User prompt
remove the score counter text
User prompt
dlete the score counter
User prompt
make the questbutton1 work in preview mode
User prompt
fix it'
User prompt
none of the buttons work in preview mode
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'includes')' in or related to this line: 'if (questStatusTxt.text.includes("Quest: Press 10 buttons")) {' Line Number: 44
User prompt
make it so that when you have the quest enabled it adds 1/10 to the quest counter
User prompt
remove game over logic from questbutton3
User prompt
make the game not end after you press questbutton3
User prompt
make questbutton3 put text on the screen that tracks how much longer you have on the quest and your progress, when you have no quest it say "no quest enabled"
User prompt
Add QuestButton3 to spawnRandomButton
User prompt
add a sprite called "questbutton3" and when you press it, it gives you button-related quests Example Scenario: Player Interaction: The player presses the "Quest Button". Quest Trigger: A quest to "Press 10 buttons in 15 seconds" appears on the screen. Timer Start: The countdown begins, and the player must quickly press any 10 buttons. Completion: If the player succeeds, they receive a 2x score multiplier for the next 30 seconds. Failure: If the player fails, two new "Nuke" buttons appear, increasing the challenge.
User prompt
Add QuestButton3 to spawnRandomButton
User prompt
add a sprite called "questbutton3" and make it give you button-related quests Example Scenario: Player Interaction: The player presses the "Quest Button". Quest Trigger: A quest to "Press 10 buttons in 15 seconds" appears on the screen. Timer Start: The countdown begins, and the player must quickly press any 10 buttons. Completion: If the player succeeds, they receive a score multiplier for the next 30 seconds. Failure: If the player fails, two new "Nuke" buttons appear, increasing the challenge.
User prompt
add a score counter and it gives you 1 score when you press any button except for the main button
/****
* 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();
score += 1;
scoreTxt.setText(score);
};
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) {
score += 1;
scoreTxt.setText(score);
// 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);
score += 1;
scoreTxt.setText(score);
};
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) {
score += 1;
scoreTxt.setText(score);
// Implement disguise button behavior
for (var i = 0; i < buttons.length; i++) {
if (buttons[i] !== self) {
var randomTexture = getRandomButtonTexture();
buttons[i].attachAsset(randomTexture, {
anchorX: 0.5,
anchorY: 0.5
});
}
}
};
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) {
score += 1;
scoreTxt.setText(score);
// 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) {
score += 1;
scoreTxt.setText(score);
// 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) {
score += 1;
scoreTxt.setText(score);
// 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) {
score += 1;
scoreTxt.setText(score);
// 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;
});
// LagButton class
var LagButton = Container.expand(function () {
var self = Container.call(this);
var lagButtonGraphics = self.attachAsset('lagButton', {
anchorX: 0.5,
anchorY: 0.5
});
self.width = 100;
self.height = 100;
self.interactive = true;
self.buttonMode = true;
self.down = function (x, y, obj) {
score += 1;
scoreTxt.setText(score);
// Implement lag button behavior
for (var i = 0; i < 20; i++) {
for (var j = 0; j < 20; j++) {
var newLagButton = new LagButton();
newLagButton.x = i * 100;
newLagButton.y = j * 100;
buttons.push(newLagButton);
game.addChild(newLagButton);
}
}
};
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) {
score += 1;
scoreTxt.setText(score);
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) {
score += 1;
scoreTxt.setText(score);
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
score += 1;
scoreTxt.setText(score);
LK.showGameOver();
// Play the 'tacticalnuke' sound effect
LK.getSound('tacticalnuke').play();
};
return self;
});
// QuestButton1 class
var QuestButton1 = Container.expand(function () {
var self = Container.call(this);
var questButton1Graphics = self.attachAsset('questbutton1', {
anchorX: 0.5,
anchorY: 0.5
});
self.width = 100;
self.height = 100;
self.interactive = true;
self.buttonMode = true;
self.down = function (x, y, obj) {
score += 1;
scoreTxt.setText(score);
console.log("QuestButton1 pressed");
var randomX = Math.random() * 2048;
var randomY = Math.random() * 2732;
spawnQuestButton2(randomX, randomY);
// Make all other buttons unpressable
for (var i = 0; i < buttons.length; i++) {
if (!(buttons[i] instanceof QuestButton2)) {
buttons[i].interactive = false;
self.destroy(); // Make QuestButton1 disappear
}
;
}
// Set a timeout to end the game if QuestButton2 is not pressed within 2 seconds
questTimeout = LK.setTimeout(function () {
LK.showGameOver();
}, 2000);
};
return self;
});
// QuestButton2 class
var QuestButton2 = Container.expand(function () {
var self = Container.call(this);
var questButton2Graphics = self.attachAsset('questbutton2', {
anchorX: 0.5,
anchorY: 0.5
});
self.width = 100;
self.height = 100;
self.interactive = true;
self.buttonMode = true;
self.down = function (x, y, obj) {
score += 1;
scoreTxt.setText(score);
console.log("QuestButton2 pressed");
// Make all buttons pressable again
for (var i = 0; i < buttons.length; i++) {
buttons[i].interactive = true;
}
self.destroy(); // Make QuestButton2 disappear
// Clear the timeout to prevent game over
LK.clearTimeout(questTimeout);
};
return self;
});
// RandomTPButton class
var RandomTPButton = Container.expand(function () {
var self = Container.call(this);
var randomTPButtonGraphics = self.attachAsset('randomTPButton', {
anchorX: 0.5,
anchorY: 0.5
});
self.width = 100;
self.height = 100;
self.interactive = true;
self.buttonMode = true;
self.down = function (x, y, obj) {
score += 1;
scoreTxt.setText(score);
// Implement random teleport button behavior
for (var i = 0; i < buttons.length; i++) {
if (buttons[i] !== self) {
buttons[i].x = Math.random() * 2048;
buttons[i].y = Math.random() * 2732;
}
}
};
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) {
score += 1;
scoreTxt.setText(score);
// 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
****/
var questTimeout;
// Function to spawn a QuestButton2
function spawnQuestButton2(x, y) {
var newButton = new QuestButton2();
newButton.x = x;
newButton.y = y;
buttons.push(newButton);
game.addChild(newButton);
}
// Function to spawn a QuestButton1
function spawnQuestButton1(x, y) {
var newButton = new QuestButton1();
newButton.x = x;
newButton.y = y;
buttons.push(newButton);
game.addChild(newButton);
}
// Function to spawn a LagButton
function spawnLagButton(x, y) {
var newButton = new LagButton();
newButton.x = x;
newButton.y = y;
buttons.push(newButton);
game.addChild(newButton);
}
// Function to spawn a LagButton
function getRandomButtonTexture() {
var textures = ['button', 'chaosButton', 'cloneButton', 'disguiseButton', 'doubleButton', 'doublesizeButton', 'hideButton', 'iceButton', 'lilguyButton', 'lilguy', 'magnetButton', 'nukeButton', 'timerButton'];
return textures[Math.floor(Math.random() * textures.length)];
}
function spawnDisguiseButton(x, y) {
var newButton = new DisguiseButton();
newButton.x = x;
newButton.y = y;
buttons.push(newButton);
game.addChild(newButton);
}
// Function to spawn a RandomTPButton
function spawnRandomTPButton(x, y) {
var newButton = new RandomTPButton();
newButton.x = x;
newButton.y = y;
buttons.push(newButton);
game.addChild(newButton);
}
// Function to spawn a DisguiseButton
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 = [];
var score = 0;
var scoreTxt = new Text2('0', {
size: 150,
fill: "#ffffff"
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
// 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() < 0.975 && !buttonSpawned.randomtp) {
newButton = new RandomTPButton();
buttonSpawned.randomtp = true;
} else if (Math.random() < 0.99 && !buttonSpawned.lag) {
newButton = new LagButton();
buttonSpawned.lag = true;
} else if (Math.random() < 0.85 && !buttonSpawned.quest1) {
newButton = new QuestButton1();
buttonSpawned.quest1 = 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
};
// Function to spawn a DisguiseButton
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.