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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: game.resume is not a function' in or related to this line: 'game.resume(); // Resume the game' Line Number: 159
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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
	};
});
// 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 (pos.x >= self.x - self.width / 2 && pos.x <= self.x + self.width / 2 && pos.y >= self.y - self.height / 2 && pos.y <= self.y + self.height / 2) {
			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 class
var MainMenu = Container.expand(function () {
	var self = Container.call(this);
	var titleText = new Text2('Game Title', {
		size: 150,
		fill: "#ffffff"
	});
	titleText.anchor.set(0.5);
	titleText.y = game.height / 4;
	self.addChild(titleText);
	var easyButton = new Button('Easy', game.width / 2, game.height / 2, function () {
		startGame('easy');
	});
	self.addChild(easyButton);
	var mediumButton = new Button('Medium', game.width / 2, game.height / 2 + 200, function () {
		startGame('medium');
	});
	self.addChild(mediumButton);
	var hardButton = new Button('Hard', game.width / 2, game.height / 2 + 400, function () {
		startGame('hard');
	});
	self.addChild(hardButton);
	return self;
});
/**** 
* Initialize Game
****/
// Initialize Game
var game = new LK.Game({
	title: '(WIP)',
	backgroundColor: 0x000000 // Init game with a black background
});
/**** 
* Game Code
****/
// Game Code
var mainMenu = game.addChild(new MainMenu());
var heroBullets = [];
var enemies = [];
var hero = game.addChild(new Hero());
hero.x = game.width / 2;
hero.y = game.height - 100;
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 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);
var bulletCountTxt = new Text2('Bullets: 3', {
	size: 100,
	fill: "#ffffff"
});
bulletCountTxt.anchor.set(0, 0);
bulletCountTxt.y = scoreTxt.height + 50;
LK.gui.topLeft.addChild(bulletCountTxt);
var instructionsTxt = new Text2('Tap anywhere to shoot', {
	size: 50,
	fill: "#ffffff"
});
instructionsTxt.anchor.set(0, 0);
LK.gui.topLeft.addChild(instructionsTxt);
var redLine = LK.getAsset('redLine', {});
redLine.width = 2048;
redLine.height = 5;
redLine.y = game.height * 0.75;
game.addChild(redLine);
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);
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;
});
LK.on('tick', function () {
	hero.update();
	for (var i = heroBullets.length - 1; i >= 0; i--) {
		var bullet = heroBullets[i];
		bullet.move();
		for (var j = enemies.length - 1; j >= 0; j--) {
			if (bullet.intersects(enemies[j])) {
				if (enemies[j] instanceof BulletPack) {
					hero.bulletLimit += 5;
				} else {
					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());
					}
					hero.bulletLimit++;
				}
				bulletCountTxt.setText('Bullets: ' + hero.bulletLimit);
				enemies[j].destroy();
				enemies.splice(j, 1);
				bullet.destroy();
				heroBullets.splice(i, 1);
				break;
			}
		}
		if (bullet.y < 0) {
			bullet.destroy();
			heroBullets.splice(i, 1);
			if (heroBullets.length === 0 && hero.bulletLimit === 0) {
				LK.showGameOver();
			}
		}
	}
	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;
	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;
			enemySpawnRate -= 1; // Decrease the enemy spawn rate
		}
	}
	if (LK.ticks % 500 === 0) {
		var bulletPack = new BulletPack();
		bulletPack.x = Math.random() * (game.width - bulletPack.width) + bulletPack.width / 2;
		bulletPack.y = -bulletPack.height;
		enemies.push(bulletPack);
		game.addChild(bulletPack);
	}
	if (LK.ticks % 600 === 0) {
		// Spawn additional enemies or power-ups as needed
		// You can customize this part based on your game logic
	}
	if (LK.isGameOver()) {
		game.removeChild(hero); // Remove hero from the scene
		LK.on('down', function () {
			game.removeChild(game.getChildAt(game.children.length - 1)); // Remove the game over screen
			restartGame();
		});
	}
	// Update the joystick position based on the hero's position
	joystick.x = hero.x;
	joystick.y = game.height - joystick.height / 2 - 150;
	if (LK.isGameRunning()) {
		LK.gui.topRight.removeChild(versionTxt); // Remove version text during gameplay
		LK.gui.topRight.removeChild(highScoreTxt); // Remove high score text during gameplay
	}
	LK.on('down', function () {
		if (LK.isGameRunning()) {
			hero.shoot();
		}
	});
	LK.on('move', function (obj) {
		var event = obj.event;
		var pos = event.getLocalPosition(game);
		hero.x = pos.x;
	});
	LK.on('up', function () {
		if (LK.isGameRunning()) {
			hero.shoot();
		}
	});
});
// Start the game with a difficulty level
function startGame(difficulty) {
	LK.setScore(0);
	game.removeChild(mainMenu); // Remove the main menu
	game.addChild(hero); // Add the hero to the scene
	game.addChild(redLine); // Add the red line back
	joystick.x = hero.x;
	joystick.y = game.height - joystick.height / 2 - 150;
	if (difficulty === 'easy') {
		// Set up the game for easy difficulty
	} else if (difficulty === 'medium') {
		// Set up the game for medium difficulty
	} else if (difficulty === 'hard') {
		// Set up the game for hard difficulty
	}
	LK.startGame(); // Start the game
}
// Restart the game
function restartGame() {
	game.addChild(mainMenu); // Add the main menu back
	game.removeChild(hero); // Remove the hero
	game.removeChild(redLine); // Remove the red line
	joystick.x = joystick.width / 2 + 100;
	joystick.y = game.height - joystick.height / 2 - 150;
	heroBullets.forEach(function (bullet) {
		bullet.destroy();
	});
	heroBullets = [];
	enemies.forEach(function (enemy) {
		enemy.destroy();
	});
	enemies = [];
	mainMenu.removeChild(bulletCountTxt); // Remove bullet count text from main menu
	mainMenu.removeChild(instructionsTxt); // Remove instructions text from main menu
	mainMenu.removeChild(versionTxt); // Remove version text from main menu
	mainMenu.addChild(versionTxt); // Add version text back to the main menu
	LK.resetScore(); // Reset the score
}
// Call this function to start the game with the main menu
startGame('easy'); ===================================================================
--- original.js
+++ change.js
@@ -151,38 +151,49 @@
 });
 // 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
-		// game.resume(); // Removed the call to non-existent function
+	var titleText = new Text2('Game Title', {
+		size: 150,
+		fill: "#ffffff"
 	});
-	self.addChild(playButton);
+	titleText.anchor.set(0.5);
+	titleText.y = game.height / 4;
+	self.addChild(titleText);
+	var easyButton = new Button('Easy', game.width / 2, game.height / 2, function () {
+		startGame('easy');
+	});
+	self.addChild(easyButton);
+	var mediumButton = new Button('Medium', game.width / 2, game.height / 2 + 200, function () {
+		startGame('medium');
+	});
+	self.addChild(mediumButton);
+	var hardButton = new Button('Hard', game.width / 2, game.height / 2 + 400, function () {
+		startGame('hard');
+	});
+	self.addChild(hardButton);
 	return self;
 });
 
 /**** 
 * Initialize Game
 ****/
-// Create left movement button
+// Initialize Game
 var game = new LK.Game({
 	title: '(WIP)',
-	backgroundColor: 0x000000 // Init game with black background
+	backgroundColor: 0x000000 // Init game with a black background
 });
 
 /**** 
 * Game Code
 ****/
-// Add main menu to the game
+// Game Code
 var mainMenu = game.addChild(new MainMenu());
-// 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"
 });
@@ -192,9 +203,8 @@
 });
 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"
 });
@@ -202,124 +212,175 @@
 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
+bulletCountTxt.y = scoreTxt.height + 50;
 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
+				bulletCountTxt.setText('Bullets: ' + hero.bulletLimit);
 				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
+				LK.showGameOver();
 			}
 		}
 	}
-	// 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
+	var enemySpawnRate = 60;
 	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
+			enemySpawnRate;
+			enemySpawnRate -= 1; // Decrease the enemy spawn rate
+		}
 	}
-	if (LK.ticks % 600 == 0) {
-		// Spawn a bullet pack every 600 ticks
+	if (LK.ticks % 500 === 0) {
 		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
+		enemies.push(bulletPack);
 		game.addChild(bulletPack);
 	}
+	if (LK.ticks % 600 === 0) {
+		// Spawn additional enemies or power-ups as needed
+		// You can customize this part based on your game logic
+	}
+	if (LK.isGameOver()) {
+		game.removeChild(hero); // Remove hero from the scene
+		LK.on('down', function () {
+			game.removeChild(game.getChildAt(game.children.length - 1)); // Remove the game over screen
+			restartGame();
+		});
+	}
+	// Update the joystick position based on the hero's position
+	joystick.x = hero.x;
+	joystick.y = game.height - joystick.height / 2 - 150;
+	if (LK.isGameRunning()) {
+		LK.gui.topRight.removeChild(versionTxt); // Remove version text during gameplay
+		LK.gui.topRight.removeChild(highScoreTxt); // Remove high score text during gameplay
+	}
+	LK.on('down', function () {
+		if (LK.isGameRunning()) {
+			hero.shoot();
+		}
+	});
+	LK.on('move', function (obj) {
+		var event = obj.event;
+		var pos = event.getLocalPosition(game);
+		hero.x = pos.x;
+	});
+	LK.on('up', function () {
+		if (LK.isGameRunning()) {
+			hero.shoot();
+		}
+	});
 });
-// Pause the game initially
-// LK.pause(); // Commented out to fix the bug
\ No newline at end of file
+// Start the game with a difficulty level
+function startGame(difficulty) {
+	LK.setScore(0);
+	game.removeChild(mainMenu); // Remove the main menu
+	game.addChild(hero); // Add the hero to the scene
+	game.addChild(redLine); // Add the red line back
+	joystick.x = hero.x;
+	joystick.y = game.height - joystick.height / 2 - 150;
+	if (difficulty === 'easy') {
+		// Set up the game for easy difficulty
+	} else if (difficulty === 'medium') {
+		// Set up the game for medium difficulty
+	} else if (difficulty === 'hard') {
+		// Set up the game for hard difficulty
+	}
+	LK.startGame(); // Start the game
+}
+// Restart the game
+function restartGame() {
+	game.addChild(mainMenu); // Add the main menu back
+	game.removeChild(hero); // Remove the hero
+	game.removeChild(redLine); // Remove the red line
+	joystick.x = joystick.width / 2 + 100;
+	joystick.y = game.height - joystick.height / 2 - 150;
+	heroBullets.forEach(function (bullet) {
+		bullet.destroy();
+	});
+	heroBullets = [];
+	enemies.forEach(function (enemy) {
+		enemy.destroy();
+	});
+	enemies = [];
+	mainMenu.removeChild(bulletCountTxt); // Remove bullet count text from main menu
+	mainMenu.removeChild(instructionsTxt); // Remove instructions text from main menu
+	mainMenu.removeChild(versionTxt); // Remove version text from main menu
+	mainMenu.addChild(versionTxt); // Add version text back to the main menu
+	LK.resetScore(); // Reset the score
+}
+// Call this function to start the game with the main menu
+startGame('easy');
\ 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