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Fix Bug: 'ReferenceError: initializeGame is not defined' in or related to this line: 'initializeGame();' Line Number: 155
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Fix Bug: 'TypeError: self.containsPoint is not a function' in or related to this line: 'if (self.containsPoint(pos)) {' Line Number: 95
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create a different page that will lead to this page. That page will be the menu page which will have a play button on it.
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create a whole new page called the menu page that will have a play button that leads to this page
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Fix Bug: 'TypeError: LK.isGameRunning is not a function' in or related to this line: 'if (LK.isGameRunning()) {' Line Number: 327
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Fix Bug: 'TypeError: LK.isGameRunning is not a function' in or related to this line: 'if (LK.isGameRunning()) {' Line Number: 327
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Fix Bug: 'TypeError: LK.isGameRunning is not a function' in or related to this line: 'if (LK.isGameRunning()) {' Line Number: 327
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Fix Bug: 'TypeError: LK.isGameOver is not a function' in or related to this line: 'if (LK.isGameOver()) {' Line Number: 317
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Fix Bug: 'Uncaught TypeError: LK.startGame is not a function' in or related to this line: 'LK.startGame(); // Start the game' Line Number: 362
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Fix Bug: 'Uncaught TypeError: LK.showGame is not a function' in or related to this line: 'LK.showGame(); // Show the game screen' Line Number: 362
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Fix Bug: 'TypeError: game.resume is not a function' in or related to this line: 'game.resume(); // Resume the game' Line Number: 159
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Fix Bug: 'TypeError: LK.resume is not a function' in or related to this line: 'LK.resume(); // Resume the game' Line Number: 159
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Fix Bug: 'TypeError: self.containsPoint is not a function' in or related to this line: 'if (self.containsPoint(pos)) {' Line Number: 96
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Fix Bug: 'Uncaught TypeError: LK.pause is not a function' in or related to this line: 'LK.pause();' Line Number: 180
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Fix Bug: 'TypeError: self.containsPoint is not a function' in or related to this line: 'if (self.containsPoint(pos)) {' Line Number: 97
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Fix Bug: 'Uncaught TypeError: LK.showMainMenu is not a function' in or related to this line: 'LK.showMainMenu();' Line Number: 143
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Fix Bug: 'Uncaught TypeError: LK.pause is not a function' in or related to this line: 'LK.pause();' Line Number: 143
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Fix Bug: 'Uncaught TypeError: LK.showMainMenu is not a function' in or related to this line: 'LK.showMainMenu();' Line Number: 143
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Fix Bug: 'Uncaught TypeError: LK.pause is not a function' in or related to this line: 'LK.pause();' Line Number: 143
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Fix Bug: 'Uncaught TypeError: LK.pause is not a function' in or related to this line: 'LK.pause();' Line Number: 55
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/**** * 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 }; }); // ... (Continuation from Part 1) 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; }; }); // Fix Bug: 'Uncaught TypeError: LK.pause is not a function' in or related to this line: 'LK.pause();' // Line Number: 55 // Main Menu class var MainMenu = Container.expand(function () { var self = Container.call(this); var playButton = new Button('Play', game.width / 2, game.height / 2, function () { self.destroy(); // Remove the main menu LK.resume(); // Resume the game }); self.addChild(playButton); return self; }); /**** * Initialize Game ****/ // Create left movement button var game = new LK.Game({ title: '(WIP)', backgroundColor: 0x000000 // Init game with black background }); /**** * Game Code ****/ // Add main menu to the game var mainMenu = game.addChild(new MainMenu()); // Pause the game initially LK.pause(); // 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; // 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); } }); // Add main menu to the game var mainMenu = game.addChild(new MainMenu()); // Pause the game initially // LK.pause(); // Commented out to fix the bug // 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; // 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); } });
===================================================================
--- original.js
+++ change.js
@@ -38,10 +38,9 @@
bullet.y = this.y - this.height / 2;
heroBullets.push(bullet);
game.addChild(bullet);
this.bulletLimit--;
- // Update bullet count display
- bulletCountTxt.setText('Bullets: ' + 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
@@ -78,9 +77,9 @@
}
self.speed += 0.02 + LK.ticks * 0.0001; // Increase speed over time with an accelerating factor
};
});
-// Button class
+// ... (Continuation from Part 1)
var Button = Container.expand(function (text, positionX, positionY, onClickCallback) {
var self = Container.call(this);
var buttonText = new Text2(text, {
size: 200,
@@ -93,10 +92,9 @@
self.interactive = true;
self.on('down', function (obj) {
var event = obj.event;
var pos = event.getLocalPosition(game);
- var bounds = self.getBounds();
- if (pos.x >= bounds.x && pos.x <= bounds.x + bounds.width && pos.y >= bounds.y && pos.y <= bounds.y + bounds.height) {
+ if (self.containsPoint(pos)) {
onClickCallback();
}
});
});
@@ -113,40 +111,368 @@
y: 0
});
};
};
- // ... (unchanged)
+ 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;
+ };
});
-// MainMenu class
+// Fix Bug: 'Uncaught TypeError: LK.pause is not a function' in or related to this line: 'LK.pause();'
+// Line Number: 55
+// Main Menu class
var MainMenu = Container.expand(function () {
var self = Container.call(this);
var playButton = new Button('Play', game.width / 2, game.height / 2, function () {
- self.removeChild(playButton);
- LK.resume();
+ self.destroy(); // Remove the main menu
+ LK.resume(); // Resume the game
});
self.addChild(playButton);
+ return self;
});
/****
* Initialize Game
****/
// Create left movement button
var game = new LK.Game({
title: '(WIP)',
- backgroundColor: 0x000000 // Init game with a black background
+ backgroundColor: 0x000000 // Init game with black background
});
/****
* Game Code
****/
-// Add the main menu to the game
+// Add main menu to the game
var mainMenu = game.addChild(new MainMenu());
// Pause the game initially
-LK.showGameOver();
+LK.pause();
// 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;
-// ... (unchanged)
\ No newline at end of file
+// 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);
+ }
+});
+// Add main menu to the game
+var mainMenu = game.addChild(new MainMenu());
+// Pause the game initially
+// LK.pause(); // Commented out to fix the bug
+// 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;
+ // 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