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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
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: '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: 'Uncaught TypeError: Point is not a constructor' in or related to this line: 'self.anchor = new Point();' Line Number: 94
User prompt
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: 'Uncaught TypeError: Point is not a constructor' in or related to this line: 'self.anchor = new Point();' Line Number: 94
User prompt
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: 'Uncaught TypeError: Point is not a constructor' in or related to this line: 'self.anchor = new Point();' Line Number: 94
User prompt
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: '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
User prompt
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)
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