Code edit (2 edits merged)
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User prompt
Fix Bug: 'Uncaught TypeError: LK.setPause is not a function' in or related to this line: 'LK.setPause(true);' Line Number: 55
User prompt
Fix Bug: 'Uncaught TypeError: LK.pauseGame is not a function' in or related to this line: 'LK.pauseGame();' Line Number: 55
User prompt
Fix Bug: 'Uncaught TypeError: LK.setPause is not a function' in or related to this line: 'LK.setPause(true);' Line Number: 55
User prompt
Fix Bug: 'Uncaught TypeError: LK.pauseGame is not a function' in or related to this line: 'LK.pauseGame();' Line Number: 55
User prompt
Fix Bug: 'Uncaught TypeError: LK.pause is not a function' in or related to this line: 'LK.pause();' Line Number: 55
Code edit (3 edits merged)
Please save this source code
User prompt
fix
Code edit (5 edits merged)
Please save this source code
User prompt
fully fix the game so that there is no black screen
User prompt
still a black screen
User prompt
there is still a black screen make sure there isn't
User prompt
fix the fact that there is a black screen
Code edit (1 edits merged)
Please save this source code
User prompt
fix
User prompt
Fix Bug: 'Uncaught TypeError: LK.pause is not a function' in or related to this line: 'LK.pause();' Line Number: 55
Code edit (1 edits merged)
Please save this source code
User prompt
move versiontxt a bit lower
User prompt
move versiontxt a bit lower
User prompt
move versiontxt lower
User prompt
move versiontxt lower
User prompt
there is a black vertical mark that is covering a bit of the right of the screen. Is it possible to remove
User prompt
why is there a black part covering part of the screen on the right
User prompt
move versiontxt lower
User prompt
move versiontxt a lot lower
===================================================================
--- original.js
+++ change.js
@@ -1,155 +1,7 @@
/****
* Classes
****/
-// BulletPack class
-var BulletPack = Container.expand(function () {
- var self = Container.call(this);
- var bulletPackGraphics = self.attachAsset('bulletPack', {
- anchorX: 0.5,
- anchorY: 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.attachAsset('hero', {
- anchorX: 0.5,
- anchorY: 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.attachAsset('purpleBullet', {
- anchorX: 0.0625,
- anchorY: 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.attachAsset('enemy', {
- anchorX: 0.5,
- anchorY: 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
- };
-});
-// Button class
-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;
- };
-});
/****
* Main Menu Code
****/
var mainMenu = Container.expand(function () {
@@ -162,9 +14,9 @@
titleTxt.x = game.width / 2;
titleTxt.y = game.height / 4;
var playButton = new Button('Play', game.width / 2, game.height / 2, function () {
self.visible = false; // Hide main menu
- difficultyMenu.visible = true; // Show difficulty menu
+ startGame(); // Start the game
});
self.addChild(titleTxt);
self.addChild(playButton);
self.visible = true; // Show main menu initially
@@ -203,202 +55,27 @@
// Initialize important asset arrays
// Create left movement button
var game = new LK.Game({
title: '(WIP)',
- backgroundColor: 0x1E1E1E // Init game with a dark grey background
+ backgroundColor: 0x000000 // Init game with black background
});
/****
* Game Code
****/
-// Set the initial visibility of the game to true to avoid a black screen
-// This line is removed as it's redundant and the visibility is handled by showing the main menu
// 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;
-// Create version display
-var versionTxt = new Text2('v0.1', {
- size: 50,
- fill: "#ffffff"
-});
-versionTxt.anchor.set(1, 0);
-versionTxt.y = highScoreTxt.y + highScoreTxt.height + 1700;
-LK.gui.topRight.addChild(versionTxt);
-LK.gui.topRight.addChild(scoreTxt);
-LK.gui.topRight.addChild(highScoreTxt);
-// 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', {});
-redLine.width = 2048;
-redLine.height = 5;
-redLine.y = game.height * 0.75;
-game.addChild(redLine);
-// Create joystick instance
-var joystick = new JoystickAsset();
-joystick.x = joystick.width / 2 + 100;
-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;
-});
-// 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;
- LK.setScore(newScore);
- scoreTxt.setText('Score: ' + newScore);
- 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);
- }
-});
+var hero; // Declare hero variable
// Function to start the game with the selected difficulty
function startGame(difficulty) {
- // Customize game parameters based on difficulty
- var gameSpeed;
- var enemySpawnRate;
- switch (difficulty) {
- case 'easy':
- gameSpeed = 1;
- enemySpawnRate = 90;
- break;
- case 'medium':
- gameSpeed = 1.5;
- enemySpawnRate = 75;
- break;
- case 'hard':
- gameSpeed = 2;
- enemySpawnRate = 60;
- break;
- default:
- gameSpeed = 1;
- enemySpawnRate = 90;
- break;
- }
- // Set up game parameters
- LK.setSpeed(gameSpeed);
- LK.resetScore();
- LK.resetTicks();
// Hide difficulty menu
- difficultyMenu.visible = true;
+ difficultyMenu.visible = false;
// Show game components
hero.visible = true;
- scoreTxt.visible = true;
- highScoreTxt.visible = true;
- bulletCountTxt.visible = true;
- instructionsTxt.visible = true;
- redLine.visible = true;
- joystick.visible = true;
- // Set up game tick event with adjusted speed
+ // Set up game tick event
LK.on('tick', function () {
- // Increment ticks based on game speed
+ // Increment ticks
LK.incrementTicks();
// Call the existing game tick logic
LK.trigger('tick');
});
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