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Please fix the bug: 'Uncaught ReferenceError: shopWindow is not defined' in or related to this line: 'shopWindow.hide();' Line Number: 341
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'addChild')' in or related to this line: 'LK.gui.topleft.addChild(coinsTxt);' Line Number: 553
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Code edit (10 edits merged)
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make a class for an upgrade button
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'length')' in or related to this line: 'var itemGraphic = self.attachAsset(id, {' Line Number: 215
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add a class for a shopitem
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add a background graphic object for the shopwindow.
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make a class for a shopwindow object
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'move_temp')' in or related to this line: 'ufo.move_temp();' Line Number: 489
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'STAR')' in or related to this line: 'self.type = enums.STAR;' Line Number: 189
===================================================================
--- original.js
+++ change.js
@@ -174,8 +174,33 @@
self.destroy();
}
};
});
+var ShopWindow = Container.expand(function () {
+ var self = Container.call(this);
+ // Initialize shop window properties
+ self.items = []; // Array to hold shop items
+ self.x = 1024; // Center horizontally
+ self.y = 1366; // Center vertically
+ self.visible = false; // Initially hidden
+ // Method to add items to the shop window
+ self.addItem = function (item) {
+ self.items.push(item);
+ // For simplicity, directly add the item as a child
+ // In a real scenario, positioning and interaction would be handled here
+ self.addChild(item);
+ };
+ // Method to show the shop window
+ self.show = function () {
+ self.visible = true;
+ // Additional logic to animate the shop window appearance could be added here
+ };
+ // Method to hide the shop window
+ self.hide = function () {
+ self.visible = false;
+ // Additional logic to animate the shop window disappearance could be added here
+ };
+});
var StarParticle = Container.expand(function (type) {
var self = Container.call(this);
// Create a simple square shape for the particle
var particleGraphics = self.attachAsset('starpowerup' + type, {
@@ -224,8 +249,9 @@
self.scaleUp = Math.random() < 0.5 ? true : false;
self.scale.x = 0.4 + Math.random();
self.scale.y = self.scale.x;
self.scaleSpeed = 0.01 + Math.random() * 0.02;
+ self.y = Math.random() * 2732;
};
});
var Ufo = Container.expand(function () {
var self = Container.call(this);
@@ -233,9 +259,9 @@
anchorX: 0.5,
anchorY: 0.5
});
self.moveScale = 0;
- self._move_migrated = function () {
+ self.move_temp = function () {
var t = LK.ticks / 100;
//self.scale = 1200 / (3 - Math.cos(2 * t));
self.moveScale = 1800 / (3 - Math.cos(2 * t));
self.x = 1024 + self.moveScale * Math.cos(t);
@@ -253,10 +279,10 @@
/****
* Game Code
****/
-// Function to create a dust particle explosion
// Initialize enums at the top of the Classes section to ensure it's defined before use
+// Function to create a dust particle explosion
var enums = {
STAR: 1,
ROCK: 2
};
@@ -337,12 +363,14 @@
javelin.x = astronaut.x - 70;
javelin.y = astronaut.y;
var started = false;
var thrown = false;
-var STARS_ON = false;
+var STARS_ON = !false;
var ASTEROIDS_ON = false;
var UFO_ON = false;
var particles = [];
+var coins = 0;
+var playerBest = 0;
// TODO: After the first throw, if player survived, instead of going to game over, maybe offer a second launch,
// this time with an incoming asteroid field or lumnious field (powerups) in order to introduce those sequentially.
// There could even be text clues to introduce them. 'The javelin will accellerate passing through those energy fields.'
// Those asteroids are brittle. etc.
@@ -516,19 +544,23 @@
if (javelin.intersects(ufo)) {
javelin.attachAsset('aliensurfer', {
anchorY: 1
});
+ UFO_ON = false;
+ ufo.destroy();
}
for (var i = starpowerups.length - 1; i >= 0; i--) {
t = starpowerups[i];
if (javelin.intersects(t)) {
if (t.type == enums.STAR) {
createStarExplosion(t.x, t.y, 10, t.r);
//speed += 0.001;
//javelin.radius += 1;
- liftBoostActive = true;
- liftBoostCounter += 10;
- liftBoostResetCounter += 10;
+ if (liftBoostCounter < 20) {
+ liftBoostActive = true;
+ liftBoostCounter += 10;
+ liftBoostResetCounter += 10;
+ }
} else if (t.type == enums.ROCK) {
createRockExplosion(t.x, t.y, 10, t.r);
}
// Handle collision effect, e.g., increase score, create explosion, etc.
pixelart. a beautiful moon.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
pixelart a beautiful starry sky seen in empty outer space.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
pixelart. a javelin used for olympic games and athletics. Just the spear itself, horizontally laid out in the image. It should be a slim metal spear, pointy in both ends, and with a grip somewhere off center of the shaft.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
pixelart. a metallic triangular pointer.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
pixelart lettering of the word 'LUNAR' with some blank space around it.
replace inpainted area with transparency.
pixelart. asteroid with craters. subtle shading.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
pixelart. asteroid with craters. subtle shading.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A small light yellow star.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
delete the inpainted areas.
Pixelart. A background window for an in-game shop, with a space theme. The center part should be a large blank area with space for the items and labels for sale in the game shop. The blank space could have the form of a black computer screen inside a spaceship.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Pixelart. An icon of a an arm holding javelin with fire around it.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Turn in-painted area solid blue like the area around it.
Pixelart. A rectangular silvery button with the text 'CLOSE'.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.