User prompt
remove one of the "Blast through the Cosmos"
User prompt
why is there no title on menu page?
User prompt
why are there 2 "Blast through the Cosmos" titles
User prompt
move "hard" button down
User prompt
move "easy" button up
User prompt
move "easy" button up
User prompt
move "hard" button down
User prompt
move "hard" button down
User prompt
move "hard" button down
User prompt
move "easy" button on menu page up
User prompt
space out the easy medium and hard buttons on the menu page
User prompt
make 3 seperate pages for "easy" "medium" and "hard" difficulties that you will access from the buttons on the menu page
User prompt
Fix Bug: 'Uncaught ReferenceError: MenuPage is not defined' in or related to this line: 'var menuPage = game.addChild(new MenuPage());' Line Number: 500
User prompt
make 3 seperate pages for "easy" "medium" and "hard" difficulties
User prompt
for medium, make bullet counter start at 3
User prompt
make bullet counter start at 5
User prompt
in easy, the bullets still show 3 then move up to 4 when it the starting number should be 5
User prompt
change asset name "purpleBullet" to just "Bullet"
User prompt
Fix Bug: 'ReferenceError: bulletPacks is not defined' in or related to this line: 'for (var k = bulletPacks.length - 1; k >= 0; k--) {' Line Number: 445
User prompt
fix any and all flaws in the code
User prompt
call purple bullets counter: "Bullets"
User prompt
display the amount of purplebullet the hero has left in bullet counter
User prompt
the hero can shoot purplebullet until counter = 0
User prompt
purplebullet counter should not go into negative numbers
User prompt
purplebullet should not go to minus numbers
/****
* 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 = difficulty === 'easy' ? 5 : difficulty === 'medium' ? 3 : 1; // Initialize bullet limit based on difficulty // Initialize bullet limit based on difficulty
self.bulletsInPlay = 0; // Track bullets currently in play
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.bulletsInPlay++; // Increment bullets in play
this.bulletLimit--;
bulletCountTxt.setText('Bullets: ' + (this.bulletLimit - 1)); // 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 () {
if (self.y + self.speed > 0) {
self.y += self.speed;
} else {
self.y = 0;
}
};
});
// 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 += difficulty === 'easy' ? 0.01 + LK.ticks * 0.00005 : difficulty === 'medium' ? 0.02 + LK.ticks * 0.0001 : 0.03 + LK.ticks * 0.00015; // Increase speed over time with an accelerating factor based on difficulty
};
});
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 titleTxt = new Text2('Blast through the Cosmos', {
size: 150,
fill: "#ffcc00",
font: "'GillSans-Bold',Impact,'Arial Black',Tahoma",
stroke: "#ffffff",
strokeThickness: 6
});
titleTxt.anchor.set(0.5, 0);
titleTxt.x = game.width / 2;
titleTxt.y = 50;
self.addChild(titleTxt);
var easyButton = new Button('Easy', game.width / 2, game.height / 2 - 500, function () {
self.destroy();
initializeGame('easy');
}, '#00ff00');
var mediumButton = new Button('Medium', game.width / 2, game.height / 2, function () {
self.destroy();
initializeGame('medium');
}, '#ffff00');
var hardButton = new Button('Hard', game.width / 2, game.height / 2 + 500, function () {
self.destroy();
initializeGame('hard');
}, '#ff0000');
self.addChild(easyButton);
self.addChild(mediumButton);
self.addChild(hardButton);
});
/****
* Initialize Game
****/
// Default difficulty setting
var game = new LK.Game({
title: '(WIP)',
backgroundColor: 0x000000 // Init game with black background
});
/****
* Game Code
****/
// Initialize the MenuPage
/****function initializeGame(selectedDifficulty) {
difficulty = selectedDifficulty;
// Initialize important asset arrays
var heroBullets = [];
var enemies = [];
var bulletPacks = [];
// 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
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
for (var j = enemies.length - 1; j >= 0; j--) {
if (bullet.intersects(enemies[j])) {
// 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 and bullet
enemies[j].destroy();
enemies.splice(j, 1);
bullet.destroy();
heroBullets.splice(i, 1);
hero.bulletsInPlay--; // Decrement bullets in play
break;
}
}
// Check for bullet collision with bullet packs
for (var k = bulletPacks.length - 1; k >= 0; k--) {
if (bullet.intersects(bulletPacks[k])) {
// Increment character's bullet limit by 5
hero.bulletLimit += 5;
bulletCountTxt.setText('Bullets: ' + hero.bulletLimit); // Update bullet count display
// Destroy bullet pack and bullet
bulletPacks[k].destroy();
bulletPacks.splice(k, 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 (difficulty === 'easy' && hero.bulletsInPlay === 0 && hero.bulletLimit === 0) {
LK.showGameOver(); // End the game when no bullets remain and none are in frame in easy mode
}
}
}
// 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 = difficulty === 'easy' ? 90 : difficulty === 'medium' ? 60 : 30; // Initialize enemy spawn rate based on difficulty
// 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
}
var bulletPackSpawnRate = difficulty === 'easy' ? 450 : difficulty === 'medium' ? 600 : 750;
if (LK.ticks % bulletPackSpawnRate == 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;
bulletPacks.push(bulletPack); // Add bullet pack to bulletPacks array for collision detection
game.addChild(bulletPack);
}
});
}
* Assets
****/
var difficulty = 'easy';
var heroBullets = [];
var bulletCountTxt; // Declare bulletCountTxt in the global scope
var bulletCountTxt; // Declare bulletCountTxt in the global scope
function initializeGame() {
// Initialize important asset arrays
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
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 = difficulty === 'easy' ? 120 : difficulty === 'medium' ? 60 : 30; // Initialize enemy spawn rate based on difficulty
// 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);
}
});
}
var menuPage = game.addChild(new MenuPage());
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