User prompt
when I click chat nothing happens
User prompt
move the chat box to the middle right
User prompt
add a group chat in the top right, so you can chat with other cartel members with other members also giving ideas!
User prompt
and if its yes, you receive 600 dolalrs
User prompt
add a dialogue button in the left side (middle left) saying: can I get more money? and the cartel members say yes or no
User prompt
make instead of (new Cartel Member) or old cartel member, they add for each country, a reasonable name for the cartel member like (Seoul Syndicate) (Sang Jae): HOLDING!
User prompt
Please fix the bug: 'Uncaught ReferenceError: selectedName is not defined' in or related to this line: 'showMessage(selectedName + ": " + message, 2000);' Line Number: 271
User prompt
Please fix the bug: 'Uncaught ReferenceError: cartelMembers is not defined' in or related to this line: 'var nameOptions = cartelMembers[currentCountry];' Line Number: 219
User prompt
add a choice of names corresponding to the cartel so you can choose your own custom name in the chat
User prompt
Please fix the bug: 'Timeout.tick error: Cannot read properties of undefined (reading 'length')' in or related to this line: 'var randomName = cartelMembers[currentCountry][Math.floor(Math.random() * cartelMembers[currentCountry].length)];' Line Number: 258
User prompt
add for each country, a reasonable name for the cartel member like (Seoul Syndicate) (Sang Jae): HOLDING!
User prompt
add random names instead of Cartel Member
User prompt
move the chat buttons further to the left
User prompt
add a chat button and you can choose dialogue options to send in your chat and its pre picked so like Attack! or Fire! and the Cartel members (make fake names for the people in each country, and cartel members from earlier cartels can join if they were in a cartel you were also in) can choose from the same dialouge options and its text based, so you can click buttons to send to the cartel group chat, or send to individual cartel memberss
User prompt
add a reload button
User prompt
make a ammunition counter so each 70 bullets, you have to reload
User prompt
make a button for load into the game, setting the day to 1 and the rank to rookie
User prompt
make when the player first presses start round (at day 1) its rookie, and everytime the player loads into the game, its day 1
User prompt
make a day counter and when the player first loads in the game its rookie
User prompt
make each round until the round is done hit the place your bet and start round until theres the intermission (30 seconds)
User prompt
make ranks go each round and every day (5 minutes in real life is one day), its another round and add a clock
User prompt
make the friendly cartel at the bottom and the enemy cartels at the top
User prompt
make different colors like green for the player's cartel and red for the enemy Cartel and yellow for third party
/**** 
* 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('enemyCartel', {
		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('playerCartel', {
		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 friendly members display
var friendlyMembersText = new Text2("Members: 0", {
	size: 40,
	fill: 0xFFFFFF
});
friendlyMembersText.anchor.set(0, 0);
LK.gui.bottomLeft.addChild(friendlyMembersText);
friendlyMembersText.x = 20;
friendlyMembersText.y = -100;
// Initialize friendly members count
var friendlyMembersCount = 0;
// Function to update friendly members display
function updateFriendlyMembersDisplay() {
	friendlyMembersText.setText("Members: " + friendlyMembersCount);
}
// Function to handle friendly members joining or leaving
function updateFriendlyMembers() {
	if (Math.random() < 0.5) {
		// 50% chance a member leaves
		if (friendlyMembersCount > 0) {
			friendlyMembersCount--;
			showMessage("A member has left the cartel.", 2000);
		}
	} else {
		// 50% chance a new member joins
		friendlyMembersCount++;
		showMessage("A new member has joined the cartel!", 2000);
	}
	updateFriendlyMembersDisplay();
}
// Call updateFriendlyMembers every 5 seconds
LK.setInterval(updateFriendlyMembers, 5000);
// 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: $0", {
	size: 40,
	fill: 0xFFFFFF
});
betText.anchor.set(0, 0);
LK.gui.topRight.addChild(betText);
betText.x = -250;
betText.y = 70;
// Create score display
var scoreText = new Text2("Score: 0", {
	size: 40,
	fill: 0xFFFFFF
});
scoreText.anchor.set(1, 0);
LK.gui.topLeft.addChild(scoreText);
scoreText.x = 250;
scoreText.y = 70;
// Create rank display
var rankText = new Text2("Rank: " + getRankTitle(currentRank), {
	size: 40,
	fill: 0xFFFFFF
});
rankText.anchor.set(0.5, 0);
LK.gui.top.addChild(rankText);
rankText.y = 70;
// Create message display
var messageText = new Text2("", {
	size: 50,
	fill: 0xFFFFFF
});
messageText.anchor.set(0.5, 0.5);
LK.gui.center.addChild(messageText);
// Create clock display
var clockText = new Text2("Time: 00:00", {
	size: 40,
	fill: 0xFFFFFF
});
clockText.anchor.set(0.5, 0);
LK.gui.top.addChild(clockText);
clockText.y = 120;
// Create start round button
var startButton = new BetButton(0, "Start Round");
startButton.x = 2048 / 2;
startButton.y = 2732 - 200;
game.addChild(startButton);
// Create betting UI
var betPanel = LK.getAsset('panel', {
	anchorX: 0.5,
	anchorY: 0.5,
	alpha: 0.8,
	x: 2048 / 2,
	y: 2732 / 2
});
game.addChild(betPanel);
var betTitle = new Text2("Place Your Bet", {
	size: 60,
	fill: 0xFFFFFF
});
betTitle.anchor.set(0.5, 0);
betTitle.x = 2048 / 2;
betTitle.y = 2732 / 2 - 120;
game.addChild(betTitle);
// Bet buttons
var betAmounts = [10, 50, 100, 500];
var betButtons = [];
for (var i = 0; i < betAmounts.length; i++) {
	var betButton = new BetButton(betAmounts[i], "$" + 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();
	if (Math.random() < 0.5) {
		target.attachAsset('thirdPartyCartel', {
			anchorX: 0.5,
			anchorY: 0.5
		});
	}
	target.x = Math.random() * (1800 - 200) + 200; // Random position
	target.y = 2532; // Position friendly cartel at the bottom
	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 = 200; // Position enemies at the top
		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;
		}
	}
	// Intermission period of 30 seconds before showing betting panel again
	showMessage("Intermission: Prepare for the next round!", 30000);
	LK.setTimeout(function () {
		// Show betting panel again
		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();
	}, 30000); // 30 seconds intermission
}
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 clock
	var inGameMinutes = Math.floor(LK.ticks / 60) % 60;
	var inGameHours = Math.floor(LK.ticks / 3600) % 24;
	clockText.setText("Time: " + (inGameHours < 10 ? "0" : "") + inGameHours + ":" + (inGameMinutes < 10 ? "0" : "") + inGameMinutes);
	// 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;
				}
			}
		}
	}
	// Advance rank every in-game day (5 minutes in real life)
	if (LK.ticks % (60 * 5 * 60) === 0) {
		// 5 minutes in real life
		currentRank++;
		updateRankDisplay();
		showMessage("New Day! Rank increased to " + getRankTitle(currentRank), 3000);
	}
	// 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
@@ -565,19 +565,21 @@
 			}, 3000);
 			return;
 		}
 	}
-	// Show betting panel again
+	// Intermission period of 30 seconds before showing betting panel again
+	showMessage("Intermission: Prepare for the next round!", 30000);
 	LK.setTimeout(function () {
+		// Show betting panel again
 		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);
+	}, 30000); // 30 seconds intermission
 }
 function calculateWinnings() {
 	// Calculate winnings based on bet and score
 	var hitRatio = currentScore / (5 + currentRound);