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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);
\ No newline at end of file
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