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Fix Bug: 'Uncaught TypeError: LK.initGame is not a function' in or related to this line: 'LK.initGame({' Line Number: 187
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Fix Bug: 'Uncaught TypeError: LK.init is not a function' in or related to this line: 'LK.init({' Line Number: 187
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Fix Bug: 'Uncaught TypeError: LK.Point is not a constructor' in or related to this line: 'self.anchor = new LK.Point();' Line Number: 94
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Fix Bug: 'Uncaught TypeError: Point is not a constructor' in or related to this line: 'self.anchor = new Point();' Line Number: 94
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Fix Bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'set')' in or related to this line: 'difficultyButton.anchor.set(0.5, 0.5);' Line Number: 204
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Fix Bug: 'Uncaught TypeError: Point is not a constructor' in or related to this line: 'buttonText.anchor = new Point(0.5, 0.5);' Line Number: 89
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Fix Bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'set')' in or related to this line: 'difficultyButton.anchor.set(0.5, 0.5);' Line Number: 204
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Fix Bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'set')' in or related to this line: 'difficultyButton.anchor.set(0.5, 0.5);' Line Number: 203
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Fix Bug: 'ReferenceError: difficultyText is not defined' in or related to this line: 'var difficultyButton = new Button(difficultyText, container.width / 2, titleText.height + 50, function () {' Line Number: 381
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Fix Bug: 'ReferenceError: container is not defined' in or related to this line: 'container.addChild(titleText);' Line Number: 379
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Fix Bug: 'TypeError: game.clearChildren is not a function' in or related to this line: 'game.clearChildren();' Line Number: 199
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Fix Bug: 'Uncaught TypeError: LK.hideLoader is not a function' in or related to this line: 'LK.hideLoader();' Line Number: 403
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Fix Bug: 'Uncaught TypeError: LK.showMenuPage is not a function' in or related to this line: 'LK.showMenuPage(easyMenuPage);' Line Number: 401
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Fix Bug: 'Uncaught TypeError: LK.hideMenuPage is not a function' in or related to this line: 'LK.hideMenuPage(container);' Line Number: 209
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Fix Bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'set')' in or related to this line: 'difficultyButton.anchor.set(0.5, 0);' Line Number: 203
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Fix Bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'set')' in or related to this line: 'difficultyButton.anchor.set(0.5, 0);' Line Number: 201
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Fix Bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'set')' in or related to this line: 'difficultyButton.anchor.set(0.5, 0);' Line Number: 202
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Fix Bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'set')' in or related to this line: 'this.anchor.set(0.5, 0.5);' Line Number: 89
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Fix Bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'set')' in or related to this line: 'difficultyButton.anchor.set(0.5, 0);' Line Number: 201
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Fix Bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'set')' in or related to this line: 'difficultyButton.anchor.set(0.5, 0);' Line Number: 201
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Fix Bug: 'Uncaught ReferenceError: createMenuPage is not defined' in or related to this line: 'createMenuPage(self, 'Easy', 'easy', '#00ff00');' Line Number: 159
/**** 
* 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
			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, 0.5);
	self.addChild(buttonText);
	self.width = buttonText.width;
	self.height = buttonText.height;
	self.addChild(buttonText);
	self.anchor = new Point();
	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 = baseGraphics.width / 2;
			var distance = Math.min(maxDistance, Math.sqrt(dx * dx));
			var angle = Math.atan2(pos.y - stickOrigin.y, pos.x - stickOrigin.x);
			var x = distance * Math.cos(angle);
			var y = distance * Math.sin(angle);
			stickGraphics.x = stickOrigin.x + x;
			stickGraphics.y = stickOrigin.y + y;
			if (self.onMoveCallback) {
				self.onMoveCallback({
					x: x / maxDistance,
					y: y / maxDistance
				});
			}
		}
	});
});
/**** 
* Initialize Game
****/
/**** 
* Game Initialization
****/
// Constants
var game = new LK.Game({
	backgroundColor: 0x000000
});
/**** 
* Game Code
****/
// Constants
/**** 
* Game Initialization
****/
var WIDTH = 600;
var HEIGHT = 800;
var STAGE_SCALE_MODE = 0;
var LOADER_SCALE_MODE = 0;
var BG_COLOR = 0x111111;
// Initialize the game
LK.init({
	width: WIDTH,
	height: HEIGHT,
	backgroundColor: BG_COLOR,
	scale: STAGE_SCALE_MODE,
	loaderScale: LOADER_SCALE_MODE,
	assets: [],
	scaleToWindow: true
});
LK.setScene('default');
LK.setSceneColor('#000000');
/**** 
* Game Logic
****/
// Game variables
var hero;
var heroBullets = [];
var enemies = [];
var bulletPacks = [];
var stickGraphics;
var stickOrigin;
// Game setup function
function setup() {
	// Initialize game variables
	hero = new Hero();
	hero.x = game.width / 2;
	hero.y = game.height - 100;
	game.addChild(hero);
	// Initialize joystick
	var joystick = new JoystickAsset();
	joystick.x = 150;
	joystick.y = game.height - 150;
	game.addChild(joystick);
	stickGraphics = joystick.attachAsset('joystickStick', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	stickOrigin = {
		x: stickGraphics.x,
		y: stickGraphics.y
	};
	// Start the game loop
	LK.ticker.add(update);
}
// Game update function
function update() {
	// Hero movement based on joystick input
	hero.x += stickGraphics.x * 10;
	hero.y += stickGraphics.y * 10;
	// Update bullets
	for (var i = heroBullets.length - 1; i >= 0; i--) {
		var bullet = heroBullets[i];
		bullet.move();
		if (bullet.y < 0) {
			// Remove bullets that are off-screen
			heroBullets.splice(i, 1);
			game.removeChild(bullet);
			hero.bulletsInPlay--; // Decrement bullets in play
			hero.bulletLimit++;
			bulletCountTxt.setText('Bullets: ' + hero.bulletLimit); // Update bullet count display
		}
	}
	// Update enemies
	for (var i = enemies.length - 1; i >= 0; i--) {
		var enemy = enemies[i];
		enemy.move();
		if (enemy.y > game.height) {
			// Remove enemies that are off-screen
			enemies.splice(i, 1);
			game.removeChild(enemy);
		}
	}
	// Check for collisions between bullets and enemies
	for (var i = heroBullets.length - 1; i >= 0; i--) {
		var bullet = heroBullets[i];
		for (var j = enemies.length - 1; j >= 0; j--) {
			var enemy = enemies[j];
			if (bullet.hitTestObject(enemy)) {
				// Remove the bullet and the enemy upon collision
				heroBullets.splice(i, 1);
				game.removeChild(bullet);
				enemies.splice(j, 1);
				game.removeChild(enemy);
				hero.bulletsInPlay--; // Decrement bullets in play
				hero.bulletLimit++;
				bulletCountTxt.setText('Bullets: ' + hero.bulletLimit); // Update bullet count display
			}
		}
	}
	// Check for collisions between hero and enemies
	for (var i = enemies.length - 1; i >= 0; i--) {
		var enemy = enemies[i];
		if (hero.hitTestObject(enemy)) {
			// Game over if hero collides with an enemy
			LK.showGameOver();
			return;
		}
	}
	// Spawn enemies randomly
	if (Math.random() < 0.01) {
		var enemy = new Enemy();
		enemy.x = Math.random() * game.width;
		enemies.push(enemy);
		game.addChild(enemy);
	}
	// Spawn bullet packs randomly
	if (Math.random() < 0.01) {
		var bulletPack = new BulletPack();
		bulletPack.x = Math.random() * game.width;
		bulletPacks.push(bulletPack);
		game.addChild(bulletPack);
	}
}
/**** 
* Game Start
****/
// Show loader
LK.showLoader();
// Load assets
LK.loadAssets(function () {
	// Initialize the game
	setup();
	// Hide loader
	LK.onReady(function () {
		LK.hideLoader();
	});
});
// Show main menu
var mainMenuPage = new LK.Container();
var title = new LK.Text2('Game Title', {
	size: 100,
	fill: "#ffffff"
});
title.anchor.set(0.5, 0);
mainMenuPage.addChild(title);
var startButton = new Button('Start', game.width / 2, title.height + 50, function () {
	LK.showMenuPage(easyMenuPage);
});
startButton.anchor.set(0.5, 0);
mainMenuPage.addChild(startButton);
mainMenuPage.backgroundColor = '#000000';
game.addChild(mainMenuPage); ===================================================================
--- original.js
+++ change.js
@@ -142,262 +142,187 @@
 		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;
+			var maxDistance = baseGraphics.width / 2;
+			var distance = Math.min(maxDistance, Math.sqrt(dx * dx));
+			var angle = Math.atan2(pos.y - stickOrigin.y, pos.x - stickOrigin.x);
+			var x = distance * Math.cos(angle);
+			var y = distance * Math.sin(angle);
+			stickGraphics.x = stickOrigin.x + x;
+			stickGraphics.y = stickOrigin.y + y;
 			if (self.onMoveCallback) {
 				self.onMoveCallback({
-					x: dx / maxDistance,
-					y: 0
+					x: x / maxDistance,
+					y: y / maxDistance
 				});
 			}
 		}
 	});
 });
-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
+/**** 
+* Game Initialization
+****/
+// Constants
 var game = new LK.Game({
-	title: '(WIP)',
-	backgroundColor: 0x000000 // Init game with black background
+	backgroundColor: 0x000000
 });
 
 /**** 
 * Game Code
 ****/
+// Constants
+/**** 
+* Game Initialization
+****/
+var WIDTH = 600;
+var HEIGHT = 800;
+var STAGE_SCALE_MODE = 0;
+var LOADER_SCALE_MODE = 0;
+var BG_COLOR = 0x111111;
+// Initialize the game
+LK.init({
+	width: WIDTH,
+	height: HEIGHT,
+	backgroundColor: BG_COLOR,
+	scale: STAGE_SCALE_MODE,
+	loaderScale: LOADER_SCALE_MODE,
+	assets: [],
+	scaleToWindow: true
+});
+LK.setScene('default');
+LK.setSceneColor('#000000');
+/**** 
+* Game Logic
+****/
+// Game variables
+var hero;
 var heroBullets = [];
-var bulletPacks = []; // Declare bulletPacks array in the global scope
-var bulletCountTxt; // Declare bulletCountTxt in the global scope
-function createMenuPage(container, difficultyText, difficultyLevel, color) {
-	// Create title text
-	var titleText = new Text2('Select Difficulty', {
-		size: 100,
-		fill: "#ffffff"
-	});
-	titleText.anchor.set(0.5, 0);
-	container.addChild(titleText);
-	// Create difficulty button
-	var difficultyButton = new Button(difficultyText, container.width / 2, container.height / 2, function () {
-		// Set difficulty and start the game
-		difficulty = difficultyLevel;
-		game.clearChildren();
-		initializeGame();
-		LK.hideMenuPage(container);
-	});
-	difficultyButton.anchor.set(0.5, 0.5);
-	container.addChild(difficultyButton);
-	// Set background color
-	container.backgroundColor = color;
-	// Hide the page initially
-	LK.hideMenuPage(container);
-}
-function initializeGame() {
-	// Initialize important asset arrays
-	var enemies = [];
-	// Create character
-	var hero = game.addChild(new Hero());
+var enemies = [];
+var bulletPacks = [];
+var stickGraphics;
+var stickOrigin;
+// Game setup function
+function setup() {
+	// Initialize game variables
+	hero = 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
+	game.addChild(hero);
+	// Initialize joystick
 	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));
-	});
+	joystick.x = 150;
+	joystick.y = game.height - 150;
 	game.addChild(joystick);
-	// Handle hero dragging
-	var dragNode = null;
-	game.on('down', function (obj) {
-		hero.shoot();
+	stickGraphics = joystick.attachAsset('joystickStick', {
+		anchorX: 0.5,
+		anchorY: 0.5
 	});
-	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') {
-						localStorage.setItem('highScore', highScore);
-					}
-					// 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
-				}
-			}
+	stickOrigin = {
+		x: stickGraphics.x,
+		y: stickGraphics.y
+	};
+	// Start the game loop
+	LK.ticker.add(update);
+}
+// Game update function
+function update() {
+	// Hero movement based on joystick input
+	hero.x += stickGraphics.x * 10;
+	hero.y += stickGraphics.y * 10;
+	// Update bullets
+	for (var i = heroBullets.length - 1; i >= 0; i--) {
+		var bullet = heroBullets[i];
+		bullet.move();
+		if (bullet.y < 0) {
+			// Remove bullets that are off-screen
+			heroBullets.splice(i, 1);
+			game.removeChild(bullet);
+			hero.bulletsInPlay--; // Decrement bullets in play
+			hero.bulletLimit++;
+			bulletCountTxt.setText('Bullets: ' + hero.bulletLimit); // Update bullet count display
 		}
-		// Move and check enemies
-		for (var i = enemies.length - 1; i >= 0; i--) {
-			var enemy = enemies[i];
-			enemy.move();
-			// Check for collision with the hero
-			if (hero.intersects(enemy)) {
-				LK.showGameOver();
-				return; // Stop processing further updates if there's a collision with the hero
-			}
-			// Remove off-screen enemies
-			if (enemy.y > game.height) {
-				enemy.destroy();
-				enemies.splice(i, 1);
-			}
+	}
+	// Update enemies
+	for (var i = enemies.length - 1; i >= 0; i--) {
+		var enemy = enemies[i];
+		enemy.move();
+		if (enemy.y > game.height) {
+			// Remove enemies that are off-screen
+			enemies.splice(i, 1);
+			game.removeChild(enemy);
 		}
-		// Move and check bullet packs
-		for (var i = bulletPacks.length - 1; i >= 0; i--) {
-			var bulletPack = bulletPacks[i];
-			bulletPack.move();
-			// Remove off-screen bullet packs
-			if (bulletPack.y > game.height) {
-				bulletPack.destroy();
-				bulletPacks.splice(i, 1);
+	}
+	// Check for collisions between bullets and enemies
+	for (var i = heroBullets.length - 1; i >= 0; i--) {
+		var bullet = heroBullets[i];
+		for (var j = enemies.length - 1; j >= 0; j--) {
+			var enemy = enemies[j];
+			if (bullet.hitTestObject(enemy)) {
+				// Remove the bullet and the enemy upon collision
+				heroBullets.splice(i, 1);
+				game.removeChild(bullet);
+				enemies.splice(j, 1);
+				game.removeChild(enemy);
+				hero.bulletsInPlay--; // Decrement bullets in play
+				hero.bulletLimit++;
+				bulletCountTxt.setText('Bullets: ' + hero.bulletLimit); // Update bullet count display
 			}
 		}
-		// Spawn enemies randomly
-		if (Math.random() < 0.02) {
-			var enemy = new Enemy();
-			enemy.x = Math.random() * game.width;
-			enemy.y = -100;
-			enemies.push(enemy);
-			game.addChild(enemy);
+	}
+	// Check for collisions between hero and enemies
+	for (var i = enemies.length - 1; i >= 0; i--) {
+		var enemy = enemies[i];
+		if (hero.hitTestObject(enemy)) {
+			// Game over if hero collides with an enemy
+			LK.showGameOver();
+			return;
 		}
-	});
+	}
+	// Spawn enemies randomly
+	if (Math.random() < 0.01) {
+		var enemy = new Enemy();
+		enemy.x = Math.random() * game.width;
+		enemies.push(enemy);
+		game.addChild(enemy);
+	}
 	// Spawn bullet packs randomly
 	if (Math.random() < 0.01) {
 		var bulletPack = new BulletPack();
 		bulletPack.x = Math.random() * game.width;
-		bulletPack.y = -100;
 		bulletPacks.push(bulletPack);
 		game.addChild(bulletPack);
 	}
-	// End of 'tick' event listener
-	// End of initializeGame function
-	function createMenuPage(container, difficultyText, difficultyLevel, color) {
-		// Create title text
-		var titleText = new Text2('Select Difficulty', {
-			size: 100,
-			fill: "#ffffff"
-		});
-		titleText.anchor.set(0.5, 0);
-		container.addChild(titleText);
-		// ... (rest of the function code)
-	}
-	// Create difficulty button
-	var difficultyButton = new Button(difficultyText, container.width / 2, titleText.height + 50, function () {
-		// Set difficulty and start the game
-		difficulty = difficultyLevel;
-		game.clearChildren();
-		initializeGame();
-		LK.hideMenuPage(container);
-	});
-	difficultyButton.anchor.set(0.5, 0);
-	container.addChild(difficultyButton);
-	// Set background color
-	container.backgroundColor = color;
-	// Hide the page initially
-	LK.hideMenuPage(container);
 }
-// Initial setup
-var difficulty = null;
-// Show menu pages
-var easyMenuPage = new EasyMenuPage();
-var mediumMenuPage = new MediumMenuPage();
-var hardMenuPage = new HardMenuPage();
-game.addChild(easyMenuPage);
-// Hide loader
\ No newline at end of file
+/**** 
+* Game Start
+****/
+// Show loader
+LK.showLoader();
+// Load assets
+LK.loadAssets(function () {
+	// Initialize the game
+	setup();
+	// Hide loader
+	LK.onReady(function () {
+		LK.hideLoader();
+	});
+});
+// Show main menu
+var mainMenuPage = new LK.Container();
+var title = new LK.Text2('Game Title', {
+	size: 100,
+	fill: "#ffffff"
+});
+title.anchor.set(0.5, 0);
+mainMenuPage.addChild(title);
+var startButton = new Button('Start', game.width / 2, title.height + 50, function () {
+	LK.showMenuPage(easyMenuPage);
+});
+startButton.anchor.set(0.5, 0);
+mainMenuPage.addChild(startButton);
+mainMenuPage.backgroundColor = '#000000';
+game.addChild(mainMenuPage);
\ No newline at end of file
:quality(85)/https://cdn.frvr.ai/65aa62cebca71288805c4d0a.png%3F3) 
 android. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
:quality(85)/https://cdn.frvr.ai/65aa6901bca71288805c4d84.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/65aa7a6f12d8ad61c57ee902.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/65ac257b45869b8be6c9cd00.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/65ac25b445869b8be6c9cd03.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/65b15b784e5a44bf3a180420.png%3F3) 
 letter X png. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
:quality(85)/https://cdn.frvr.ai/65b15be04e5a44bf3a180427.png%3F3) 
 space background. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
:quality(85)/https://cdn.frvr.ai/65b15c764e5a44bf3a180433.png%3F3) 
 galaxy background. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
:quality(85)/https://cdn.frvr.ai/65b15d0e4e5a44bf3a180440.png%3F3) 
 galaxy background. High quality
:quality(85)/https://cdn.frvr.ai/65b15de74e5a44bf3a18044a.png%3F3) 
 space background.. High contrast
:quality(85)/https://cdn.frvr.ai/65b15f544e5a44bf3a18045f.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/65b15f704e5a44bf3a180462.png%3F3)