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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: 'TypeError: game.removeAllChildren is not a function' in or related to this line: 'game.removeAllChildren();' Line Number: 199
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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: 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);
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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