User prompt
Please fix the bug: 'Uncaught ReferenceError: questTimeout is not defined' in or related to this line: 'LK.clearTimeout(questTimeout);' Line Number: 406
User prompt
make the game end if questbutton2 is not pressed within 2 seconds after questbutton1 is pressed
User prompt
make the questbutton2 and questbutton1 disappear after you press questbutton2
User prompt
make the questbutton1 make all other buttons unpressable except for questbutton2 until questbutton2 is pressed
User prompt
remove the questbutton2 from the spawnrandombutton function
User prompt
make the questbutton2 spawn somewhere random when you press questbutton1
User prompt
make the questbutton2 spawn when you press questbutton1
User prompt
make the questbutton2 spawn when you press questbutton2
User prompt
make both of the buttons spawn
User prompt
add a sprite called "questbutton1" and "questbutton2"
User prompt
make the lagbutton spawn
User prompt
make the lagbutton automatically fill the screen with clones of it
User prompt
add a button called "lagbutton"
User prompt
add a sprite called "randomtpbutton"
User prompt
make the disguisebuttpn scatter the textures of all other randomly
User prompt
add a sprite called "disguisebutton"
User prompt
make the disguisebutton scatter the textures of every button for 3 seconds
User prompt
add a sprite called "disguisebutton"
User prompt
make every button slide towards the magnetbutton when pressed
User prompt
make the magnetbutton attract every other button to its position when you press it
User prompt
add a sprite called "magnetbutton"
User prompt
make the hidebutton part of the spawnrandombutton function
User prompt
make the hide button, when pressed, make all other buttons invisible for 3 seconds
User prompt
add another sprite called "hidebutton"
User prompt
Please fix the bug: 'Timeout.tick error: Cannot set properties of undefined (setting 'x')' in or related to this line: 'cloneButton.x = Math.random() * 2048;' Line Number: 61
/****
* Classes
****/
//<Assets used in the game will automatically appear here>
// Button class
var Button = Container.expand(function () {
var self = Container.call(this);
var buttonGraphics = self.attachAsset('button', {
anchorX: 0.5,
anchorY: 0.5
});
self.width = 200;
self.height = 100;
self.interactive = true;
self.buttonMode = true;
self.down = function (x, y, obj) {
spawnRandomButton();
};
return self;
});
// ChaosButton class
var ChaosButton = Container.expand(function () {
var self = Container.call(this);
var chaosButtonGraphics = self.attachAsset('chaosButton', {
anchorX: 0.5,
anchorY: 0.5
});
self.width = 100;
self.height = 100;
self.interactive = true;
self.buttonMode = true;
self.down = function (x, y, obj) {
// Implement chaos button behavior
// Spawn 10 of every other button when pressed
for (var i = 0; i < 10; i++) {
var cloneButton = spawnCloneButton(self.x, self.y);
var doubleButton = spawnDoubleButton(self.x, self.y);
var doubleSizeButton = spawnDoubleSizeButton(self.x, self.y);
var iceButton = spawnIceButton(self.x, self.y);
var lilGuyButton = spawnLilGuyButton(self.x, self.y);
var nukeButton = spawnNukeButton(self.x, self.y);
var timerButton = spawnTimerButton(self.x, self.y);
// Teleport buttons randomly every nanosecond
(function (cloneButton, doubleButton, doubleSizeButton, iceButton, lilGuyButton, nukeButton, timerButton) {
LK.setInterval(function () {
if (cloneButton) {
cloneButton.x = Math.random() * 2048;
cloneButton.y = Math.random() * 2732;
}
if (doubleButton) {
doubleButton.x = Math.random() * 2048;
doubleButton.y = Math.random() * 2732;
}
if (doubleSizeButton) {
doubleSizeButton.x = Math.random() * 2048;
doubleSizeButton.y = Math.random() * 2732;
}
if (iceButton) {
iceButton.x = Math.random() * 2048;
iceButton.y = Math.random() * 2732;
}
if (lilGuyButton) {
lilGuyButton.x = Math.random() * 2048;
lilGuyButton.y = Math.random() * 2732;
}
if (nukeButton) {
nukeButton.x = Math.random() * 2048;
nukeButton.y = Math.random() * 2732;
}
if (timerButton) {
timerButton.x = Math.random() * 2048;
timerButton.y = Math.random() * 2732;
}
}, 1);
})(cloneButton, doubleButton, doubleSizeButton, iceButton, lilGuyButton, nukeButton, timerButton);
}
};
return self;
});
// CloneButton class
var CloneButton = Container.expand(function () {
var self = Container.call(this);
var cloneButtonGraphics = self.attachAsset('cloneButton', {
anchorX: 0.5,
anchorY: 0.5
});
self.width = 50;
self.height = 50;
self.interactive = true;
self.buttonMode = true;
self.down = function (x, y, obj) {
spawnCloneButton(self.x, self.y + self.height);
};
return self;
});
// DoubleButton class
var DoubleButton = Container.expand(function () {
var self = Container.call(this);
var doubleButtonGraphics = self.attachAsset('doubleButton', {
anchorX: 0.5,
anchorY: 0.5
});
self.width = 100;
self.height = 100;
self.interactive = true;
self.buttonMode = true;
self.down = function (x, y, obj) {
// Implement double button behavior
var newDoubleButton = new DoubleButton();
newDoubleButton.x = self.x + self.width;
newDoubleButton.y = self.y;
game.addChild(newDoubleButton);
};
return self;
});
// DoubleSizeButton class
var DoubleSizeButton = Container.expand(function () {
var self = Container.call(this);
var doublesizeButtonGraphics = self.attachAsset('doublesizeButton', {
anchorX: 0.5,
anchorY: 0.5
});
self.width = 100;
self.height = 100;
self.interactive = true;
self.buttonMode = true;
self.down = function (x, y, obj) {
// Implement doublesize button behavior
self.width *= 2;
self.height *= 2;
};
return self;
});
// IceButton class
var IceButton = Container.expand(function () {
var self = Container.call(this);
var iceButtonGraphics = self.attachAsset('iceButton', {
anchorX: 0.5,
anchorY: 0.5
});
self.width = 100;
self.height = 100;
self.interactive = true;
self.buttonMode = true;
self.down = function (x, y, obj) {
// Implement ice button behavior
game.interactive = false;
game.setBackgroundColor(0xFFFFFF); // Change background color to white
LK.setTimeout(function () {
game.interactive = true;
game.setBackgroundColor(0x565292); // Change background color to 0x565292
}, 3000);
};
return self;
});
// LilGuy class
var LilGuy = Container.expand(function () {
var self = Container.call(this);
var lilguyGraphics = self.attachAsset('lilguy', {
anchorX: 0.5,
anchorY: 0.5
});
self.width = 50;
self.height = 50;
self.interactive = true;
self.buttonMode = true;
self.speedX = Math.random() * 10 - 5;
self.speedY = Math.random() * 10 - 5;
self.update = function () {
self.x += self.speedX;
self.y += self.speedY;
if (self.x < 0 || self.x > 2048) {
self.speedX *= -1;
}
if (self.y < 0 || self.y > 2732) {
self.speedY *= -1;
}
};
return self;
});
// LilGuyButton class
var LilGuyButton = Container.expand(function () {
var self = Container.call(this);
var lilguyButtonGraphics = self.attachAsset('lilguyButton', {
anchorX: 0.5,
anchorY: 0.5
});
self.width = 50;
self.height = 50;
self.interactive = true;
self.buttonMode = true;
self.down = function (x, y, obj) {
var newLilGuy = new LilGuy();
newLilGuy.x = Math.random() * 2048;
newLilGuy.y = Math.random() * 2732;
game.addChild(newLilGuy);
};
return self;
});
// NukeButton class
var NukeButton = Container.expand(function () {
var self = Container.call(this);
var nukeButtonGraphics = self.attachAsset('nukeButton', {
anchorX: 0.5,
anchorY: 0.5
});
self.width = 200;
self.height = 100;
self.interactive = true;
self.buttonMode = true;
self.down = function (x, y, obj) {
// Implement nuke button behavior
LK.showGameOver();
// Play the 'tacticalnuke' sound effect
LK.getSound('tacticalnuke').play();
};
return self;
});
// TimerButton class
var TimerButton = Container.expand(function () {
var self = Container.call(this);
var timerButtonGraphics = self.attachAsset('timerButton', {
anchorX: 0.5,
anchorY: 0.5
});
self.width = 100;
self.height = 100;
self.interactive = true;
self.buttonMode = true;
self.down = function (x, y, obj) {
// Implement timer button behavior
var timer = LK.setTimeout(function () {
// Enable all buttons after 5 seconds
for (var i = 0; i < buttons.length; i++) {
buttons[i].interactive = true;
}
}, 5000);
// Disable all buttons
for (var i = 0; i < buttons.length; i++) {
buttons[i].interactive = false;
}
// Play the 'timestop' sound effect
LK.getSound('timestop').play();
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x565292 //Init game with black background
});
/****
* Game Code
****/
// Function to spawn a TimerButton
function spawnTimerButton(x, y) {
var newButton = new TimerButton();
newButton.x = x;
newButton.y = y;
buttons.push(newButton);
game.addChild(newButton);
}
// Function to spawn a NukeButton
function spawnNukeButton(x, y) {
var newButton = new NukeButton();
newButton.x = x;
newButton.y = y;
buttons.push(newButton);
game.addChild(newButton);
}
// Function to spawn a LilGuyButton
function spawnLilGuyButton(x, y) {
var newButton = new LilGuyButton();
newButton.x = x;
newButton.y = y;
buttons.push(newButton);
game.addChild(newButton);
}
// Function to spawn an IceButton
function spawnIceButton(x, y) {
var newButton = new IceButton();
newButton.x = x;
newButton.y = y;
buttons.push(newButton);
game.addChild(newButton);
}
// Function to spawn a DoubleSizeButton
function spawnDoubleSizeButton(x, y) {
var newButton = new DoubleSizeButton();
newButton.x = x;
newButton.y = y;
buttons.push(newButton);
game.addChild(newButton);
}
// Function to spawn a DoubleButton
function spawnDoubleButton(x, y) {
var newButton = new DoubleButton();
newButton.x = x;
newButton.y = y;
buttons.push(newButton);
game.addChild(newButton);
}
// Function to spawn a clone button
function spawnCloneButton(x, y) {
var newButton = new CloneButton();
newButton.x = x;
newButton.y = y;
buttons.push(newButton);
game.addChild(newButton);
}
var buttonPressCount = 0;
var buttonSpawned = {
clone: false,
nuke: false
};
// Initialize arrays and variables
var buttons = [];
// Function to spawn a random button
function spawnRandomButton() {
var newButton;
if (Math.random() < 0.2 && !buttonSpawned.nuke) {
newButton = new NukeButton();
buttonSpawned.nuke = true;
} else if (Math.random() < 0.3 && !buttonSpawned.clone) {
newButton = new CloneButton();
buttonSpawned.clone = true;
} else if (Math.random() < 0.4 && !buttonSpawned.lilguy) {
newButton = new LilGuyButton();
buttonSpawned.lilguy = true;
} else if (Math.random() < 0.5 && !buttonSpawned.ice) {
newButton = new IceButton();
buttonSpawned.ice = true;
} else if (Math.random() < 0.6 && !buttonSpawned.doublesize) {
newButton = new DoubleSizeButton();
buttonSpawned.doublesize = true;
} else if (Math.random() < 0.7 && !buttonSpawned.timer) {
newButton = new TimerButton();
buttonSpawned.timer = true;
} else if (!buttonSpawned["double"]) {
newButton = new DoubleButton();
buttonSpawned["double"] = true;
} else if (!buttonSpawned["chaos"]) {
newButton = new ChaosButton();
buttonSpawned["chaos"] = true;
}
if (newButton) {
newButton.x = Math.random() * 2048;
newButton.y = Math.random() * 2732;
buttons.push(newButton);
game.addChild(newButton);
}
}
// Create the initial button
var initialButton = new Button();
initialButton.x = 2048 / 2;
initialButton.y = 2732 / 2;
buttons.push(initialButton);
game.addChild(initialButton);
// Update function
game.update = function () {
// Update logic if needed
};
a red button with text that. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows. pixelated
a button with a cube on it with two eyes and hands but no arms. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
a button that is dripping with icicles that says "ice". Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
a button with text that says "X". Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
a clock. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
a button that says "double". Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
a button that says "Chaos!". Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
a button with text that fades to the right saying "hide". Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
a button with a two sided magnet on it. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
a fading shirt on a button. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
a button with a red button next to a blue button on it. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
a button with random rainbow cubes on it over the text "lag". Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
a button with a scroll on it. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
a button with a ! on it. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
a button with a scroll and a computer cursor on it. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.