User prompt
Fix Bug: 'Uncaught ReferenceError: createMenuPage is not defined' in or related to this line: 'createMenuPage(self, 'Easy', 'easy', '#00ff00');' Line Number: 159
Code edit (1 edits merged)
Please save this source code
User prompt
make text (on main menu page) saying: "easy" a button and when pressed on, it takes user to easy page
User prompt
make text (on main menu page) saying: "easy" a button and make it lead to easy page
User prompt
make "easy" button (on main menu page) lead to easy page
User prompt
make buttons darker when they are pressed on
User prompt
make "easy" button lead to "easy" page
User prompt
move the "easy" button up
User prompt
move the "hard" button down
User prompt
move the "hard" button down
User prompt
move the "hard" button up
User prompt
move the "easy" button up
User prompt
move the "easy" button up
User prompt
move the "easy" button up
User prompt
make the "easy" button (on main menu page) lead to "easy" page. make the "medium" button (on main menu page) lead to "medium" page. make the "hard" button (on main menu page) lead to "hard" page.
User prompt
why are "easy" and "hard" not buttons
User prompt
change the title name to say: "Blast through the Cosmos"
User prompt
make the colour of the title not black
User prompt
make the title look more catchy
User prompt
make the title be at the x-axis of 0
User prompt
make the title say "Blast through the Cosmos"
User prompt
add title to the top center of main menu page
User prompt
add title at the top of menu pager
User prompt
remove title on menu page
User prompt
remove the title on the home page
/**** * 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 === 'medium' ? 3 : 5; // 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)) { self.alpha = 0.5; onClickCallback(); } }); self.on('up', function (obj) { self.alpha = 1.0; }); 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; }; }); // 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 EasyMenuPage = Container.expand(function () { var self = Container.call(this); createMenuPage(self, 'Easy', 'easy', '#00ff00'); }); var MediumMenuPage = Container.expand(function () { var self = Container.call(this); createMenuPage(self, 'Medium', 'medium', '#ffff00'); }); var HardMenuPage = Container.expand(function () { var self = Container.call(this); createMenuPage(self, 'Hard', 'hard', '#ff0000'); }); /**** * 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 function createMenuPage(menuPage, difficultyText, difficulty, buttonColor) { var difficultyButton = new Button(difficultyText, game.width / 2, game.height / 2 + 100, function () { initializeGame('easy'); }, buttonColor); menuPage.addChild(difficultyButton); } 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: ' + (difficulty === 'medium' ? 3 : 5), { 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 easyMenuPageButton = new Button('Easy', game.width / 2, game.height / 2 - 200, function () { game.removeChild(easyMenuPage); game.removeChild(mediumMenuPage); game.removeChild(hardMenuPage); initializeGame('easy'); }); LK.gui.center.addChild(easyMenuPageButton); var mediumMenuPage = game.addChild(new MediumMenuPage()); mediumMenuPage.y = 0; var hardMenuPage = game.addChild(new HardMenuPage()); hardMenuPage.y = 600; // Add title to the top center of the main menu page var menuTitle = new Text2('Blast through the Cosmos', { size: 120, fill: ['#1e3bff', '#c132ff'], stroke: '#ffffff', strokeThickness: 6, dropShadow: true, dropShadowColor: '#5e5e5e', dropShadowBlur: 4, dropShadowAngle: Math.PI / 6, dropShadowDistance: 6 }); menuTitle.anchor.set(0.5, 0); menuTitle.x = 0; menuTitle.y = 50; LK.gui.top.addChild(menuTitle);
===================================================================
--- original.js
+++ change.js
@@ -178,9 +178,8 @@
/****
* Game Code
****/
-// Initialize the MenuPage
/****function initializeGame(selectedDifficulty) {
difficulty = selectedDifficulty;
// Initialize important asset arrays
var heroBullets = [];
@@ -332,11 +331,12 @@
});
}
* Assets
****/
+// Initialize the MenuPage
function createMenuPage(menuPage, difficultyText, difficulty, buttonColor) {
var difficultyButton = new Button(difficultyText, game.width / 2, game.height / 2 + 100, function () {
- initializeGame(difficulty);
+ initializeGame('easy');
}, buttonColor);
menuPage.addChild(difficultyButton);
}
var difficulty = 'easy';
@@ -488,10 +488,15 @@
game.addChild(bulletPack);
}
});
}
-var easyMenuPage = game.addChild(new EasyMenuPage());
-easyMenuPage.y = -600;
+var easyMenuPageButton = new Button('Easy', game.width / 2, game.height / 2 - 200, function () {
+ game.removeChild(easyMenuPage);
+ game.removeChild(mediumMenuPage);
+ game.removeChild(hardMenuPage);
+ initializeGame('easy');
+});
+LK.gui.center.addChild(easyMenuPageButton);
var mediumMenuPage = game.addChild(new MediumMenuPage());
mediumMenuPage.y = 0;
var hardMenuPage = game.addChild(new HardMenuPage());
hardMenuPage.y = 600;
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