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; }); // DisguiseButton class var DisguiseButton = Container.expand(function () { var self = Container.call(this); var disguiseButtonGraphics = self.attachAsset('disguiseButton', { 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 disguise button behavior for (var i = 0; i < buttons.length; i++) { if (buttons[i] !== self) { buttons[i].alpha = 0.5; // Change the opacity of other buttons } } // Revert the opacity after 3 seconds LK.setTimeout(function () { for (var i = 0; i < buttons.length; i++) { if (buttons[i] !== self) { buttons[i].alpha = 1; } } }, 3000); }; return self; }); // Function to spawn a DisguiseButton // 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; }); // HideButton class var HideButton = Container.expand(function () { var self = Container.call(this); var hideButtonGraphics = self.attachAsset('hideButton', { 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 hide button behavior for (var i = 0; i < buttons.length; i++) { buttons[i].visible = false; } // Make buttons visible again after 3 seconds LK.setTimeout(function () { for (var i = 0; i < buttons.length; i++) { buttons[i].visible = true; } }, 3000); }; 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; }); // MagnetButton class var MagnetButton = Container.expand(function () { var self = Container.call(this); var magnetButtonGraphics = self.attachAsset('magnetButton', { anchorX: 0.5, anchorY: 0.5 }); self.width = 100; self.height = 100; self.interactive = true; self.buttonMode = true; self.down = function (x, y, obj) { for (var i = 0; i < buttons.length; i++) { if (buttons[i] !== self) { var targetButton = buttons[i]; var dx = self.x - targetButton.x; var dy = self.y - targetButton.y; var distance = Math.sqrt(dx * dx + dy * dy); var speed = 10; // Adjust speed as needed var steps = distance / speed; var stepX = dx / steps; var stepY = dy / steps; (function animateButton(targetButton, startX, startY, endX, endY, steps, currentStep) { if (currentStep <= steps) { var t = easeInOutQuad(currentStep / steps); targetButton.x = startX + (endX - startX) * t; targetButton.y = startY + (endY - startY) * t; currentStep++; LK.setTimeout(function () { animateButton(targetButton, startX, startY, endX, endY, steps, currentStep); }, 16); // Approximately 60 FPS } })(targetButton, targetButton.x, targetButton.y, self.x, self.y, steps, 0); } } }; 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 spawnDisguiseButton(x, y) { var newButton = new DisguiseButton(); newButton.x = x; newButton.y = y; buttons.push(newButton); game.addChild(newButton); } // Function to spawn a HideButton function easeInOutQuad(t) { return t < 0.5 ? 2 * t * t : -1 + (4 - 2 * t) * t; } function spawnHideButton(x, y) { var newButton = new HideButton(); newButton.x = x; newButton.y = y; buttons.push(newButton); game.addChild(newButton); } // 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); } // Function to spawn a MagnetButton function spawnMagnetButton(x, y) { var newButton = new MagnetButton(); 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 (Math.random() < 0.8 && !buttonSpawned.hide) { newButton = new HideButton(); buttonSpawned.hide = true; } else if (Math.random() < 0.9 && !buttonSpawned.magnet) { newButton = new MagnetButton(); buttonSpawned.magnet = true; } else if (Math.random() < 0.95 && !buttonSpawned.disguise) { newButton = new DisguiseButton(); buttonSpawned.disguise = true; } else if (Math.random() < 1 && !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 }; // Function to spawn a DisguiseButton
===================================================================
--- original.js
+++ change.js
@@ -105,20 +105,18 @@
self.interactive = true;
self.buttonMode = true;
self.down = function (x, y, obj) {
// Implement disguise button behavior
- var originalTextures = [];
for (var i = 0; i < buttons.length; i++) {
if (buttons[i] !== self) {
- originalTextures.push(buttons[i].children[0].texture);
- buttons[i].children[0].texture = LK.getAsset('chaosButton', {}).texture;
+ buttons[i].alpha = 0.5; // Change the opacity of other buttons
}
}
- // Revert the textures after 3 seconds
+ // Revert the opacity after 3 seconds
LK.setTimeout(function () {
for (var i = 0; i < buttons.length; i++) {
if (buttons[i] !== self) {
- buttons[i].children[0].texture = originalTextures[i];
+ buttons[i].alpha = 1;
}
}
}, 3000);
};
@@ -349,8 +347,15 @@
/****
* Game Code
****/
+function spawnDisguiseButton(x, y) {
+ var newButton = new DisguiseButton();
+ newButton.x = x;
+ newButton.y = y;
+ buttons.push(newButton);
+ game.addChild(newButton);
+}
// Function to spawn a HideButton
function easeInOutQuad(t) {
return t < 0.5 ? 2 * t * t : -1 + (4 - 2 * t) * t;
}
@@ -464,8 +469,9 @@
buttonSpawned.magnet = true;
} else if (Math.random() < 0.95 && !buttonSpawned.disguise) {
newButton = new DisguiseButton();
buttonSpawned.disguise = true;
+ } else if (Math.random() < 1 && !buttonSpawned.chaos) {
newButton = new ChaosButton();
buttonSpawned["chaos"] = true;
}
if (newButton) {
@@ -484,12 +490,5 @@
// Update function
game.update = function () {
// Update logic if needed
};
-// Function to spawn a DisguiseButton
-function spawnDisguiseButton(x, y) {
- var newButton = new DisguiseButton();
- newButton.x = x;
- newButton.y = y;
- buttons.push(newButton);
- game.addChild(newButton);
-}
\ No newline at end of file
+// Function to spawn a DisguiseButton
\ No newline at end of file
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.