // Skip movement if player is tired } // Allow player to kill NPCs in Become Enemy Mode if (game.currentMode === 'becomeEnemy') { for (var i = 0; i < npcs.length; i++) { if (self.intersects(npcs[i])) { console.log("NPC killed by player!"); npcs[i].destroy(); npcs.splice(i, 1); } } } // Decrease energy over time self.energy -= 0.1; if (self.energy <= 0) { self.tired = true; // Set tired state when energy is depleted console.log("Player is tired and cannot move!"); return; } // Check if player intersects with the shed if (self.intersects(shed)) { console.log("Player touched the shed!"); // Logic to refill the generator if (!generator.isOn) { generator.energy = 100; // Refill generator energy console.log("Generator refilled!"); } } }; }); // Shed class var Shed = Container.expand(function () { var self = Container.call(this); var shedBase = self.attachAsset('houseBase', { anchorX: 0.5, anchorY: 0.5 }); var generator = self.attachAsset('playerBody', { anchorX: 0.5, anchorY: 0.5, x: 0, y: 50 }); }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x191970, // Init game with midnight blue background icon: 'screen' // Set the game icon to be the screen of the game }); /**** * Game Code ****/ // Function to publish the game function publishGame() { console.log("Publishing the game..."); // Add any additional logic needed for publishing // This could include saving game state, uploading to a server, etc. console.log("Game published successfully!"); } // Call the publishGame function when the game is ready to be published publishGame(); // Define practiceModeButton in the global scope var practiceModeButton; var quitButton = new Text2('Quit', { size: 100, fill: "#ffffff" }); quitButton.anchor.set(1, 0); // Anchor to the top-right corner quitButton.x = 2048; // Position at the right edge quitButton.y = 0; // Position at the top edge LK.gui.topRight.addChild(quitButton); // Define the quit button functionality quitButton.down = function (x, y, obj) { console.log("Quit button pressed!"); // Logic to quit the game, e.g., return to the main menu or close the game menuScreen.visible = true; // Show the menu screen again game.currentMode = null; // Reset the current game mode }; // Initialize and display the menu screen var menuScreen = game.addChild(new MenuScreen()); menuScreen.visible = true; game.currentMode = null; // Track the current game mode // Function to start the game game.startGame = function (mode) { // Initialize game elements here if needed menuScreen.visible = false; // Hide the menu screen game.currentMode = mode; // Set the current game mode if (mode === 'easy') { console.log("Starting Easy Mode..."); game.setBackgroundColor(0x00ff00); // Change background to green // Add easy mode specific initialization logic } else if (mode === 'normal') { console.log("Starting Normal Mode..."); // Add normal mode specific initialization logic } else if (mode === 'timeAttack') { console.log("Starting NIGHTMARE MODE..."); game.setBackgroundColor(0xff0000); // Change background to red // Add time attack mode specific initialization logic } else if (mode === 'challenging') { console.log("Starting Challenging Mode..."); game.setBackgroundColor(0xff8c00); // Change background to orange // Increase enemy speed by 10x compared to NIGHTMARE MODE for (var i = 0; i < enemies.length; i++) { enemies[i].speed = 200; // Assuming NIGHTMARE MODE speed is 20 } } else if (mode === 'practice') { console.log("Starting Practice Mode..."); game.setBackgroundColor(0xffff00); // Change background to yellow // Remove all existing enemies for (var i = 0; i < enemies.length; i++) { enemies[i].destroy(); } enemies = []; console.log("Starting Become Enemy Mode..."); // Remove all existing enemies for (var i = 0; i < enemies.length; i++) { enemies[i].destroy(); } enemies = []; // Transform player into an enemy player.destroy(); player = game.addChild(new Enemy()); player.x = 2048 / 2; player.y = 2732 / 2; } // Add other game initialization logic if necessary }; // Initialize joystick // Blood texture color // Blood texture color // Blood texture color // Function to detect if the device is mobile function isMobileDevice() { return typeof navigator !== 'undefined' && /Mobi|Android/i.test(navigator.userAgent); } var joystick; if (isMobileDevice()) { joystick = game.addChild(new Joystick()); joystick.x = 2048 - 150; // Position joystick at the bottom right of the screen joystick.y = 2732 - 150; // Position joystick at the bottom right of the screen } // Add a clock display to the game var clockTxt = new Text2('00:00', { size: 100, fill: "#ffffff" }); clockTxt.anchor.set(0.5, 0); LK.gui.top.addChild(clockTxt); // Add 'Survive until 06:00 am' text at the bottom of the screen var surviveText = new Text2('Survive until 06:00 am', { size: 100, fill: "#ffffff" }); surviveText.anchor.set(0.5, 1); surviveText.x = 2048 / 2; surviveText.y = 2732; LK.gui.bottom.addChild(surviveText); // Add player to the game var player = game.addChild(new Player()); player.x = 2048 / 2; player.y = 2732 / 2; var house = game.addChild(new House()); house.x = 2048 / 2; house.y = 2732 / 2; // Add NPCs to the game var npcs = []; for (var i = 0; i < 14; i++) { var npc = game.addChild(new NPC()); npc.x = house.x; // Position NPCs inside the house npc.y = house.y; npcs.push(npc); } // Add an NPC every 11 seconds var npcAddInterval = LK.setInterval(function () { if (!menuScreen.visible) { var newNpc = game.addChild(new NPC()); newNpc.x = house.x; // Position new NPC inside the house newNpc.y = house.y; npcs.push(newNpc); } }, 11000); // Update the clock every second var startTime = Date.now(); LK.setInterval(function () { if (!menuScreen.visible && !game.paused && game.currentMode) { var elapsedTime = Math.floor((Date.now() - startTime) / 1000); var minutes = Math.floor(elapsedTime / 60); var seconds = elapsedTime % 60; clockTxt.setText((minutes < 10 ? '0' : '') + minutes + ':' + (seconds < 10 ? '0' : '') + seconds); // Check if the clock reaches 06:00 if (minutes === 6 && seconds === 0) { // Display 'YOU WIN!' asset var youWinAsset = LK.getAsset('YOUWIN', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 }); var helicopterBlade = LK.getAsset('helicopterBlade', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 - 250 }); var helicopterTail = LK.getAsset('helicopterTail', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2 + 500, y: 2732 / 2 }); LK.gui.center.addChild(youWinAsset); LK.gui.center.addChild(helicopterBlade); LK.gui.center.addChild(helicopterTail); // Pause the game game.paused = true; } } }, 1000); // Add mouse movement control for player game.move = function (x, y, obj) { if (!menuScreen.visible && game.currentMode) { player.x = x; player.y = y; } }; var enemies = []; var enemy = game.addChild(new Enemy()); enemy.x = Math.random() * 2048; enemy.y = Math.random() * 2732; enemies.push(enemy); // Track time for increasing enemy speed var lastSpeedIncreaseTime = Date.now(); // Track time for stopping the player var lastStopTime = Date.now(); // Game update function game.update = function () { // Stop the player every 10 seconds if (Date.now() - lastStopTime >= 10000) { player.tired = true; console.log("Player stops for a moment!"); LK.setTimeout(function () { player.tired = false; console.log("Player can move again!"); }, 1000); // Player stops for 1 second lastStopTime = Date.now(); } if (menuScreen.visible) { return; // Do not update game elements if the menu screen is visible } // Increase speed of all enemies every 10 seconds if (Date.now() - lastSpeedIncreaseTime >= 10000) { for (var i = 0; i < enemies.length; i++) { enemies[i].speed = (enemies[i].speed || 7) + 10; // Initialize speed if undefined and increase by 10 } lastSpeedIncreaseTime = Date.now(); } // Game logic goes here generator.update(); // Check if player is inside the house if (player.intersects(house)) { // Logic to make the player feel cold // For example, decrease player's health or display a message console.log("Player feels cold inside the house!"); // Implement logic to encourage player to leave the house // This could be a visual effect, sound, or health decrease } // Check for collisions between player and enemies for (var i = 0; i < enemies.length; i++) { if (player.intersects(enemies[i])) { // Flash screen red for 2 seconds (2000ms) to show player is killed LK.effects.flashScreen(0xff3333, 2000); // Add killing animation var killingAnimation = LK.getAsset('playerBody', { anchorX: 0.5, anchorY: 0.5, x: player.x, y: player.y }); game.addChild(killingAnimation); LK.effects.flashObject(killingAnimation, 0xff0000, 1000, function () { killingAnimation.destroy(); }); // Show game over. The game will be automatically paused while game over is showing. LK.showGameOver(); break; } for (var j = 0; j < npcs.length; j++) { if (npcs[j].intersects(enemies[i])) { // NPC is killed by enemy console.log("NPC killed by enemy!"); npcs[j].destroy(); npcs.splice(j, 1); } } } // Increase enemy count by 1 every 10 seconds with a maximum of 1 enemy var enemyIncreaseInterval = LK.setInterval(function () { if (!menuScreen.visible && enemies.length < 1 && game.currentMode !== 'becomeEnemy') { var newEnemy = game.addChild(new Enemy()); newEnemy.x = Math.random() * 2048; newEnemy.y = Math.random() * 2732; enemies.push(newEnemy); } }, 10000); }; // Initialize the bloodMoon object var bloodMoon = LK.getAsset('bloodMoon', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 200 }); game.addChild(bloodMoon); // Animate the bloodmoon to move across the sky bloodMoon.x -= 0.5; // Move the bloodmoon slowly to the left if (bloodMoon.x < -bloodMoon.width / 2) { bloodMoon.x = 2048 + bloodMoon.width / 2; // Reset position to the right side of the screen } // Add a glow effect to the bloodmoon LK.effects.flashObject(bloodMoon, 0xff0000, 2000, function () { LK.effects.flashObject(bloodMoon, 0x8b0000, 2000); }); var house = game.addChild(new House()); house.x = 2048 / 2; house.y = 2732 / 2; // Add a shed with a generator inside to the game var shed = game.addChild(new Shed()); shed.x = 500; // Position the shed at a specific location shed.y = 2000; // Position the shed at a specific location // Add a generator inside the shed var generator = shed.addChild(new Generator()); generator.x = 0; // Center the generator inside the shed generator.y = 50; // Position the generator inside the shed // Keyboard controls for WASD movement are not supported in this environment practiceModeButton.down = function (x, y, obj) { console.log("Practice Mode selected!"); gameModeScreen.visible = false; game.startGame('practice'); };
===================================================================
--- original.js
+++ change.js
@@ -440,9 +440,10 @@
console.log("Game published successfully!");
}
// Call the publishGame function when the game is ready to be published
publishGame();
-// Add a quit button to the top-right corner of the game screen
+// Define practiceModeButton in the global scope
+var practiceModeButton;
var quitButton = new Text2('Quit', {
size: 100,
fill: "#ffffff"
});