Code edit (1 edits merged)
Please save this source code
User prompt
Fix Bug: 'ReferenceError: joystickBaseGraphics is not defined' in or related to this line: 'var maxDistance = joystickBaseGraphics.width / 2;' Line Number: 146
User prompt
Fix Bug: 'ReferenceError: easyMenuPage is not defined' in or related to this line: 'LK.showMenuPage(easyMenuPage);' Line Number: 409
User prompt
Fix Bug: 'ReferenceError: baseGraphics is not defined' in or related to this line: 'var maxDistance = baseGraphics.width / 2;' Line Number: 146
User prompt
Fix Bug: 'Point is not a constructor' in or related to this line: 'self.anchor = new Point();' Line Number: 93
User prompt
Fix Bug: 'Point is not a constructor' in or related to this line: 'self.anchor = new Point();' Line Number: 93
User prompt
Fix Bug: 'Uncaught TypeError: Point is not a constructor' in or related to this line: 'self.anchor = new Point();' Line Number: 93
User prompt
Fix Bug: 'Uncaught TypeError: Point is not a constructor' in or related to this line: 'self.anchor = new Point();' Line Number: 93
Code edit (1 edits merged)
Please save this source code
User prompt
Fix Bug: 'Uncaught TypeError: Point is not a constructor' in or related to this line: 'self.anchor = new Point();' Line Number: 93
Code edit (1 edits merged)
Please save this source code
User prompt
Fix Bug: 'TypeError: hero.hitTestObject is not a function' in or related to this line: 'if (hero.hitTestObject(enemy)) {' Line Number: 275
User prompt
Fix Bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'set')' in or related to this line: 'startButton.anchor.set(0.5, 0);' Line Number: 410
User prompt
Fix Bug: 'Uncaught TypeError: LK.Text2 is not a constructor' in or related to this line: 'var title = new LK.Text2('Game Title', {' Line Number: 401
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: 400
User prompt
Fix Bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'load')' in or related to this line: 'LK.loader.load(function () {' Line Number: 397
User prompt
Fix Bug: 'Uncaught TypeError: LK.showLoader is not a function' in or related to this line: 'LK.showLoader();' Line Number: 395
User prompt
Fix Bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'set')' in or related to this line: 'startButton.anchor.set(0.5, 0);' Line Number: 313
Code edit (1 edits merged)
Please save this source code
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
Code edit (1 edits merged)
Please save this source code
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
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
****/
var PurchaseButtonWithText = Container.expand(function (buttonAssetId, buttonText, buttonSubText, positionX, positionY, onClickCallback) {
	var self = Container.call(this);
	var button = self.attachAsset('purchase1', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	var text = new Text2(buttonText, {
		size: 45,
		fill: "#ffffff"
	});
	var subText = new Text2(buttonSubText, {
		size: 45,
		fill: "#ffffff"
	});
	text.anchor.set(0.5, 1);
	subText.anchor.set(0.5, 0);
	text.y = -button.height / 2 - 10;
	subText.y = button.height / 2 + 10;
	self.addChild(text);
	self.addChild(subText);
	self.x = positionX;
	self.y = positionY;
	self.interactive = true;
	self.on('down', function (obj) {
		self.alpha = 0.5;
		onClickCallback();
	});
	self.on('up', function (obj) {
		self.alpha = 1.0;
	});
});
// 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 = 3; // Initialize bullet limit
	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.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 += 0.02 + LK.ticks * 0.0001; // Increase speed over time with an accelerating factor
	};
});
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);
	self.addChild(buttonText);
	self.x = positionX;
	self.y = positionY;
	self.interactive = true;
	self.on('down', function (obj) {
		self.alpha = 0.5;
		onClickCallback();
	});
	self.on('up', function (obj) {
		self.alpha = 1.0;
	});
});
// 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 = stickGraphics.width * 0.5;
			if (Math.abs(dx) > maxDistance) {
				dx = maxDistance * (dx > 0 ? 1 : -1);
			}
			stickGraphics.x = stickOrigin.x + dx;
			stickGraphics.y = stickOrigin.y;
			if (self.onMoveCallback) {
				self.onMoveCallback({
					x: dx / maxDistance,
					y: 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;
	};
});
/**** 
* Initialize Game
****/
// Create left movement button
var game = new LK.Game({
	title: 'gameplaypage',
	backgroundColor: 0x000000 // Init game with black background
});
/**** 
* Game Code
****/
var Purchase1 = game.addChild(new PurchaseButtonWithText('purchase1', '10 Bullets for:', '50 Cosmic Credits', 200, game.height - 200, function () {
	if (cosmicCredits >= 50) {
		cosmicCredits -= 50;
		hero.bulletLimit += 10;
		bulletCountTxt.setText('Bullets: ' + hero.bulletLimit);
		cosmicCreditsTxt.setText('Cosmic Credits: ' + cosmicCredits);
	}
}));
Purchase1.interactive = true;
Purchase1.on('down', function () {
	Purchase1.alpha = 0.5;
	if (cosmicCredits >= 50) {
		cosmicCredits -= 50;
		hero.bulletLimit += 10;
		bulletCountTxt.setText('Bullets: ' + hero.bulletLimit);
		cosmicCreditsTxt.setText('Cosmic Credits: ' + cosmicCredits);
	}
});
Purchase1.on('up', function () {
	Purchase1.alpha = 1.0;
});
var purchase2 = game.addChild(new PurchaseButtonWithText('purchase2', '20 Bullets for:', '75 Cosmic Credits', game.width - 200, game.height - 200, function () {
	if (cosmicCredits >= 75) {
		cosmicCredits -= 75;
		hero.bulletLimit += 20;
		bulletCountTxt.setText('Bullets: ' + hero.bulletLimit);
		cosmicCreditsTxt.setText('Cosmic Credits: ' + cosmicCredits);
	}
}));
purchase2.interactive = true;
purchase2.on('down', function () {
	purchase2.alpha = 0.5;
	if (cosmicCredits >= 75) {
		cosmicCredits -= 75;
		hero.bulletLimit += 20;
		bulletCountTxt.setText('Bullets: ' + hero.bulletLimit);
		cosmicCreditsTxt.setText('Cosmic Credits: ' + cosmicCredits);
	}
});
purchase2.on('up', function () {
	purchase2.alpha = 1.0;
});
// Initialize important asset arrays
var heroBullets = [];
var enemies = [];
// Create character
var hero = game.addChild(new Hero());
hero.x = game.width / 2;
hero.y = game.height - 100;
var cosmicCredits = 0; // Initialize cosmic credits
// 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"
});
var cosmicCreditsTxt = new Text2('Cosmic Credits: 0', {
	size: 50,
	fill: "#ffffff"
}); // New currency display
scoreTxt.anchor.set(1, 0);
highScoreTxt.anchor.set(1, 0);
cosmicCreditsTxt.anchor.set(1, 0);
highScoreTxt.y = scoreTxt.height + 20;
cosmicCreditsTxt.y = highScoreTxt.y + highScoreTxt.height + 20; // Position below the high score display
LK.gui.topRight.addChild(scoreTxt);
LK.gui.topRight.addChild(highScoreTxt);
LK.gui.topRight.addChild(cosmicCreditsTxt); // Add the cosmic credits display to the GUI
// Create version display
var versionTxt = new Text2('v0.2 BETA', {
	size: 50,
	fill: "#ffffff"
});
versionTxt.anchor.set(1, 0);
versionTxt.y = cosmicCreditsTxt.y + cosmicCreditsTxt.height + 20; // Position below the cosmic credits display
LK.gui.topRight.addChild(versionTxt); // Add the version display to the GUI
// Create bullet count display
var bulletCountTxt = new Text2('Bullets: 3', {
	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
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));
});
game.addChild(joystick);
// Handle tap on the game stage to shoot bullets, excluding buttons
var dragNode = null;
game.on('down', function (obj) {
	var event = obj.event;
	var pos = event.getLocalPosition(game);
	// Check if the tap is not on any button
	var purchaseButtonBoundsLeft = Purchase1.getBounds();
	var purchaseButtonBoundsRight = purchase2.getBounds();
	if (!(pos.x >= purchaseButtonBoundsLeft.x && pos.x <= purchaseButtonBoundsLeft.x + purchaseButtonBoundsLeft.width && pos.y >= purchaseButtonBoundsLeft.y && pos.y <= purchaseButtonBoundsLeft.y + purchaseButtonBoundsLeft.height || pos.x >= purchaseButtonBoundsRight.x && pos.x <= purchaseButtonBoundsRight.x + purchaseButtonBoundsRight.width && pos.y >= purchaseButtonBoundsRight.y && pos.y <= purchaseButtonBoundsRight.y + purchaseButtonBoundsRight.height) && !joystick.containsPoint(pos)) {
		hero.shoot();
	}
});
game.on('move', function (obj) {
	var event = obj.event;
	var pos = event.getLocalPosition(game);
	hero.x = pos.x;
	// hero.y = pos.y; // Removed the line that sets the hero's y position
});
// 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 and bullet packs
		for (var j = enemies.length - 1; j >= 0; j--) {
			if (bullet.intersects(enemies[j])) {
				if (enemies[j] instanceof BulletPack) {
					// If the enemy is a bullet pack
					// Increment character's bullet limit by 5
					hero.bulletLimit += 5;
				} else {
					// If the enemy is an actual enemy
					// Update score and increase cosmic credits by 5
					var newScore = LK.getScore() + 1;
					LK.setScore(newScore);
					scoreTxt.setText('Score: ' + newScore);
					cosmicCredits += 5;
					cosmicCreditsTxt.setText('Cosmic Credits: ' + cosmicCredits);
					var highScore = Math.max(newScore, Number((typeof localStorage !== 'undefined' ? localStorage.getItem('highScore') : '0') || '0'));
					highScoreTxt.setText('High Score: ' + highScore + ' (WIP)');
					if (typeof localStorage !== 'undefined' && newScore > highScore) {
						localStorage.setItem('highScore', newScore.toString());
					}
					// Increment character's bullet limit
					hero.bulletLimit++;
				}
				bulletCountTxt.setText('Bullets: ' + hero.bulletLimit); // Update bullet count display
				// Destroy enemy/bullet pack and bullet
				enemies[j].destroy();
				enemies.splice(j, 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
			}
		}
	}
	// Move enemies and check if they pass the red line
	for (var k = enemies.length - 1; k >= 0; k--) {
		enemies[k].move();
		if (enemies[k].y > game.height * 0.75) {
			enemies[k].destroy();
			enemies[k] = null;
			enemies.splice(k, 1);
		}
	}
	var enemySpawnRate = 60; // Initialize enemy spawn rate
	// Spawn enemies and bullet packs
	if (LK.ticks % enemySpawnRate == 0) {
		var enemy = new Enemy();
		enemy.x = Math.random() * (game.width - enemy.width) + enemy.width / 2;
		enemy.y = -enemy.height;
		enemies.push(enemy);
		game.addChild(enemy);
		if (enemySpawnRate > 30) {
			enemySpawnRate -= 0.5;
		} // Decrease spawn rate over time to a minimum of 30 ticks
	}
	if (LK.ticks % 600 == 0) {
		// Spawn a bullet pack every 600 ticks
		var bulletPack = new BulletPack();
		bulletPack.x = Math.random() * (game.width - bulletPack.width) + bulletPack.width / 2;
		bulletPack.y = -bulletPack.height;
		enemies.push(bulletPack); // Add bullet pack to enemies array for collision detection
		game.addChild(bulletPack);
	}
}); ===================================================================
--- original.js
+++ change.js
@@ -1,7 +1,38 @@
 /**** 
 * Classes
 ****/
+var PurchaseButtonWithText = Container.expand(function (buttonAssetId, buttonText, buttonSubText, positionX, positionY, onClickCallback) {
+	var self = Container.call(this);
+	var button = self.attachAsset('purchase1', {
+		anchorX: 0.5,
+		anchorY: 0.5
+	});
+	var text = new Text2(buttonText, {
+		size: 45,
+		fill: "#ffffff"
+	});
+	var subText = new Text2(buttonSubText, {
+		size: 45,
+		fill: "#ffffff"
+	});
+	text.anchor.set(0.5, 1);
+	subText.anchor.set(0.5, 0);
+	text.y = -button.height / 2 - 10;
+	subText.y = button.height / 2 + 10;
+	self.addChild(text);
+	self.addChild(subText);
+	self.x = positionX;
+	self.y = positionY;
+	self.interactive = true;
+	self.on('down', function (obj) {
+		self.alpha = 0.5;
+		onClickCallback();
+	});
+	self.on('up', function (obj) {
+		self.alpha = 1.0;
+	});
+});
 // BulletPack class
 var BulletPack = Container.expand(function () {
 	var self = Container.call(this);
 	var bulletPackGraphics = self.attachAsset('bulletPack', {
@@ -25,10 +56,9 @@
 	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.bulletLimit = 3; // Initialize bullet limit
 	self.canShoot = true; // Allow shooting initially
 	self.update = function () {
 		// Hero update logic
 	};
@@ -38,9 +68,8 @@
 			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 () {
@@ -76,40 +105,29 @@
 		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
+		self.speed += 0.02 + LK.ticks * 0.0001; // Increase speed over time with an accelerating factor
 	};
 });
 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);
+	buttonText.anchor.set(0.5);
 	self.addChild(buttonText);
-	self.width = buttonText.width;
-	self.height = buttonText.height;
-	// The 'anchor' property is already set by default in LK Containers, so this line is not needed and can be removed.
-	// Use Point instead of 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.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);
@@ -123,12 +141,8 @@
 				y: 0
 			});
 		};
 	};
-	var joystickBaseGraphics = self.attachAsset('joystickBase', {
-		anchorX: 0.5,
-		anchorY: 0.5
-	});
 	self.on('down', function (obj) {
 		self.isDragging = true;
 	});
 	self.on('up', function (obj) {
@@ -146,275 +160,240 @@
 		if (self.isDragging) {
 			var event = obj.event;
 			var pos = event.getLocalPosition(self);
 			var dx = pos.x - stickOrigin.x;
-			var maxDistance = joystickBaseGraphics.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;
+			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;
 			if (self.onMoveCallback) {
 				self.onMoveCallback({
-					x: x / maxDistance,
-					y: y / maxDistance
+					x: dx / maxDistance,
+					y: 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;
+	};
 });
 
 /**** 
 * Initialize Game
 ****/
-/**** 
-* Game Initialization
-****/
-// Constants
-// Set a default difficulty level
+// Create left movement button
 var game = new LK.Game({
-	backgroundColor: 0x000000
+	title: 'gameplaypage',
+	backgroundColor: 0x000000 // Init game with black background
 });
 
 /**** 
 * 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
-		}
+var Purchase1 = game.addChild(new PurchaseButtonWithText('purchase1', '10 Bullets for:', '50 Cosmic Credits', 200, game.height - 200, function () {
+	if (cosmicCredits >= 50) {
+		cosmicCredits -= 50;
+		hero.bulletLimit += 10;
+		bulletCountTxt.setText('Bullets: ' + hero.bulletLimit);
+		cosmicCreditsTxt.setText('Cosmic Credits: ' + cosmicCredits);
 	}
-	// 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);
-		}
+}));
+Purchase1.interactive = true;
+Purchase1.on('down', function () {
+	Purchase1.alpha = 0.5;
+	if (cosmicCredits >= 50) {
+		cosmicCredits -= 50;
+		hero.bulletLimit += 10;
+		bulletCountTxt.setText('Bullets: ' + hero.bulletLimit);
+		cosmicCreditsTxt.setText('Cosmic Credits: ' + cosmicCredits);
 	}
-	// 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
-			}
-		}
+});
+Purchase1.on('up', function () {
+	Purchase1.alpha = 1.0;
+});
+var purchase2 = game.addChild(new PurchaseButtonWithText('purchase2', '20 Bullets for:', '75 Cosmic Credits', game.width - 200, game.height - 200, function () {
+	if (cosmicCredits >= 75) {
+		cosmicCredits -= 75;
+		hero.bulletLimit += 20;
+		bulletCountTxt.setText('Bullets: ' + hero.bulletLimit);
+		cosmicCreditsTxt.setText('Cosmic Credits: ' + cosmicCredits);
 	}
-	// Check for collisions between hero and enemies
-	for (var i = enemies.length - 1; i >= 0; i--) {
-		var enemy = enemies[i];
-		if (hero.intersects(enemy)) {
-			// Game over if hero collides with an enemy
-			LK.showGameOver();
-			return;
-		}
+}));
+purchase2.interactive = true;
+purchase2.on('down', function () {
+	purchase2.alpha = 0.5;
+	if (cosmicCredits >= 75) {
+		cosmicCredits -= 75;
+		hero.bulletLimit += 20;
+		bulletCountTxt.setText('Bullets: ' + hero.bulletLimit);
+		cosmicCreditsTxt.setText('Cosmic Credits: ' + cosmicCredits);
 	}
-	// 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', {
+});
+purchase2.on('up', function () {
+	purchase2.alpha = 1.0;
+});
+// Initialize important asset arrays
+var heroBullets = [];
+var enemies = [];
+// Create character
+var hero = game.addChild(new Hero());
+hero.x = game.width / 2;
+hero.y = game.height - 100;
+var cosmicCredits = 0; // Initialize cosmic credits
+// 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"
+});
+var cosmicCreditsTxt = new Text2('Cosmic Credits: 0', {
+	size: 50,
+	fill: "#ffffff"
+}); // New currency display
+scoreTxt.anchor.set(1, 0);
+highScoreTxt.anchor.set(1, 0);
+cosmicCreditsTxt.anchor.set(1, 0);
+highScoreTxt.y = scoreTxt.height + 20;
+cosmicCreditsTxt.y = highScoreTxt.y + highScoreTxt.height + 20; // Position below the high score display
+LK.gui.topRight.addChild(scoreTxt);
+LK.gui.topRight.addChild(highScoreTxt);
+LK.gui.topRight.addChild(cosmicCreditsTxt); // Add the cosmic credits display to the GUI
+// Create version display
+var versionTxt = new Text2('v0.2 BETA', {
+	size: 50,
+	fill: "#ffffff"
+});
+versionTxt.anchor.set(1, 0);
+versionTxt.y = cosmicCreditsTxt.y + cosmicCreditsTxt.height + 20; // Position below the cosmic credits display
+LK.gui.topRight.addChild(versionTxt); // Add the version display to the GUI
+// Create bullet count display
+var bulletCountTxt = new Text2('Bullets: 3', {
 	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 () {
-	var easyMenuPage = new Container();
-	LK.showMenuPage(easyMenuPage);
+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"
 });
-// The 'anchor' property is not available on 'startButton' as it is not an LK.Container with an anchor.
-// Therefore, the line setting the anchor is removed to prevent the TypeError.
-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
+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
+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));
+});
+game.addChild(joystick);
+// Handle tap on the game stage to shoot bullets, excluding buttons
+var dragNode = null;
+game.on('down', function (obj) {
+	var event = obj.event;
+	var pos = event.getLocalPosition(game);
+	// Check if the tap is not on any button
+	var purchaseButtonBoundsLeft = Purchase1.getBounds();
+	var purchaseButtonBoundsRight = purchase2.getBounds();
+	if (!(pos.x >= purchaseButtonBoundsLeft.x && pos.x <= purchaseButtonBoundsLeft.x + purchaseButtonBoundsLeft.width && pos.y >= purchaseButtonBoundsLeft.y && pos.y <= purchaseButtonBoundsLeft.y + purchaseButtonBoundsLeft.height || pos.x >= purchaseButtonBoundsRight.x && pos.x <= purchaseButtonBoundsRight.x + purchaseButtonBoundsRight.width && pos.y >= purchaseButtonBoundsRight.y && pos.y <= purchaseButtonBoundsRight.y + purchaseButtonBoundsRight.height) && !joystick.containsPoint(pos)) {
+		hero.shoot();
+	}
+});
+game.on('move', function (obj) {
+	var event = obj.event;
+	var pos = event.getLocalPosition(game);
+	hero.x = pos.x;
+	// hero.y = pos.y; // Removed the line that sets the hero's y position
+});
+// 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 and bullet packs
+		for (var j = enemies.length - 1; j >= 0; j--) {
+			if (bullet.intersects(enemies[j])) {
+				if (enemies[j] instanceof BulletPack) {
+					// If the enemy is a bullet pack
+					// Increment character's bullet limit by 5
+					hero.bulletLimit += 5;
+				} else {
+					// If the enemy is an actual enemy
+					// Update score and increase cosmic credits by 5
+					var newScore = LK.getScore() + 1;
+					LK.setScore(newScore);
+					scoreTxt.setText('Score: ' + newScore);
+					cosmicCredits += 5;
+					cosmicCreditsTxt.setText('Cosmic Credits: ' + cosmicCredits);
+					var highScore = Math.max(newScore, Number((typeof localStorage !== 'undefined' ? localStorage.getItem('highScore') : '0') || '0'));
+					highScoreTxt.setText('High Score: ' + highScore + ' (WIP)');
+					if (typeof localStorage !== 'undefined' && newScore > highScore) {
+						localStorage.setItem('highScore', newScore.toString());
+					}
+					// Increment character's bullet limit
+					hero.bulletLimit++;
+				}
+				bulletCountTxt.setText('Bullets: ' + hero.bulletLimit); // Update bullet count display
+				// Destroy enemy/bullet pack and bullet
+				enemies[j].destroy();
+				enemies.splice(j, 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) {
-			// Remove bullets that are off-screen
+			bullet.destroy();
 			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
+			if (heroBullets.length === 0 && hero.bulletLimit === 0) {
+				LK.showGameOver(); // End the game when the last bullet is out of frame
 			}
 		}
 	}
-	// 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;
+	// Move enemies and check if they pass the red line
+	for (var k = enemies.length - 1; k >= 0; k--) {
+		enemies[k].move();
+		if (enemies[k].y > game.height * 0.75) {
+			enemies[k].destroy();
+			enemies[k] = null;
+			enemies.splice(k, 1);
 		}
 	}
-	// Spawn enemies randomly
-	if (Math.random() < 0.01) {
+	var enemySpawnRate = 60; // Initialize enemy spawn rate
+	// Spawn enemies and bullet packs
+	if (LK.ticks % enemySpawnRate == 0) {
 		var enemy = new Enemy();
-		enemy.x = Math.random() * game.width;
+		enemy.x = Math.random() * (game.width - enemy.width) + enemy.width / 2;
+		enemy.y = -enemy.height;
 		enemies.push(enemy);
 		game.addChild(enemy);
+		if (enemySpawnRate > 30) {
+			enemySpawnRate -= 0.5;
+		} // Decrease spawn rate over time to a minimum of 30 ticks
 	}
-	// Spawn bullet packs randomly
-	if (Math.random() < 0.01) {
+	if (LK.ticks % 600 == 0) {
+		// Spawn a bullet pack every 600 ticks
 		var bulletPack = new BulletPack();
-		bulletPack.x = Math.random() * game.width;
-		bulletPacks.push(bulletPack);
+		bulletPack.x = Math.random() * (game.width - bulletPack.width) + bulletPack.width / 2;
+		bulletPack.y = -bulletPack.height;
+		enemies.push(bulletPack); // Add bullet pack to enemies array for collision detection
 		game.addChild(bulletPack);
 	}
-}
-// Continue with the rest of your code...
-/**** 
-* Game Start (Continued)
-****/
-// Show loader
-// Removed call to non-existent function LK.showLoader
-// Load assets
-// Initialize the game
-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);
-});
-mainMenuPage.addChild(startButton);
-mainMenuPage.backgroundColor = '#000000';
-game.addChild(mainMenuPage);
-// Rest of the code...
-// (You can continue with other parts of your game logic)
\ No newline at end of file
+});
\ No newline at end of file
: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)