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
};
});
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();
}
});
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;
};
});
// 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
});
}
}
});
});
var MenuPage = Container.expand(function () {
var self = Container.call(this);
var playButton = new Button('Play', game.width / 2, game.height / 2, function () {
self.destroy();
initializeGame();
});
self.addChild(playButton);
});
/****
* Initialize Game
****/
var game = new LK.Game({
title: '(WIP)',
backgroundColor: 0x000000 // Init game with black background
});
/****
* Game Code
****/
/****function initializeGame() {
// 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;
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 = game.width;
redLine.height = 5;
redLine.y = game.height * 0.75;
game.addChild(redLine);
// Create joystick instance
var joystick = new JoystickAsset();
joystick.x = joystick.width / 2 + 150;
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);
}
});
}
* Assets
****/
// Initialize the MenuPage
var menuPage = game.addChild(new MenuPage()); ===================================================================
--- original.js
+++ change.js
@@ -95,8 +95,11 @@
if (self.containsPoint(pos)) {
onClickCallback();
}
});
+ 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;
+ };
});
// JoystickAsset class
var JoystickAsset = Container.expand(function () {
var self = Container.call(this);
@@ -143,11 +146,8 @@
});
}
}
});
- 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;
- };
});
var MenuPage = Container.expand(function () {
var self = Container.call(this);
var playButton = new Button('Play', game.width / 2, game.height / 2, function () {
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