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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: 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: 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: 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: 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: 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: 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: 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: 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: 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: Point is not a constructor' in or related to this line: 'self.anchor = new Point();' Line Number: 94
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Fix Bug: '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: 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: 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: 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: 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: 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: 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: 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: 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: Point is not a constructor' in or related to this line: 'self.anchor = new Point();' Line Number: 94
User prompt
Fix Bug: 'Point is not a constructor' in or related to this line: 'self.anchor = new Point();' Line Number: 94
User prompt
Fix Bug: 'Point is not a constructor' in or related to this line: 'self.anchor = new Point();' Line Number: 94
User prompt
Fix Bug: '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: Point is not a constructor' in or related to this line: 'self.anchor = new Point();' Line Number: 94
/**** * 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 : difficulty === 'hard' ? 5 : 2; // 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 // Set a default difficulty level var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ // Constants /**** * Game Initialization ****/ // Constants /**** * Game Initialization ****/ var difficulty = 'easy'; 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.on('tick', 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 setup(); // Show main menu var mainMenuPage = new Container(); var title = new 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.load(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)
/****
* 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 : difficulty === 'hard' ? 5 : 2; // 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
// Set a default difficulty level
var game = new LK.Game({
backgroundColor: 0x000000
});
/****
* Game Code
****/
// Constants
/****
* Game Initialization
****/
// Constants
/****
* Game Initialization
****/
var difficulty = 'easy';
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.on('tick', 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
setup();
// Show main menu
var mainMenuPage = new Container();
var title = new 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.load(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)
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