User prompt
make other friendly people in the cartel you are in, but make 50/50 percent of the time they leave and 50/50 percent of the time some newbie comes back
User prompt
Please fix the bug: 'TypeError: target.hit is not a function' in or related to this line: 'var points = target.hit(bullet.x, bullet.y);' Line Number: 595
User prompt
make when the game is first loaded, you have 1000 dollars
User prompt
make the enemies fire back
User prompt
add countries like Germany, Honduras, Cuba, America, and Even South Korea
User prompt
add a plane button to join different countries to join different cartels in those countries and make all of the buttons work
User prompt
make a button that says Join a new Cartel, and do random names for the cartel and make the buttons functional and at the bottom left, it shows the cartel name
User prompt
when I click start round nothing happens and along with the money and also when 10$-$500 clicked, remove that amount of money from the cash and add it to the bet
Code edit (1 edits merged)
Please save this source code
User prompt
Cartel Shootout
Initial prompt
make a first person shooter for the drugs, and Your part of a Mexican cartel who loves gambling
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1", {
cash: 1000,
rank: 1,
highScore: 0
});
/****
* Classes
****/
var BetButton = Container.expand(function (amount, label) {
var self = Container.call(this);
var background = self.attachAsset('betButton', {
anchorX: 0.5,
anchorY: 0.5
});
self.amount = amount;
var text = new Text2(label, {
size: 36,
fill: 0xFFFFFF
});
text.anchor.set(0.5, 0.5);
self.addChild(text);
self.down = function (x, y, obj) {
background.alpha = 0.7;
};
self.up = function (x, y, obj) {
background.alpha = 1;
if (currentCash >= self.amount) {
currentBet = self.amount;
currentCash -= self.amount; // Deduct bet amount from cash
updateBetDisplay();
updateCashDisplay(); // Update cash display
showMessage("Bet set: $" + currentBet);
} else {
showMessage("Not enough cash to place this bet!");
}
};
return self;
});
var Bullet = Container.expand(function () {
var self = Container.call(this);
var bulletGraphics = self.attachAsset('bullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 20;
self.active = true;
self.update = function () {
if (self.active) {
self.y -= self.speed;
// Remove bullet when it leaves the screen
if (self.y < -50) {
self.active = false;
}
}
};
return self;
});
var Crosshair = Container.expand(function () {
var self = Container.call(this);
// Create a crosshair with a circle and two lines
var circle = self.attachAsset('crosshair', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.3
});
var horizontalLine = self.attachAsset('crosshairLine', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.8
});
var verticalLine = self.attachAsset('crosshairLine', {
anchorX: 0.5,
anchorY: 0.5,
rotation: Math.PI / 2,
alpha: 0.8
});
return self;
});
var Enemy = Container.expand(function () {
var self = Container.call(this);
var enemyGraphics = self.attachAsset('targetOuter', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 3;
self.direction = 1; // 1 for right, -1 for left
self.active = true;
self.shootInterval = Math.floor(Math.random() * 100) + 50; // Random shoot interval
self.shootCounter = 0;
self.update = function () {
if (self.active) {
self.x += self.speed * self.direction;
if (self.x > 1950 || self.x < 100) {
self.direction *= -1;
}
self.shootCounter++;
if (self.shootCounter >= self.shootInterval) {
self.shootCounter = 0;
self.shoot();
}
}
};
self.shoot = function () {
var bullet = new Bullet();
bullet.x = self.x;
bullet.y = self.y;
bullet.speed = -20; // Enemy bullets move upwards
bullets.push(bullet);
game.addChild(bullet);
};
return self;
});
var Target = Container.expand(function () {
var self = Container.call(this);
// Create target with three concentric circles
var outerRing = self.attachAsset('targetOuter', {
anchorX: 0.5,
anchorY: 0.5
});
var middleRing = self.attachAsset('targetMiddle', {
anchorX: 0.5,
anchorY: 0.5
});
var innerRing = self.attachAsset('targetInner', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 3;
self.direction = 1; // 1 for right, -1 for left
self.active = true;
self.points = 10; // Base points for hitting this target
self.hit = function (bulletX, bulletY) {
var dx = bulletX - self.x;
var dy = bulletY - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
// Check which ring was hit
if (distance < 20) {
// Bullseye!
return self.points * 3;
} else if (distance < 40) {
// Middle ring
return self.points * 2;
} else if (distance < 60) {
// Outer ring
return self.points;
}
return 0; // Miss
};
self.update = function () {
if (self.active) {
self.x += self.speed * self.direction;
// Bounce off screen edges
if (self.x > 1950 || self.x < 100) {
self.direction *= -1;
}
}
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x222222
});
/****
* Game Code
****/
// Game variables
var currentRound = 1;
var currentCash = 1000;
var currentRank = storage.rank;
var highScore = storage.highScore;
var currentBet = 0;
var currentScore = 0;
var bullets = [];
var targets = [];
var shotsRemaining = 0;
var isRoundActive = false;
var messageTimeout = null;
// Create game UI elements
var crosshair = new Crosshair();
game.addChild(crosshair);
// Cartel names and countries
var cartels = [{
name: "Los Zetas",
country: "Mexico"
}, {
name: "Sinaloa Cartel",
country: "Mexico"
}, {
name: "Jalisco New Generation",
country: "Mexico"
}, {
name: "Gulf Cartel",
country: "Mexico"
}, {
name: "Tijuana Cartel",
country: "Mexico"
}, {
name: "Berlin Syndicate",
country: "Germany"
}, {
name: "Honduran Connection",
country: "Honduras"
}, {
name: "Cuban Network",
country: "Cuba"
}, {
name: "American Outfit",
country: "America"
}, {
name: "Seoul Cartel",
country: "South Korea"
}];
var currentCartel = "";
var currentCountry = "";
// Create cartel display
var cartelText = new Text2("Cartel: None", {
size: 40,
fill: 0xFFFFFF
});
cartelText.anchor.set(0, 0);
LK.gui.bottomLeft.addChild(cartelText);
cartelText.x = 20;
cartelText.y = -50;
// Create join cartel button
var joinCartelButton = new BetButton(0, "Join a New Cartel");
joinCartelButton.x = 2048 / 2;
joinCartelButton.y = 2732 - 100;
game.addChild(joinCartelButton);
// Create plane button to join different countries
var planeButton = new BetButton(0, "Join a Country");
planeButton.x = 2048 / 2;
planeButton.y = 2732 - 150;
game.addChild(planeButton);
// Join cartel button functionality
joinCartelButton.down = function (x, y, obj) {
// Select a random cartel
var selectedCartel = cartels[Math.floor(Math.random() * cartels.length)];
currentCartel = selectedCartel.name;
currentCountry = selectedCartel.country;
// Update cartel display
cartelText.setText("Cartel: " + currentCartel + " (" + currentCountry + ")");
};
// Plane button functionality
planeButton.down = function (x, y, obj) {
// Select a random country and cartel
var selectedCartel = cartels[Math.floor(Math.random() * cartels.length)];
currentCartel = selectedCartel.name;
currentCountry = selectedCartel.country;
// Update cartel display
cartelText.setText("Cartel: " + currentCartel + " (" + currentCountry + ")");
};
// Create cash display
var cashText = new Text2("Cash: $" + currentCash, {
size: 40,
fill: 0xFFFFFF
});
cashText.anchor.set(0, 0);
LK.gui.topRight.addChild(cashText);
cashText.x = -250;
cashText.y = 20;
// Create round display
var roundText = new Text2("Round: " + currentRound, {
size: 40,
fill: 0xFFFFFF
});
roundText.anchor.set(0.5, 0);
LK.gui.top.addChild(roundText);
roundText.y = 20;
// Create shots remaining display
var shotsText = new Text2("Shots: 0", {
size: 40,
fill: 0xFFFFFF
});
shotsText.anchor.set(1, 0);
LK.gui.topLeft.addChild(shotsText);
shotsText.x = 250;
shotsText.y = 20;
// Create bet display
var betText = new Text2("Bet: $0", {
size: 40,
fill: 0xFFFFFF
});
betText.anchor.set(0, 0);
LK.gui.topRight.addChild(betText);
betText.x = -250;
betText.y = 70;
// Create score display
var scoreText = new Text2("Score: 0", {
size: 40,
fill: 0xFFFFFF
});
scoreText.anchor.set(1, 0);
LK.gui.topLeft.addChild(scoreText);
scoreText.x = 250;
scoreText.y = 70;
// Create rank display
var rankText = new Text2("Rank: " + getRankTitle(currentRank), {
size: 40,
fill: 0xFFFFFF
});
rankText.anchor.set(0.5, 0);
LK.gui.top.addChild(rankText);
rankText.y = 70;
// Create message display
var messageText = new Text2("", {
size: 50,
fill: 0xFFFFFF
});
messageText.anchor.set(0.5, 0.5);
LK.gui.center.addChild(messageText);
// Create start round button
var startButton = new BetButton(0, "Start Round");
startButton.x = 2048 / 2;
startButton.y = 2732 - 200;
game.addChild(startButton);
// Create betting UI
var betPanel = LK.getAsset('panel', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.8,
x: 2048 / 2,
y: 2732 / 2
});
game.addChild(betPanel);
var betTitle = new Text2("Place Your Bet", {
size: 60,
fill: 0xFFFFFF
});
betTitle.anchor.set(0.5, 0);
betTitle.x = 2048 / 2;
betTitle.y = 2732 / 2 - 120;
game.addChild(betTitle);
// Bet buttons
var betAmounts = [10, 50, 100, 500];
var betButtons = [];
for (var i = 0; i < betAmounts.length; i++) {
var betButton = new BetButton(betAmounts[i], "$" + betAmounts[i]);
betButton.x = 2048 / 2 - 300 + i * 200;
betButton.y = 2732 / 2;
game.addChild(betButton);
betButtons.push(betButton);
}
// Start button functionality
startButton.down = function (x, y, obj) {
if (!isRoundActive) {
if (currentBet > 0) {
startRound();
} else {
showMessage("Place a bet first!");
}
}
};
// Helper functions
function updateCashDisplay() {
cashText.setText("Cash: $" + currentCash);
storage.cash = currentCash;
}
function updateBetDisplay() {
betText.setText("Bet: $" + currentBet);
}
function updateScoreDisplay() {
scoreText.setText("Score: " + currentScore);
}
function updateShotsDisplay() {
shotsText.setText("Shots: " + shotsRemaining);
}
function updateRoundDisplay() {
roundText.setText("Round: " + currentRound);
}
function updateRankDisplay() {
rankText.setText("Rank: " + getRankTitle(currentRank));
storage.rank = currentRank;
}
function getRankTitle(rank) {
var titles = ["Rookie", "Marksman", "Sharpshooter", "Expert", "Assassin", "Hitman", "Legend"];
return titles[Math.min(rank - 1, titles.length - 1)];
}
function showMessage(text, duration) {
messageText.setText(text);
if (messageTimeout) {
LK.clearTimeout(messageTimeout);
}
if (duration !== undefined) {
messageTimeout = LK.setTimeout(function () {
messageText.setText("");
messageTimeout = null;
}, duration);
}
}
function createTarget() {
var target = new Target();
target.x = Math.random() * (1800 - 200) + 200; // Random position
target.y = 300 + Math.random() * 1000; // Random height
target.speed = 2 + currentRound * 0.5; // Speed increases with rounds
target.points = 10 * currentRound; // Points increase with rounds
game.addChild(target);
targets.push(target);
return target;
}
function clearAllTargets() {
for (var i = targets.length - 1; i >= 0; i--) {
targets[i].destroy();
}
targets = [];
}
function clearAllBullets() {
for (var i = bullets.length - 1; i >= 0; i--) {
bullets[i].destroy();
}
bullets = [];
}
function shoot(x, y) {
if (shotsRemaining <= 0 || !isRoundActive) {
return;
}
// Create bullet
var bullet = new Bullet();
bullet.x = x;
bullet.y = 2732 - 100; // Start from bottom
bullets.push(bullet);
game.addChild(bullet);
// Decrease shots remaining
shotsRemaining--;
updateShotsDisplay();
// Play shoot sound
LK.getSound('shoot').play();
// Check if round is over
if (shotsRemaining <= 0) {
LK.setTimeout(function () {
endRound();
}, 1500); // Wait for bullets to finish
}
}
function startRound() {
// Reset round state
isRoundActive = true;
currentScore = 0;
updateScoreDisplay();
clearAllTargets();
clearAllBullets();
// Deduct bet amount
currentCash -= currentBet;
updateCashDisplay();
// Set up targets for this round
var numTargets = Math.min(2 + currentRound, 8);
for (var i = 0; i < numTargets; i++) {
createTarget();
}
// Set up enemies for this round
var numEnemies = Math.min(1 + currentRound, 5);
for (var i = 0; i < numEnemies; i++) {
var enemy = new Enemy();
enemy.x = Math.random() * (1800 - 200) + 200; // Random position
enemy.y = 300 + Math.random() * 1000; // Random height
game.addChild(enemy);
targets.push(enemy);
}
// Set up shots
shotsRemaining = 5 + currentRound;
updateShotsDisplay();
// Hide betting panel
betPanel.visible = false;
betTitle.visible = false;
for (var j = 0; j < betButtons.length; j++) {
betButtons[j].visible = false;
}
// Show round start message
showMessage("Round " + currentRound + " - FIRE!", 2000);
// Update button text
startButton.children[1].setText("Firing...");
}
function endRound() {
isRoundActive = false;
// Check if player won anything
var winnings = calculateWinnings();
if (winnings > 0) {
currentCash += winnings;
updateCashDisplay();
showMessage("You won $" + winnings + "!", 3000);
LK.getSound('win').play();
// Check for rank up
if (currentScore > highScore) {
highScore = currentScore;
storage.highScore = highScore;
if (currentRank < 7 && currentScore >= currentRank * 1000) {
currentRank++;
updateRankDisplay();
showMessage("RANK UP! You're now a " + getRankTitle(currentRank), 3000);
}
}
// Advance to next round
currentRound++;
updateRoundDisplay();
} else {
showMessage("You lost your bet!", 3000);
LK.getSound('lose').play();
// Check for game over
if (currentCash <= 0) {
showMessage("GAME OVER! You're broke!", 3000);
LK.setTimeout(function () {
// Reset game
currentCash = 1000;
currentRound = 1;
currentBet = 0;
updateCashDisplay();
updateRoundDisplay();
updateBetDisplay();
LK.showGameOver();
}, 3000);
return;
}
}
// Show betting panel again
LK.setTimeout(function () {
betPanel.visible = true;
betTitle.visible = true;
for (var i = 0; i < betButtons.length; i++) {
betButtons[i].visible = true;
}
startButton.children[1].setText("Start Round");
currentBet = 0;
updateBetDisplay();
}, 3000);
}
function calculateWinnings() {
// Calculate winnings based on bet and score
var hitRatio = currentScore / (5 + currentRound);
if (hitRatio >= 0.8) {
// Excellent shooting
return currentBet * 3;
} else if (hitRatio >= 0.6) {
// Good shooting
return currentBet * 2;
} else if (hitRatio >= 0.4) {
// Decent shooting
return currentBet * 1.5;
} else if (hitRatio >= 0.2) {
// Poor shooting
return currentBet;
}
// Bad shooting, no winnings
return 0;
}
// Handle game input
game.down = function (x, y, obj) {
if (isRoundActive) {
shoot(x, y);
}
};
game.move = function (x, y, obj) {
crosshair.x = x;
crosshair.y = y;
};
// Game update loop
game.update = function () {
// Update bullets
for (var i = bullets.length - 1; i >= 0; i--) {
var bullet = bullets[i];
if (!bullet.active) {
bullet.destroy();
bullets.splice(i, 1);
continue;
}
// Check for collisions with targets
for (var j = targets.length - 1; j >= 0; j--) {
var target = targets[j];
if (!(target instanceof Target)) {
continue;
} // Ensure target is an instance of Target class
if (bullet.active && target.active) {
var points = target.hit(bullet.x, bullet.y);
if (points > 0) {
// Hit!
bullet.active = false;
// Add points
currentScore += points;
updateScoreDisplay();
// Visual feedback
LK.effects.flashObject(target, 0xFFFFFF, 300);
// Play hit sound
LK.getSound('hit').play();
// Show points
var pointsText = new Text2("+" + points, {
size: 40,
fill: 0xFFFF00
});
pointsText.anchor.set(0.5, 0.5);
pointsText.x = bullet.x;
pointsText.y = bullet.y;
game.addChild(pointsText);
// Animate points text
tween(pointsText, {
alpha: 0,
y: pointsText.y - 50
}, {
duration: 800,
onFinish: function onFinish() {
pointsText.destroy();
}
});
break;
}
}
}
}
// Update targets
for (var k = targets.length - 1; k >= 0; k--) {
targets[k].update();
}
};
// Initial setup
LK.playMusic('bgMusic');
showMessage("Place your bet and start the round!", 3000); ===================================================================
--- original.js
+++ change.js
@@ -573,8 +573,11 @@
}
// Check for collisions with targets
for (var j = targets.length - 1; j >= 0; j--) {
var target = targets[j];
+ if (!(target instanceof Target)) {
+ continue;
+ } // Ensure target is an instance of Target class
if (bullet.active && target.active) {
var points = target.hit(bullet.x, bullet.y);
if (points > 0) {
// Hit!