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
****/
// Hero class
var Hero = Container.expand(function () {
	var self = Container.call(this);
	var heroGraphics = self.createAsset('hero', 'Hero character', 0.5, 0.5);
	self.bulletLimit = 5; // Initialize bullet limit
	self.update = function () {
		// Hero update logic
	};
	self.shoot = function () {
		if (this.bulletLimit > 0) {
			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
		}
	};
});
// Bullet class
var Bullet = Container.expand(function () {
	var self = Container.call(this);
	var bulletGraphics = self.createAsset('purpleBullet', 'Purple Bullet', 0.5, 0.5);
	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 = 2;
	self.move = function () {
		self.y += self.speed;
	};
});
/**** 
* Initialize Game
****/
var game = new LK.Game({
	backgroundColor: 0x000000 // Init game with black background
});
/**** 
* Game Code
****/
// Initialize important asset arrays
var heroBullets = [];
var enemies = [];
// Create hero
var hero = game.addChild(new Hero());
hero.x = game.width / 2;
hero.y = game.height - 100;
// Create score display
var scoreTxt = new Text2('0', {
	size: 150,
	fill: "#ffffff"
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
// Create bullet count display
var bulletCountTxt = new Text2('Bullets: 5', {
	size: 100,
	fill: "#ffffff"
});
// Create left movement button
var leftButton = new Text2('<', {
	size: 200,
	fill: "#ffffff"
});
leftButton.anchor.set(0.5);
leftButton.x = 100;
leftButton.y = game.height - 200;
LK.gui.left.addChild(leftButton);
// Create right movement button
var rightButton = new Text2('>', {
	size: 200,
	fill: "#ffffff"
});
rightButton.anchor.set(0.5);
rightButton.x = game.width - 100;
rightButton.y = game.height - 200;
LK.gui.right.addChild(rightButton);
bulletCountTxt.anchor.set(0.5, 0);
bulletCountTxt.y = scoreTxt.height + 20; // Position below the score display
LK.gui.top.addChild(bulletCountTxt);
// Handle hero dragging
var dragNode = null;
// Game tick event
LK.on('tick', function () {
	// Update hero
	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
		for (var j = enemies.length - 1; j >= 0; j--) {
			if (bullet.intersects(enemies[j])) {
				// Update score
				LK.setScore(LK.getScore() + 1);
				scoreTxt.setText(LK.getScore());
				// Increment hero's bullet limit
				hero.bulletLimit++;
				bulletCountTxt.setText('Bullets: ' + hero.bulletLimit); // Update bullet count display
				// Destroy enemy and bullet
				enemies[j].destroy();
				enemies.splice(j, 1);
				bullet.destroy();
				heroBullets.splice(i, 1);
				break;
			}
		}
		// Remove off-screen bullets
		if (bullet.y < -50) {
			bullet.destroy();
			heroBullets.splice(i, 1);
		}
	}
	// Move enemies
	for (var k = enemies.length - 1; k >= 0; k--) {
		enemies[k].move();
	}
	// Spawn enemies
	if (LK.ticks % 120 == 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);
	}
	// Event listener for left movement button
	leftButton.on('down', function (obj) {
		var event = obj.event;
		var pos = event.getLocalPosition(game);
		if (hero.intersects(leftButton.getBounds())) {
			hero.x = Math.max(hero.width / 2, hero.x - 100);
		}
	});
	// Event listener for right movement button
	rightButton.on('down', function () {
		hero.x = Math.min(game.width - hero.width / 2, hero.x + 100);
	});
}); ===================================================================
--- original.js
+++ change.js
@@ -1,51 +1,31 @@
 /**** 
 * 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
+// Hero 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
+	var heroGraphics = self.createAsset('hero', 'Hero character', 0.5, 0.5);
+	self.bulletLimit = 5; // Initialize bullet limit
 	self.update = function () {
 		// Hero update logic
 	};
 	self.shoot = function () {
-		if (this.bulletLimit > 0 && this.canShoot) {
+		if (this.bulletLimit > 0) {
 			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);
+	var bulletGraphics = self.createAsset('purpleBullet', 'Purple Bullet', 0.5, 0.5);
 	self.speed = -10;
 	self.move = function () {
 		self.y += self.speed;
 	};
@@ -53,97 +33,18 @@
 // 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.speed = 2;
 	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
 });
 
 /**** 
@@ -151,154 +52,99 @@
 ****/
 // Initialize important asset arrays
 var heroBullets = [];
 var enemies = [];
-// Create character
+// Create hero
 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,
+var scoreTxt = new Text2('0', {
+	size: 150,
 	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);
+scoreTxt.anchor.set(0.5, 0);
+LK.gui.top.addChild(scoreTxt);
 // Create bullet count display
-var bulletCountTxt = new Text2('Bullets: 3', {
+var bulletCountTxt = new Text2('Bullets: 5', {
 	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,
+// Create left movement button
+var leftButton = new Text2('<', {
+	size: 200,
 	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));
+leftButton.anchor.set(0.5);
+leftButton.x = 100;
+leftButton.y = game.height - 200;
+LK.gui.left.addChild(leftButton);
+// Create right movement button
+var rightButton = new Text2('>', {
+	size: 200,
+	fill: "#ffffff"
 });
-game.addChild(joystick);
+rightButton.anchor.set(0.5);
+rightButton.x = game.width - 100;
+rightButton.y = game.height - 200;
+LK.gui.right.addChild(rightButton);
+bulletCountTxt.anchor.set(0.5, 0);
+bulletCountTxt.y = scoreTxt.height + 20; // Position below the score display
+LK.gui.top.addChild(bulletCountTxt);
 // 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
+	// Update hero
 	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
+		// Check for bullet collision with enemies
 		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 and cosmic credits
-					var newScore = LK.getScore() + 1;
-					LK.setScore(newScore);
-					scoreTxt.setText('Score: ' + newScore);
-					// Increase cosmic credits by 5
-					// Increment cosmic credits by 5 when a hero bullet hits an enemy
-					var cosmicCredits = Number((cosmicCreditsTxt.text || '').replace('Cosmic Credits: ', '')) + 5;
-					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++;
-					// Increment cosmic credits by 5
-					var cosmicCredits = Number((cosmicCreditsTxt.text || '').replace('Cosmic Credits: ', '')) + 5;
-					cosmicCreditsTxt.setText('Cosmic Credits: ' + cosmicCredits);
-				}
+				// Update score
+				LK.setScore(LK.getScore() + 1);
+				scoreTxt.setText(LK.getScore());
+				// Increment hero's bullet limit
+				hero.bulletLimit++;
 				bulletCountTxt.setText('Bullets: ' + hero.bulletLimit); // Update bullet count display
-				// Destroy enemy/bullet pack and bullet
+				// Destroy enemy 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) {
+		// Remove off-screen bullets
+		if (bullet.y < -50) {
 			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
+	// Move enemies
 	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) {
+	// Spawn enemies
+	if (LK.ticks % 120 == 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);
-	}
+	// Event listener for left movement button
+	leftButton.on('down', function (obj) {
+		var event = obj.event;
+		var pos = event.getLocalPosition(game);
+		if (hero.intersects(leftButton.getBounds())) {
+			hero.x = Math.max(hero.width / 2, hero.x - 100);
+		}
+	});
+	// Event listener for right movement button
+	rightButton.on('down', function () {
+		hero.x = Math.min(game.width - hero.width / 2, hero.x + 100);
+	});
 });
\ No newline at end of file
:quality(85)/https://cdn.frvr.ai/65aa62cebca71288805c4d0a.png%3F3) 
 android. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
:quality(85)/https://cdn.frvr.ai/65aa6901bca71288805c4d84.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/65aa7a6f12d8ad61c57ee902.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/65ac257b45869b8be6c9cd00.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/65ac25b445869b8be6c9cd03.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/65b15b784e5a44bf3a180420.png%3F3) 
 letter X png. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
:quality(85)/https://cdn.frvr.ai/65b15be04e5a44bf3a180427.png%3F3) 
 space background. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
:quality(85)/https://cdn.frvr.ai/65b15c764e5a44bf3a180433.png%3F3) 
 galaxy background. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
:quality(85)/https://cdn.frvr.ai/65b15d0e4e5a44bf3a180440.png%3F3) 
 galaxy background. High quality
:quality(85)/https://cdn.frvr.ai/65b15de74e5a44bf3a18044a.png%3F3) 
 space background.. High contrast
:quality(85)/https://cdn.frvr.ai/65b15f544e5a44bf3a18045f.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/65b15f704e5a44bf3a180462.png%3F3)