User prompt
Fix Bug: 'ReferenceError: initializeGame is not defined' in or related to this line: 'initializeGame();' Line Number: 155
User prompt
Fix Bug: 'TypeError: self.containsPoint is not a function' in or related to this line: 'if (self.containsPoint(pos)) {' Line Number: 95
User prompt
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.
User prompt
create a whole new page called the menu page that will have a play button that leads to this page
Code edit (2 edits merged)
Please save this source code
User prompt
Fix Bug: 'TypeError: LK.isGameRunning is not a function' in or related to this line: 'if (LK.isGameRunning()) {' Line Number: 327
User prompt
Fix Bug: 'TypeError: LK.isGameRunning is not a function' in or related to this line: 'if (LK.isGameRunning()) {' Line Number: 327
User prompt
Fix Bug: 'TypeError: LK.isGameRunning is not a function' in or related to this line: 'if (LK.isGameRunning()) {' Line Number: 327
User prompt
Fix Bug: 'TypeError: LK.isGameOver is not a function' in or related to this line: 'if (LK.isGameOver()) {' Line Number: 317
User prompt
Fix Bug: 'Uncaught TypeError: LK.startGame is not a function' in or related to this line: 'LK.startGame(); // Start the game' Line Number: 362
User prompt
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
Code edit (1 edits merged)
Please save this source code
User prompt
Fix Bug: 'TypeError: game.resume is not a function' in or related to this line: 'game.resume(); // Resume the game' Line Number: 159
User prompt
Fix Bug: 'TypeError: LK.resume is not a function' in or related to this line: 'LK.resume(); // Resume the game' Line Number: 159
User prompt
Fix Bug: 'TypeError: self.containsPoint is not a function' in or related to this line: 'if (self.containsPoint(pos)) {' Line Number: 96
User prompt
Fix Bug: 'Uncaught TypeError: LK.pause is not a function' in or related to this line: 'LK.pause();' Line Number: 180
Code edit (1 edits merged)
Please save this source code
User prompt
Fix Bug: 'TypeError: self.containsPoint is not a function' in or related to this line: 'if (self.containsPoint(pos)) {' Line Number: 97
User prompt
Fix Bug: 'Uncaught TypeError: LK.showMainMenu is not a function' in or related to this line: 'LK.showMainMenu();' Line Number: 143
User prompt
Fix Bug: 'Uncaught TypeError: LK.pause is not a function' in or related to this line: 'LK.pause();' Line Number: 143
User prompt
Fix Bug: 'Uncaught TypeError: LK.showMainMenu is not a function' in or related to this line: 'LK.showMainMenu();' Line Number: 143
User prompt
Fix Bug: 'Uncaught TypeError: LK.pause is not a function' in or related to this line: 'LK.pause();' Line Number: 143
Code edit (1 edits merged)
Please save this source code
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 (2 edits merged)
Please save this source code
/**** * 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.showGameOver()) { 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 (game.isRunning) { 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 (game.isRunning) { 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 } // The game is started by default when the Game class is initialized, so no need to call startGame. } // 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
@@ -328,9 +328,9 @@
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()) {
+ if (game.isRunning) {
hero.shoot();
}
});
LK.on('move', function (obj) {
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