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Fix Bug: 'ReferenceError: updateButtonColors is not defined' in this line: 'updateButtonColors(gameSettings.difficulty);' Line Number: 339
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Fix Bug: 'ReferenceError: updateButtonColors is not defined' in this line: 'updateButtonColors();' Line Number: 230
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Fix Bug: 'ReferenceError: settingsGUI is not defined' in this line: 'settingsGUI.updateButtonColors(gameSettings.difficulty);' Line Number: 214
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Fix Bug: 'ReferenceError: updateButtonColors is not defined' in this line: 'updateButtonColors(gameSettings.difficulty);' Line Number: 349
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Fix Bug: 'TypeError: settingsGUI.updateButtonColors is not a function' in this line: 'settingsGUI.updateButtonColors(gameSettings.difficulty);' Line Number: 395
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To address the issue with the button colors not updating correctly after closing and opening the GUI, the `updateButtonColors` function needs to be invoked in the appropriate places within the game's logic. Specifically, this function should be called: 1. Immediately after the settings GUI is opened, to ensure that the button colors reflect the current difficulty setting. 2. Right after the settings GUI is closed, to update the button colors in case the difficulty was changed while the GUI was open.
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The issue with the button colors not updating correctly after closing and opening the GUI likely stems from the fact that the `updateButtonColors` function is not being called at the appropriate times to refresh the button colors based on the current difficulty setting. Fix this.
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Add a class in lines 347-351 to show what difficulty button was last clicked. Then implement that new class and make sure the class id is equal to the difficulty button being green.
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When the settings gui is opened, make sure the color of the selected difficulty is reflected as the color green.
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Make sure the color of the selected difficulty is shown as green when reopening the settings gui
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Make it so the normalbutton is automatically set to green when the settings gui is opened for the first time. After the settings gui is closed, make the last button that was green the next button that will be green when the gui is opened next.
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The game does not unpause when closing the settings gui
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Redo the difficulty buttons. Do not destroy the buttons when closing the gui. Make the buttons invisible and make it so you can't interact with them. Make sure it works with the old code and uses old classes.
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Fix every single bug.
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Fix Bug: 'ReferenceError: easyButton is not defined' in this line: 'easyButton.interactive = true;' Line Number: 377
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Fix Bug: 'TypeError: Cannot set properties of null (setting 'visible')' in this line: 'settingsGUI.visible = true;' Line Number: 374
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Redo the difficulty buttons. Do not destroy the buttons when closing the gui. Make the buttons invisible and make it so you can't interact with them.
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Fix Bug: 'TypeError: Cannot set properties of undefined (setting 'tint')' in this line: 'self.easyButton.tint = selectedDifficulty === 'easy' ? 0x66ff00 : 0xFF0000;' Line Number: 350
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Fix Bug: 'TypeError: Cannot set properties of undefined (setting 'tint')' in this line: 'easyButton.tint = selectedDifficulty === 'easy' ? 0x66ff00 : 0xFF0000;' Line Number: 350
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Fix this bug. The colors from the difficulty buttons are not saving after closing the settings GUI and reopening it because the current implementation does not persist the state of the button colors between sessions of the settings GUI. Each time the settings GUI is opened, it likely creates a new instance of the buttons without referencing the previously selected difficulty level to set the appropriate colors.
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Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'setItem')' in this line: 'LK.localStorage.setItem('selectedDifficulty', difficulty);' Line Number: 145
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Fix Bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'getItem')' in this line: 'self.difficulty = LK.localStorage.getItem('selectedDifficulty') || 'normal';' Line Number: 138
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Storing the selected difficulty in a persistent variable or property within the game settings.
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To make the difficulty buttons stay the same green color once a game mode is clicked and prevent them from reverting to default colors, you would need to implement a mechanism that permanently changes the button's tint to green when selected and maintains this state. This could be achieved by: 1. Updating the button tint colors based on the stored difficulty whenever the settings GUI is opened or a difficulty button is pressed.
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To make the difficulty buttons stay the same green color once a game mode is clicked and prevent them from reverting to default colors, you would need to implement a mechanism that permanently changes the button's tint to green when selected and maintains this state. This could be achieved by: 1. Ensuring that the button corresponding to the stored difficulty remains green to indicate it is the active selection, while all other buttons are set to red.
===================================================================
--- original.js
+++ change.js
@@ -210,9 +210,9 @@
});
self.animateClose = function () {
var currentDifficulty = gameSettings.difficulty;
var animation = new GUIAnimation(self, 0.1, 10, 'slide', function () {
- settingsGUI.updateButtonColors(gameSettings.difficulty);
+ settingsGUI.settingsGUI.updateButtonColors(gameSettings.difficulty);
self.unpauseGame(currentDifficulty);
});
animation.start();
};
Coffee droplet.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. Shadows at the bottom.
Have the coffee cup open at the top
High end Coffee Shop. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. Shadows at the bottom.
Coffee trail going vertical. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. Shadows at the bottom.
Coffee splashing effect. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No Shadows.
Black circle with a bit of transparency.
Coffee Bean With Nothing Else. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Clock, Nothing else in the image.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A white particle trail, vertical. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Remove the plus from this image
Red X. Nothing else.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
White rectangle, curved corners. Small black border. Simple, modern. Aspect ratio 1550 * 2500.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Include only the spike.
Remove the bottom part that is not coming from the center explosion
Rectangular coffee themed start button. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Remove the random stuff below the question mark
Coffee themed button which has the text "gamemode". Make the aspect ratio of this button 5:1. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.