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
@@ -1,59 +1,152 @@
/****
* Classes
****/
-/****
-* Main Menu Code
-****/
-var mainMenu = Container.expand(function () {
+// BulletPack class
+var BulletPack = Container.expand(function () {
var self = Container.call(this);
- var titleTxt = new Text2('Game Title', {
- size: 100,
- fill: "#ffffff"
+ var bulletPackGraphics = self.attachAsset('bulletPack', {
+ anchorX: 0.5,
+ anchorY: 0.5
});
- titleTxt.anchor.set(0.5);
- 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
- startGame(); // Start the game
+ self.speed = 4;
+ 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.addChild(titleTxt);
- self.addChild(playButton);
- self.visible = true; // Show main menu initially
+ 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
+ };
});
-/****
-* Difficulty Menu Code
-****/
-var difficultyMenu = Container.expand(function () {
+// Character class
+var Hero = Container.expand(function () {
var self = Container.call(this);
- var titleTxt = new Text2('Select Difficulty', {
- size: 80,
+ 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;
+ };
+});
+var Button = Container.expand(function (text, positionX, positionY, onClickCallback) {
+ var self = Container.call(this);
+ var buttonText = new Text2(text, {
+ size: 200,
fill: "#ffffff"
});
- titleTxt.anchor.set(0.5);
- titleTxt.x = game.width / 2;
- titleTxt.y = game.height / 4;
- var easyButton = new Button('Easy', game.width / 2, game.height / 2 - 100, function () {
- startGame('easy'); // Start game with easy difficulty
+ 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();
+ }
});
- var mediumButton = new Button('Medium', game.width / 2, game.height / 2, function () {
- startGame('medium'); // Start game with medium difficulty
+});
+// 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;
});
- var hardButton = new Button('Hard', game.width / 2, game.height / 2 + 100, function () {
- startGame('hard'); // Start game with hard difficulty
+ 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.addChild(titleTxt);
- self.addChild(easyButton);
- self.addChild(mediumButton);
- self.addChild(hardButton);
- self.visible = false; // Hide difficulty menu initially
+ 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
****/
-// Initialize important asset arrays
// Create left movement button
var game = new LK.Game({
title: '(WIP)',
backgroundColor: 0x000000 // Init game with black background
@@ -64,45 +157,148 @@
****/
// Initialize important asset arrays
var heroBullets = [];
var enemies = [];
-var hero; // Declare hero variable
-// Function to start the game with the selected difficulty
-function startGame(difficulty) {
- // Hide difficulty menu
- difficultyMenu.visible = false;
- // Show game components
- hero.visible = true;
- // Set up game tick event
- LK.on('tick', function () {
- // Increment ticks
- LK.incrementTicks();
- // Call the existing game tick logic
- LK.trigger('tick');
- });
- // Show joystick
- joystick.visible = true;
- // Initialize important asset arrays
- heroBullets = [];
- enemies = [];
- // Create character
- hero = game.addChild(new Hero());
- hero.x = game.width / 2;
- hero.y = game.height - 100;
- // Reset score display
- scoreTxt.setText('Score: 0');
- highScoreTxt.setText('High Score: ' + (localStorage.getItem('highScore') || '0') + ' (WIP)');
- bulletCountTxt.setText('Bullets: 3');
- // Reset game over screen
- LK.hideGameOver();
-}
-// Add main menu and difficulty menu to the game
-game.addChild(mainMenu);
-game.addChild(difficultyMenu);
-// Show the main menu initially
-mainMenu.visible = true;
-difficultyMenu.visible = false;
-// Start the game when the play button is clicked
-game.on('down', function () {
- mainMenu.visible = false; // Hide main menu
- difficultyMenu.visible = true; // Show difficulty menu
+// 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;
+ // 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;
+ 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);
+ }
});
\ No newline at end of file
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