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
===================================================================
--- original.js
+++ change.js
@@ -12,16 +12,13 @@
self.width = 200;
self.height = 100;
self.interactive = true;
self.buttonMode = true;
+ buttons.push(self);
self.down = function (x, y, obj) {
spawnRandomButton();
score += 1 * scoreMultiplier;
scoreTxt.setText(score);
- if (questStatusTxt && questStatusTxt.text.includes("Quest: Press 10 buttons")) {
- questButtonPressCount += 0.1;
- updateQuestStatus();
- }
};
return self;
});
// ChaosButton class
@@ -37,12 +34,8 @@
self.buttonMode = true;
self.down = function (x, y, obj) {
score += 1;
scoreTxt.setText(score);
- if (questStatusTxt.text.includes("Quest: Press 10 buttons")) {
- questButtonPressCount += 0.1;
- updateQuestStatus();
- }
// 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);
@@ -103,12 +96,8 @@
self.down = function (x, y, obj) {
spawnCloneButton(self.x, self.y + self.height);
score += 1;
scoreTxt.setText(score);
- if (questStatusTxt.text.includes("Quest: Press 10 buttons")) {
- questButtonPressCount += 0.1;
- updateQuestStatus();
- }
};
return self;
});
// DisguiseButton class
@@ -124,12 +113,8 @@
self.buttonMode = true;
self.down = function (x, y, obj) {
score += 1;
scoreTxt.setText(score);
- if (questStatusTxt.text.includes("Quest: Press 10 buttons")) {
- questButtonPressCount += 0.1;
- updateQuestStatus();
- }
// Implement disguise button behavior
for (var i = 0; i < buttons.length; i++) {
if (buttons[i] !== self) {
var randomTexture = getRandomButtonTexture();
@@ -156,12 +141,8 @@
self.buttonMode = true;
self.down = function (x, y, obj) {
score += 1;
scoreTxt.setText(score);
- if (questStatusTxt.text.includes("Quest: Press 10 buttons")) {
- questButtonPressCount += 0.1;
- updateQuestStatus();
- }
// Implement double button behavior
var newDoubleButton = new DoubleButton();
newDoubleButton.x = self.x + self.width;
newDoubleButton.y = self.y;
@@ -182,12 +163,8 @@
self.buttonMode = true;
self.down = function (x, y, obj) {
score += 1;
scoreTxt.setText(score);
- if (questStatusTxt.text.includes("Quest: Press 10 buttons")) {
- questButtonPressCount += 0.1;
- updateQuestStatus();
- }
// Implement doublesize button behavior
self.width *= 2;
self.height *= 2;
};
@@ -206,12 +183,8 @@
self.buttonMode = true;
self.down = function (x, y, obj) {
score += 1;
scoreTxt.setText(score);
- if (questStatusTxt.text.includes("Quest: Press 10 buttons")) {
- questButtonPressCount += 0.1;
- updateQuestStatus();
- }
// Implement hide button behavior
for (var i = 0; i < buttons.length; i++) {
buttons[i].visible = false;
}
@@ -237,12 +210,8 @@
self.buttonMode = true;
self.down = function (x, y, obj) {
score += 1;
scoreTxt.setText(score);
- if (questStatusTxt.text.includes("Quest: Press 10 buttons")) {
- questButtonPressCount += 0.1;
- updateQuestStatus();
- }
// Implement ice button behavior
game.interactive = false;
game.setBackgroundColor(0xFFFFFF); // Change background color to white
LK.setTimeout(function () {
@@ -265,12 +234,8 @@
self.buttonMode = true;
self.down = function (x, y, obj) {
score += 1;
scoreTxt.setText(score);
- if (questStatusTxt.text.includes("Quest: Press 10 buttons")) {
- questButtonPressCount += 0.1;
- updateQuestStatus();
- }
// Implement lag button behavior
for (var i = 0; i < 20; i++) {
for (var j = 0; j < 20; j++) {
var newLagButton = new LagButton();
@@ -321,12 +286,8 @@
self.buttonMode = true;
self.down = function (x, y, obj) {
score += 1;
scoreTxt.setText(score);
- if (questStatusTxt.text.includes("Quest: Press 10 buttons")) {
- questButtonPressCount += 0.1;
- updateQuestStatus();
- }
var newLilGuy = new LilGuy();
newLilGuy.x = Math.random() * 2048;
newLilGuy.y = Math.random() * 2732;
game.addChild(newLilGuy);
@@ -346,12 +307,8 @@
self.buttonMode = true;
self.down = function (x, y, obj) {
score += 1;
scoreTxt.setText(score);
- if (questStatusTxt.text.includes("Quest: Press 10 buttons")) {
- questButtonPressCount += 0.1;
- updateQuestStatus();
- }
for (var i = 0; i < buttons.length; i++) {
if (buttons[i] !== self) {
var targetButton = buttons[i];
var dx = self.x - targetButton.x;
@@ -391,12 +348,8 @@
self.down = function (x, y, obj) {
// Implement nuke button behavior
score += 1;
scoreTxt.setText(score);
- if (questStatusTxt.text.includes("Quest: Press 10 buttons")) {
- questButtonPressCount += 0.1;
- updateQuestStatus();
- }
LK.showGameOver();
// Play the 'tacticalnuke' sound effect
LK.getSound('tacticalnuke').play();
};
@@ -415,12 +368,8 @@
self.buttonMode = true;
self.down = function (x, y, obj) {
score += 1;
scoreTxt.setText(score);
- if (questStatusTxt.text.includes("Quest: Press 10 buttons")) {
- questButtonPressCount += 0.1;
- updateQuestStatus();
- }
console.log("QuestButton1 pressed");
var randomX = Math.random() * 2048;
var randomY = Math.random() * 2732;
spawnQuestButton2(randomX, randomY);
@@ -455,12 +404,8 @@
self.buttonMode = true;
self.down = function (x, y, obj) {
score += 1;
scoreTxt.setText(score);
- if (questStatusTxt.text.includes("Quest: Press 10 buttons")) {
- questButtonPressCount += 0.1;
- updateQuestStatus();
- }
console.log("QuestButton2 pressed");
// Make all buttons pressable again
for (var i = 0; i < buttons.length; i++) {
buttons[i].interactive = true;
@@ -484,12 +429,8 @@
self.buttonMode = true;
self.down = function (x, y, obj) {
score += 1;
scoreTxt.setText(score);
- if (questStatusTxt.text.includes("Quest: Press 10 buttons")) {
- questButtonPressCount += 0.1;
- updateQuestStatus();
- }
console.log("QuestButton3 pressed");
startButtonQuest();
};
return self;
@@ -507,12 +448,8 @@
self.buttonMode = true;
self.down = function (x, y, obj) {
score += 1;
scoreTxt.setText(score);
- if (questStatusTxt.text.includes("Quest: Press 10 buttons")) {
- questButtonPressCount += 0.1;
- updateQuestStatus();
- }
// Implement random teleport button behavior
for (var i = 0; i < buttons.length; i++) {
if (buttons[i] !== self) {
buttons[i].x = Math.random() * 2048;
@@ -535,12 +472,8 @@
self.buttonMode = true;
self.down = function (x, y, obj) {
score += 1;
scoreTxt.setText(score);
- if (questStatusTxt.text.includes("Quest: Press 10 buttons")) {
- questButtonPressCount += 0.1;
- updateQuestStatus();
- }
// Implement timer button behavior
var timer = LK.setTimeout(function () {
// Enable all buttons after 5 seconds
for (var i = 0; i < buttons.length; i++) {
@@ -743,92 +676,126 @@
nuke: false
};
// Initialize arrays and variables
var buttons = [];
-function addButtonToGame(button) {
- button.interactive = true;
- button.buttonMode = true;
- buttons.push(button);
- game.addChild(button);
-}
+var buttonPressCount = 0;
+var buttonSpawned = {
+ clone: false,
+ nuke: false,
+ lilguy: false,
+ ice: false,
+ doublesize: false,
+ timer: false,
+ "double": false,
+ hide: false,
+ magnet: false,
+ disguise: false,
+ randomtp: false,
+ lag: false,
+ quest1: false,
+ quest3: false,
+ chaos: false
+};
+var questTimeout;
var score = 0;
var scoreMultiplier = 1;
var scoreTxt = new Text2('0', {
size: 150,
fill: "#ffffff"
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
-var questStatusTxt;
-LK.setTimeout(function () {
- questStatusTxt = new Text2('No quest enabled', {
- size: 100,
- fill: "#ffffff"
- });
- questStatusTxt.anchor.set(0.5, 0);
- questStatusTxt.y = 200; // Position below the score text
- LK.gui.top.addChild(questStatusTxt);
-}, 0);
+var questStatusTxt = new Text2('No quest enabled', {
+ size: 100,
+ fill: "#ffffff"
+});
+questStatusTxt.anchor.set(0.5, 0);
+questStatusTxt.y = 200; // Position below the score text
+LK.gui.top.addChild(questStatusTxt);
+var score = 0;
+var scoreMultiplier = 1;
+var scoreTxt = new Text2('0', {
+ size: 150,
+ fill: "#ffffff"
+});
+scoreTxt.anchor.set(0.5, 0);
+LK.gui.top.addChild(scoreTxt);
+var questStatusTxt = new Text2('No quest enabled', {
+ size: 100,
+ fill: "#ffffff"
+});
+questStatusTxt.anchor.set(0.5, 0);
+questStatusTxt.y = 200; // Position below the score text
+LK.gui.top.addChild(questStatusTxt);
// 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 (Math.random() < 0.85 && !buttonSpawned.quest3) {
- newButton = new QuestButton3();
- buttonSpawned.quest3 = true;
- } else if (Math.random() < 0.85 && !buttonSpawned.chaos) {
- newButton = new ChaosButton();
- buttonSpawned.chaos = true;
+ var buttonTypes = [{
+ type: NukeButton,
+ key: 'nuke'
+ }, {
+ type: CloneButton,
+ key: 'clone'
+ }, {
+ type: LilGuyButton,
+ key: 'lilguy'
+ }, {
+ type: IceButton,
+ key: 'ice'
+ }, {
+ type: DoubleSizeButton,
+ key: 'doublesize'
+ }, {
+ type: TimerButton,
+ key: 'timer'
+ }, {
+ type: DoubleButton,
+ key: 'double'
+ }, {
+ type: HideButton,
+ key: 'hide'
+ }, {
+ type: MagnetButton,
+ key: 'magnet'
+ }, {
+ type: DisguiseButton,
+ key: 'disguise'
+ }, {
+ type: RandomTPButton,
+ key: 'randomtp'
+ }, {
+ type: LagButton,
+ key: 'lag'
+ }, {
+ type: QuestButton1,
+ key: 'quest1'
+ }, {
+ type: QuestButton3,
+ key: 'quest3'
+ }, {
+ type: ChaosButton,
+ key: 'chaos'
+ }];
+ for (var i = 0; i < buttonTypes.length; i++) {
+ if (Math.random() < 0.2 && !buttonSpawned[buttonTypes[i].key]) {
+ newButton = new buttonTypes[i].type();
+ buttonSpawned[buttonTypes[i].key] = true;
+ break;
+ }
}
if (newButton) {
newButton.x = Math.random() * 2048;
newButton.y = Math.random() * 2732;
- addButtonToGame(newButton);
+ buttons.push(newButton);
+ game.addChild(newButton);
}
}
// Create the initial button
var initialButton = new Button();
initialButton.x = 2048 / 2;
initialButton.y = 2732 / 2;
-addButtonToGame(initialButton);
+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.