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"
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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 // 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); // Update bullet count display to show the amount of bullets the hero has left 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('Bullet', { 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 += 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 ****/ /****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: ' + hero.bulletLimit, { 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 to show the amount of bullets the hero has left // 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 to show the amount of bullets the hero has left // 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 ****/ // Initialize the MenuPage var difficulty = 'easy'; var heroBullets = []; var bulletPacks = []; // Declare bulletPacks array 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 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); 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 (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; bulletPacks.push(bulletPack); // Add bullet pack to bulletPacks array for collision detection game.addChild(bulletPack); } }); } var menuPage = game.addChild(new MenuPage());
===================================================================
--- original.js
+++ change.js
@@ -25,9 +25,9 @@
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.bulletLimit = difficulty === 'easy' ? 5 : difficulty === 'medium' ? 3 : 1; // Initialize bullet limit based on difficulty // 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
@@ -216,9 +216,9 @@
highScoreTxt.y = scoreTxt.height + 20;
LK.gui.topRight.addChild(scoreTxt);
LK.gui.topRight.addChild(highScoreTxt);
// Create bullet count display
-bulletCountTxt = new Text2('Bullets: 3', {
+bulletCountTxt = new Text2('Bullets: ' + hero.bulletLimit, {
size: 100,
fill: "#ffffff"
});
bulletCountTxt.anchor.set(0, 0);
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