User prompt
Fix Bug: 'TypeError: leftButton.containsPoint is not a function' in this line: 'if (leftButton.containsPoint(pos)) {' Line Number: 148
User prompt
everytime hero purplebullet makes contact with enemy, cosmiccredits = cosmiccredits + 5
User prompt
when the score increases by 1, add 5 to cosmic credits constantly
User prompt
when the score increases by 1, add 5 to cosmic credits
User prompt
Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'replace')' in this line: 'var cosmicCredits = Number(cosmicCreditsTxt.text.replace('Cosmic Credits: ', '')) + 5;' Line Number: 250
User prompt
everytime purplebullet makes contact with enemy, do current cosmic credits + 5
User prompt
Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'replace')' in this line: 'var cosmicCredits = Number(cosmicCreditsTxt.text.replace(/[^0-9]/g, '')) + 5;' Line Number: 242
User prompt
when a bullet makes contact with enemy, add 5 to cosmic credits
User prompt
below high score, add Cosmic Credits
User prompt
after an enemy has been killed, 5 cosmic credits should be added and constantly updates. However, it only updates for the first enemy kill
User prompt
5 cosmic credits per enemy killed
User prompt
the cosmic credits should update for every enemy killed. However, it only updates for one
User prompt
Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'setItem')' in this line: 'localStorage.setItem('cosmicCredits', cosmicCredits.toString());' Line Number: 242
User prompt
Fix Bug: 'TypeError: LK.setData is not a function' in this line: 'LK.setData('cosmicCredits', cosmicCredits);' Line Number: 242
User prompt
Fix Bug: 'TypeError: LK.setData is not a function' in this line: 'LK.setData('cosmicCredits', cosmicCredits);' Line Number: 242
User prompt
Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'getItem')' in this line: 'var cosmicCredits = Number(localStorage.getItem('cosmicCredits') || 0) + 5;' Line Number: 240
User prompt
Fix Bug: 'TypeError: LK.getData is not a function' in this line: 'var cosmicCredits = Number(LK.getData('cosmicCredits') || 0) + 5;' Line Number: 240
User prompt
Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'getItem')' in this line: 'var cosmicCredits = Number(localStorage.getItem('cosmicCredits') || 0) + 5;' Line Number: 240
User prompt
Fix Bug: 'TypeError: LK.getData is not a function' in this line: 'var cosmicCredits = Number(LK.getData('cosmicCredits') || 0) + 5;' Line Number: 240
User prompt
Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'getItem')' in this line: 'var cosmicCredits = Number(localStorage.getItem('cosmicCredits') || 0) + 5;' Line Number: 240
User prompt
Fix Bug: 'TypeError: LK.getData is not a function' in this line: 'var cosmicCredits = Number(LK.getData('cosmicCredits') || 0) + 5;' Line Number: 240
User prompt
Fix Bug: 'TypeError: LK.retrieveData is not a function' in this line: 'var cosmicCredits = Number(LK.retrieveData('cosmicCredits') || 0) + 5;' Line Number: 240
User prompt
Fix Bug: 'TypeError: LK.getData is not a function' in this line: 'var cosmicCredits = Number(LK.getData('cosmicCredits') || 0) + 5;' Line Number: 240
User prompt
below high score, make a new currency called "Cosmic Credits". 5 Cosmic Credits per enemy killed
User prompt
make it so you get 5 Cosmic Credits per enemy hit
/**** * Classes ****/ // BulletPack class var BulletPack = Container.expand(function () { var self = Container.call(this); var bulletPackGraphics = self.createAsset('bulletPack', 'Bullet Pack', 0.5, 0.5); self.speed = 4; self.direction = Math.random() < 0.5 ? -1 : 1; self.move = function () { var speedIncreaseFactor = 0.1 + LK.ticks * 0.0002; self.y += self.speed + speedIncreaseFactor; self.x += self.direction * (10 + speedIncreaseFactor); if (self.x < 0 || self.x > game.width) { self.direction *= -1; } }; }); // Character class var Hero = Container.expand(function () { var self = Container.call(this); var heroGraphics = self.createAsset('hero', 'Hero', 0.5, 0.5); self.bulletLimit = 3; // Initialize bullet limit self.canShoot = true; // Allow shooting initially self.update = function () { // Hero update logic }; self.shoot = function () { if (this.bulletLimit > 0 && this.canShoot) { var bullet = new Bullet(); bullet.x = this.x; bullet.y = this.y - this.height / 2; heroBullets.push(bullet); game.addChild(bullet); this.bulletLimit--; bulletCountTxt.setText('Bullets: ' + this.bulletLimit); // Update bullet count display this.canShoot = false; // Set shooting cooldown LK.setTimeout(function () { self.canShoot = true; }, 500); // Cooldown of 500ms before next shot } }; }); // Bullet class var Bullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.createAsset('purpleBullet', 'Purple Bullet', 0.0625, 0.0625); self.speed = -10; self.move = function () { self.y += self.speed; }; }); // Enemy class var Enemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.createAsset('enemy', 'Enemy character', 0.5, 0.5); self.speed = 4; self.direction = Math.random() < 0.5 ? -1 : 1; self.move = function () { self.y += self.speed; var speedIncreaseFactor = 0.1 + LK.ticks * 0.0002; // Increase the speed factor over time self.x += self.direction * (4 + speedIncreaseFactor); if (self.x < 0 || self.x > game.width) { self.direction *= -1; } self.speed += 0.02 + LK.ticks * 0.0001; // Increase speed over time with an accelerating factor }; }); var Button = Container.expand(function (text, positionX, positionY, onClickCallback) { var self = Container.call(this); var buttonText = new Text2(text, { size: 200, fill: "#ffffff" }); buttonText.anchor.set(0.5); self.addChild(buttonText); self.x = positionX; self.y = positionY; self.interactive = true; self.on('down', function (obj) { var event = obj.event; var pos = event.getLocalPosition(game); if (self.containsPoint(pos)) { onClickCallback(); } }); }); // JoystickAsset class var JoystickAsset = Container.expand(function () { var self = Container.call(this); self.interactive = true; self.isDragging = false; self.onMoveCallback = null; self.setMoveCallback = function (callback) { self.onMoveCallback = function (direction) { callback({ x: direction.x, y: 0 }); }; }; self.on('down', function (obj) { self.isDragging = true; }); self.on('up', function (obj) { self.isDragging = false; stickGraphics.x = stickOrigin.x; stickGraphics.y = stickOrigin.y; if (self.onMoveCallback) { self.onMoveCallback({ x: 0, y: 0 }); } }); self.on('move', function (obj) { if (self.isDragging) { var event = obj.event; var pos = event.getLocalPosition(self); var dx = pos.x - stickOrigin.x; var maxDistance = stickGraphics.width * 0.5; if (Math.abs(dx) > maxDistance) { dx = maxDistance * (dx > 0 ? 1 : -1); } stickGraphics.x = stickOrigin.x + dx; stickGraphics.y = stickOrigin.y; if (self.onMoveCallback) { self.onMoveCallback({ x: dx / maxDistance, y: 0 }); } } }); self.containsPoint = function (point) { return point.x >= self.x - self.width / 2 && point.x <= self.x + self.width / 2 && point.y >= self.y - self.height / 2 && point.y <= self.y + self.height / 2; }; }); /**** * Initialize Game ****/ // Create left movement button var game = new LK.Game({ title: '(WIP)', backgroundColor: 0x000000 // Init game with black background }); /**** * Game Code ****/ // Initialize important asset arrays var heroBullets = []; var enemies = []; // Create character var hero = game.addChild(new Hero()); hero.x = game.width / 2; hero.y = game.height - 100; // Create score display var scoreTxt = new Text2('Score: 0', { size: 50, fill: "#ffffff" }); var highScoreTxt = new Text2('High Score: 0 (WIP)', { size: 50, fill: "#ffffff" }); scoreTxt.anchor.set(1, 0); highScoreTxt.anchor.set(1, 0); highScoreTxt.y = scoreTxt.height + 20; var cosmicCreditsTxt = new Text2('Cosmic Credits: 0', { size: 50, fill: "#ffffff" }); cosmicCreditsTxt.anchor.set(1, 0); cosmicCreditsTxt.y = highScoreTxt.y + highScoreTxt.height + 20; LK.gui.topRight.addChild(scoreTxt); LK.gui.topRight.addChild(highScoreTxt); LK.gui.topRight.addChild(cosmicCreditsTxt); // Create bullet count display var bulletCountTxt = new Text2('Bullets: 3', { size: 100, fill: "#ffffff" }); bulletCountTxt.anchor.set(0, 0); bulletCountTxt.y = scoreTxt.height + 50; // Position below the score display LK.gui.topLeft.addChild(bulletCountTxt); // Create instructions display var instructionsTxt = new Text2('Tap anywhere to shoot', { size: 50, fill: "#ffffff" }); instructionsTxt.anchor.set(0, 0); LK.gui.topLeft.addChild(instructionsTxt); // Create a red line 3/4 down the screen var redLine = LK.getAsset('redLine', 'Horizontal Red Line', 0, 0); redLine.width = game.width; redLine.height = 5; redLine.y = game.height * 0.75; game.addChild(redLine); // Create joystick instance var joystick = new JoystickAsset(); joystick.x = joystick.width / 2 + 150; joystick.y = game.height - joystick.height / 2 - 150; joystick.setMoveCallback(function (direction) { hero.x = Math.max(hero.width / 2, Math.min(game.width - hero.width / 2, hero.x + direction.x * 10)); }); game.addChild(joystick); // Handle hero dragging var dragNode = null; game.on('down', function (obj) { hero.shoot(); }); game.on('move', function (obj) { var event = obj.event; var pos = event.getLocalPosition(game); hero.x = pos.x; // hero.y = pos.y; // Removed the line that sets the hero's y position }); // Global event listener for shooting bullets // Game tick event LK.on('tick', function () { // Update character hero.update(); // Move and check bullets for (var i = heroBullets.length - 1; i >= 0; i--) { var bullet = heroBullets[i]; bullet.move(); // Check for bullet collision with enemies and bullet packs for (var j = enemies.length - 1; j >= 0; j--) { if (bullet.intersects(enemies[j])) { if (enemies[j] instanceof BulletPack) { // If the enemy is a bullet pack // Increment character's bullet limit by 5 hero.bulletLimit += 5; } else { // If the enemy is an actual enemy // Update score var newScore = LK.getScore() + 1; var cosmicCredits = Number(LK.getData('cosmicCredits') || 0) + 5; LK.setScore(newScore); LK.setData('cosmicCredits', cosmicCredits); scoreTxt.setText('Score: ' + newScore); cosmicCreditsTxt.setText('Cosmic Credits: ' + cosmicCredits); var highScore = Math.max(newScore, Number((typeof localStorage !== 'undefined' ? localStorage.getItem('highScore') : '0') || '0')); highScoreTxt.setText('High Score: ' + highScore + ' (WIP)'); if (typeof localStorage !== 'undefined' && newScore > highScore) { localStorage.setItem('highScore', newScore.toString()); } // Increment character's bullet limit hero.bulletLimit++; } bulletCountTxt.setText('Bullets: ' + hero.bulletLimit); // Update bullet count display // Destroy enemy/bullet pack and bullet enemies[j].destroy(); enemies.splice(j, 1); bullet.destroy(); heroBullets.splice(i, 1); break; } } // Remove off-screen bullets and end the game if it's the last one if (bullet.y < 0) { bullet.destroy(); heroBullets.splice(i, 1); if (heroBullets.length === 0 && hero.bulletLimit === 0) { LK.showGameOver(); // End the game when the last bullet is out of frame } } } // Move enemies and check if they pass the red line for (var k = enemies.length - 1; k >= 0; k--) { enemies[k].move(); if (enemies[k].y > game.height * 0.75) { enemies[k].destroy(); enemies[k] = null; enemies.splice(k, 1); } } var enemySpawnRate = 60; // Initialize enemy spawn rate // Spawn enemies and bullet packs if (LK.ticks % enemySpawnRate == 0) { var enemy = new Enemy(); enemy.x = Math.random() * (game.width - enemy.width) + enemy.width / 2; enemy.y = -enemy.height; enemies.push(enemy); game.addChild(enemy); if (enemySpawnRate > 30) { enemySpawnRate -= 0.5; } // Decrease spawn rate over time to a minimum of 30 ticks } if (LK.ticks % 600 == 0) { // Spawn a bullet pack every 600 ticks var bulletPack = new BulletPack(); bulletPack.x = Math.random() * (game.width - bulletPack.width) + bulletPack.width / 2; bulletPack.y = -bulletPack.height; enemies.push(bulletPack); // Add bullet pack to enemies array for collision detection game.addChild(bulletPack); } });
===================================================================
--- original.js
+++ change.js
@@ -164,21 +164,20 @@
var highScoreTxt = new Text2('High Score: 0 (WIP)', {
size: 50,
fill: "#ffffff"
});
-// Initialize Cosmic Credits display
+scoreTxt.anchor.set(1, 0);
+highScoreTxt.anchor.set(1, 0);
+highScoreTxt.y = scoreTxt.height + 20;
var cosmicCreditsTxt = new Text2('Cosmic Credits: 0', {
size: 50,
fill: "#ffffff"
});
cosmicCreditsTxt.anchor.set(1, 0);
-cosmicCreditsTxt.y = highScoreTxt.y + highScoreTxt.height * 2 + 50;
-LK.gui.topRight.addChild(cosmicCreditsTxt);
-scoreTxt.anchor.set(1, 0);
-highScoreTxt.anchor.set(1, 0);
-highScoreTxt.y = scoreTxt.height + 20;
+cosmicCreditsTxt.y = highScoreTxt.y + highScoreTxt.height + 20;
LK.gui.topRight.addChild(scoreTxt);
LK.gui.topRight.addChild(highScoreTxt);
+LK.gui.topRight.addChild(cosmicCreditsTxt);
// Create bullet count display
var bulletCountTxt = new Text2('Bullets: 3', {
size: 100,
fill: "#ffffff"
@@ -237,16 +236,13 @@
} else {
// If the enemy is an actual enemy
// Update score
var newScore = LK.getScore() + 1;
+ var cosmicCredits = Number(LK.getData('cosmicCredits') || 0) + 5;
LK.setScore(newScore);
+ LK.setData('cosmicCredits', cosmicCredits);
scoreTxt.setText('Score: ' + newScore);
- // Increment Cosmic Credits by 5 for each enemy hit
- var cosmicCredits = Number((typeof localStorage !== 'undefined' ? localStorage.getItem('cosmicCredits') : '0') || '0') + 25;
cosmicCreditsTxt.setText('Cosmic Credits: ' + cosmicCredits);
- if (typeof localStorage !== 'undefined') {
- localStorage.setItem('cosmicCredits', cosmicCredits.toString());
- }
var highScore = Math.max(newScore, Number((typeof localStorage !== 'undefined' ? localStorage.getItem('highScore') : '0') || '0'));
highScoreTxt.setText('High Score: ' + highScore + ' (WIP)');
if (typeof localStorage !== 'undefined' && newScore > highScore) {
localStorage.setItem('highScore', newScore.toString());
android. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
letter X png. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
space background. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
galaxy background. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
galaxy background. High quality
space background.. High contrast