User prompt
Fix Bug: 'Uncaught TypeError: LK.Container is not a constructor' in or related to this line: 'var mainMenuPage = new LK.Container();' Line Number: 304
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Fix Bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'add')' in or related to this line: 'LK.ticker.add(update);' Line Number: 226
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Fix Bug: 'Uncaught ReferenceError: difficulty is not defined' in or related to this line: 'self.bulletLimit = difficulty === 'medium' ? 3 : 5; // Initialize bullet limit based on difficulty' Line Number: 29
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Fix Bug: 'Uncaught TypeError: LK.start is not a function' in or related to this line: 'LK.start(setup);' Line Number: 296
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Fix Bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'load')' in or related to this line: 'LK.loader.load(setup);' Line Number: 296
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Fix Bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'load')' in or related to this line: 'LK.loader.load(setup);' Line Number: 296
User prompt
Fix Bug: 'Cannot read properties of undefined (reading 'add')' in or related to this line: 'LK.loader.add(function () {' Line Number: 296
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Fix Bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'add')' in or related to this line: 'LK.loader.add(function () {' Line Number: 296
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Fix Bug: 'Uncaught TypeError: Cannot set properties of undefined (setting 'onComplete')' in or related to this line: 'LK.loader.onComplete = function () {' Line Number: 296
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Fix Bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'add')' in or related to this line: 'LK.loader.add(function () {' Line Number: 296
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Fix Bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'load')' in or related to this line: 'LK.loader.load(function () {' Line Number: 296
User prompt
Fix Bug: 'Cannot read properties of undefined (reading 'add')' in or related to this line: 'LK.loader.add(function () {' Line Number: 296
User prompt
Fix Bug: 'LK.loadAssets is not a function' in or related to this line: 'LK.loadAssets(function () {' Line Number: 296
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Fix Bug: 'LK.loadAssets is not a function' in or related to this line: 'LK.loadAssets(function () {' Line Number: 296
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Fix Bug: 'LK.onReady is not a function' in or related to this line: 'LK.onReady(function () {' Line Number: 296
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Fix Bug: 'Uncaught TypeError: LK.onReady is not a function' in or related to this line: 'LK.onReady(function () {' Line Number: 296
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Fix Bug: 'Uncaught TypeError: LK.loadAssets is not a function' in or related to this line: 'LK.loadAssets(function () {' Line Number: 296
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Fix Bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'loadAssets')' in or related to this line: 'LK.Loader.loadAssets(function () {' Line Number: 296
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Fix Bug: 'Uncaught TypeError: LK.loadAssets is not a function' in or related to this line: 'LK.loadAssets(function () {' Line Number: 296
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Fix Bug: 'Uncaught TypeError: LK.showLoader is not a function' in or related to this line: 'LK.showLoader();' Line Number: 295
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Fix Bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'show')' in or related to this line: 'LK.loader.show();' Line Number: 295
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Fix Bug: 'Uncaught TypeError: LK.showLoader is not a function' in or related to this line: 'LK.showLoader();' Line Number: 295
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Fix Bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'show')' in or related to this line: 'LK.loader.show();' Line Number: 295
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Fix Bug: 'Uncaught TypeError: LK.showLoader is not a function' in or related to this line: 'LK.showLoader();' Line Number: 295
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Fix Bug: 'Uncaught TypeError: LK.setScene is not a function' in or related to this line: 'LK.setScene('default');' Line Number: 189
/**** 
* 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
// The game is already initialized at the top with 'new LK.Game({backgroundColor: 0x000000});'
// No need to re-initialize the game here.
/**** 
* 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
// Load assets
LK.loader.load(setup);
LK.loader.load();
// 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);
/**** 
* Game Logic (Continued)
****/
// Game update function (Continued)
function updateContinued() {
	// 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; i >= 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);
	}
}
// Continue with the rest of your code...
/**** 
* Game Start (Continued)
****/
// Show loader
LK.showLoader();
// Load assets
LK.loader.add(function () {
	// Initialize the game
	setup();
	// Hide loader
	LK.loader.hide();
});
// 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);
// Rest of the code...
// (You can continue with other parts of your game logic) ===================================================================
--- original.js
+++ change.js
@@ -292,14 +292,9 @@
 * Game Start
 ****/
 // Show loader
 // Load assets
-LK.loader.add(function () {
-	// Initialize the game
-	setup();
-	// Hide loader after assets are loaded
-	LK.loader.hide();
-});
+LK.loader.load(setup);
 LK.loader.load();
 // Show main menu
 var mainMenuPage = new LK.Container();
 var title = new LK.Text2('Game Title', {
: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)