User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'getButton')' in or related to this line: 'LK.ui.getButton("buy-basic").on("pointerdown", function () {' Line Number: 69
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'getControl')' in or related to this line: 'LK.ui.getControl("buy-basic").on("pointerdown", function () {' Line Number: 69
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'getButton')' in or related to this line: 'LK.ui.getButton("buy-basic").on("pointerdown", function () {' Line Number: 69
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'getControl')' in or related to this line: 'LK.ui.getControl("buy-basic").on("pointerdown", function () {' Line Number: 69
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'getButton')' in or related to this line: 'LK.ui.getButton("buy-basic").on("pointerdown", function () {' Line Number: 69
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'getControl')' in or related to this line: 'LK.ui.getControl("buy-basic").on("pointerdown", function () {' Line Number: 69
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'getButton')' in or related to this line: 'LK.ui.getButton("buy-basic").on("pointerdown", function () {' Line Number: 69
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'getControl')' in or related to this line: 'LK.ui.getControl("buy-basic").on("pointerdown", function () {' Line Number: 69
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'getButton')' in or related to this line: 'LK.ui.getButton("buy-basic").on("pointerdown", function () {' Line Number: 69
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'getControl')' in or related to this line: 'LK.ui.getControl("buy-basic").on("pointerdown", function () {' Line Number: 69
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'getButton')' in or related to this line: 'LK.ui.getButton("buy-basic").on("pointerdown", function () {' Line Number: 69
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'getControl')' in or related to this line: 'LK.ui.getControl("buy-basic").on("pointerdown", function () {' Line Number: 69
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'getButton')' in or related to this line: 'LK.ui.getButton("buy-basic").on("pointerdown", function () {' Line Number: 69
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'getComponent')' in or related to this line: 'LK.ui.getComponent("buy-basic").on("pointerdown", function () {' Line Number: 69
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'getButton')' in or related to this line: 'LK.ui.getButton("buy-basic").on("pointerdown", function () {' Line Number: 69
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'getControl')' in or related to this line: 'LK.ui.getControl("buy-basic").on("pointerdown", function () {' Line Number: 69
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'getButton')' in or related to this line: 'LK.ui.getButton("buy-basic").on("pointerdown", function () {' Line Number: 69
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'getControl')' in or related to this line: 'LK.ui.getControl("buy-basic").on("pointerdown", function () {' Line Number: 69
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'getComponent')' in or related to this line: 'LK.ui.getComponent("buy-basic").on("pointerdown", function () {' Line Number: 69
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'getElement')' in or related to this line: 'LK.ui.getElement("buy-basic").on("pointerdown", function () {' Line Number: 69
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'getControl')' in or related to this line: 'LK.ui.getControl("buy-basic").on("pointerdown", function () {' Line Number: 69
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'getComponent')' in or related to this line: 'LK.ui.getComponent("buy-basic").on("pointerdown", function () {' Line Number: 69
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'getElement')' in or related to this line: 'LK.ui.getElement("buy-basic").on("pointerdown", function () {' Line Number: 69
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'getControl')' in or related to this line: 'LK.ui.getControl("buy-basic").on("pointerdown", function () {' Line Number: 69
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'getComponent')' in or related to this line: 'LK.ui.getComponent("buy-basic").on("pointerdown", function () {' Line Number: 69
/**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ // Listener para recolectar soles // Inicialización del juego function _typeof(o) { "@babel/helpers - typeof"; return _typeof = "function" == typeof Symbol && "symbol" == typeof Symbol.iterator ? function (o) { return typeof o; } : function (o) { return o && "function" == typeof Symbol && o.constructor === Symbol && o !== Symbol.prototype ? "symbol" : typeof o; }, _typeof(o); } function _classCallCheck(a, n) { if (!(a instanceof n)) { throw new TypeError("Cannot call a class as a function"); } } function _defineProperties(e, r) { for (var t = 0; t < r.length; t++) { var o = r[t]; o.enumerable = o.enumerable || !1, o.configurable = !0, "value" in o && (o.writable = !0), Object.defineProperty(e, _toPropertyKey(o.key), o); } } function _createClass(e, r, t) { return r && _defineProperties(e.prototype, r), t && _defineProperties(e, t), Object.defineProperty(e, "prototype", { writable: !1 }), e; } function _toPropertyKey(t) { var i = _toPrimitive(t, "string"); return "symbol" == _typeof(i) ? i : i + ""; } function _toPrimitive(t, r) { if ("object" != _typeof(t) || !t) { return t; } var e = t[Symbol.toPrimitive]; if (void 0 !== e) { var i = e.call(t, r || "default"); if ("object" != _typeof(i)) { return i; } throw new TypeError("@@toPrimitive must return a primitive value."); } return ("string" === r ? String : Number)(t); } game.down = function (x, y, obj) { suns.forEach(function (sun) { if (obj.event.target === sun.sprite) { sun.collect(); } }); }; // Listener para comprar defensas LK.ui.getControl("buy-basic").on("pointerdown", function () { return buyDefense("basic"); }); LK.ui.getControl("buy-upgraded").on("pointerdown", function () { return buyDefense("upgraded"); }); var Defense = /*#__PURE__*/function () { function Defense(type, lane) { _classCallCheck(this, Defense); this.type = type; this.lane = lane; this.health = 100; this.damage = defenseTypes.find(function (d) { return d.type === type; }).damage; this.range = defenseTypes.find(function (d) { return d.type === type; }).range; this.sprite = LK.getAsset("defense_".concat(type), { anchorX: 0.5, anchorY: 0.5 }); this.sprite.x = lanes[lane].x; this.sprite.y = lanes[lane].y; } return _createClass(Defense, [{ key: "update", value: function update() { var _this = this; // Verificar si hay enemigos en su rango y atacar enemies.forEach(function (enemy) { if (enemy.lane === _this.lane && Math.abs(enemy.sprite.x - _this.sprite.x) < _this.range) { enemy.takeDamage(_this.damage); } }); } }]); }(); // Clase para los enemigos var Enemy = /*#__PURE__*/function () { function Enemy(type, lane) { _classCallCheck(this, Enemy); this.type = type; this.lane = lane; this.health = enemyTypes.find(function (e) { return e.type === type; }).health; this.damage = enemyTypes.find(function (e) { return e.type === type; }).damage; this.speed = enemyTypes.find(function (e) { return e.type === type; }).speed; this.moneyDrop = enemyTypes.find(function (e) { return e.type === type; }).moneyDrop; this.sprite = LK.getAsset("enemy_".concat(type), { anchorX: 0.5, anchorY: 0.5 }); this.sprite.x = lanes[lane].x + lanes[lane].width; this.sprite.y = lanes[lane].y; } return _createClass(Enemy, [{ key: "update", value: function update() { // Mover hacia la izquierda this.sprite.x -= this.speed; // Verificar si llegó al final de la pantalla if (this.sprite.x < 0) { gameOver = true; } } }, { key: "takeDamage", value: function takeDamage(damage) { this.health -= damage; if (this.health <= 0) { this.defeat(); } } }, { key: "defeat", value: function defeat() { // Añadir dinero al contador money += this.moneyDrop; enemiesDefeated++; // Eliminar enemigo var index = enemies.indexOf(this); enemies.splice(index, 1); // Verificar si aparece el jefe if (enemiesDefeated % 30 === 0) { spawnEnemy("boss"); } } }]); }(); // Clase para los soles/dinero var Sun = /*#__PURE__*/function () { function Sun(x, y) { _classCallCheck(this, Sun); this.sprite = LK.getAsset('sun', { anchorX: 0.5, anchorY: 0.5 }); this.sprite.x = x; this.sprite.y = y; } return _createClass(Sun, [{ key: "collect", value: function collect() { // Animación de movimiento hacia el contador de dinero // (Implementar animación con LK.assets) money += 50; var index = suns.indexOf(this); suns.splice(index, 1); } }]); }(); // Función para generar soles function spawnSun() { var x = Math.random() * (window.innerWidth - 100) + 50; var y = Math.random() * (window.innerHeight - 100) + 50; var sun = new Sun(x, y); suns.push(sun); } // Función para generar enemigos function spawnEnemy(type) { var lane = Math.floor(Math.random() * 4); var enemy = new Enemy(type, lane); enemies.push(enemy); } // Función para comprar defensas function buyDefense(type) { var cost = defenseTypes.find(function (d) { return d.type === type; }).cost; if (money >= cost) { money -= cost; var lane = Math.floor(Math.random() * 4); var defense = new Defense(type, lane); defenses.push(defense); } } // Función de actualización del juego (60 FPS) function update() { if (gameOver || gameWin) { return; } // Actualizar defensas defenses.forEach(function (defense) { return defense.update(); }); // Actualizar enemigos enemies.forEach(function (enemy) { return enemy.update(); }); // Verificar si el jefe ha sido derrotado 5 veces if (currentBossDefeats >= 5) { gameWin = true; showWinAnimation(); } } // Función para mostrar animación de victoria function showWinAnimation() { // Implementar animación de explosión y sacudida } // Variables globales var money = 0; // Contador de soles/dinero var enemiesDefeated = 0; // Contador de enemigos derrotados var currentBossDefeats = 0; // Contador de veces que el jefe ha sido derrotado var gameOver = false; // Estado del juego var gameWin = false; // Estado de victoria // Arrays para almacenar objetos del juego var defenses = []; // Defensas colocadas var enemies = []; // Enemigos activos var suns = []; // Soles/dinero en pantalla // Líneas del juego (4 líneas verticales) var lanes = [{ x: 100, y: 200, width: 80, height: 400 }, // Línea 1 { x: 250, y: 200, width: 80, height: 400 }, // Línea 2 { x: 400, y: 200, width: 80, height: 400 }, // Línea 3 { x: 550, y: 200, width: 80, height: 400 } // Línea 4 ]; // Tipos de enemigos var enemyTypes = [{ type: "weak", health: 50, damage: 10, speed: 1, moneyDrop: 25 }, { type: "normal", health: 100, damage: 20, speed: 0.8, moneyDrop: 50 }, { type: "strong", health: 200, damage: 30, speed: 0.6, moneyDrop: 75 }, { type: "boss", health: 1000, damage: 50, speed: 0.4, moneyDrop: 200 }]; // Tipos de defensas var defenseTypes = [{ type: "basic", cost: 100, damage: 20, range: 100 }, { type: "upgraded", cost: 200, damage: 40, range: 150 }]; function initializeGame() { LK.setBackgroundColor(0x87CEEB); // Color de fondo celeste // Generar soles cada 5 segundos setInterval(spawnSun, 5000); // Generar enemigos cada 3 segundos setInterval(function () { return spawnEnemy("weak"); }, 3000); } initializeGame();
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000
});
/****
* Game Code
****/
// Listener para recolectar soles
// Inicialización del juego
function _typeof(o) {
"@babel/helpers - typeof";
return _typeof = "function" == typeof Symbol && "symbol" == typeof Symbol.iterator ? function (o) {
return typeof o;
} : function (o) {
return o && "function" == typeof Symbol && o.constructor === Symbol && o !== Symbol.prototype ? "symbol" : typeof o;
}, _typeof(o);
}
function _classCallCheck(a, n) {
if (!(a instanceof n)) {
throw new TypeError("Cannot call a class as a function");
}
}
function _defineProperties(e, r) {
for (var t = 0; t < r.length; t++) {
var o = r[t];
o.enumerable = o.enumerable || !1, o.configurable = !0, "value" in o && (o.writable = !0), Object.defineProperty(e, _toPropertyKey(o.key), o);
}
}
function _createClass(e, r, t) {
return r && _defineProperties(e.prototype, r), t && _defineProperties(e, t), Object.defineProperty(e, "prototype", {
writable: !1
}), e;
}
function _toPropertyKey(t) {
var i = _toPrimitive(t, "string");
return "symbol" == _typeof(i) ? i : i + "";
}
function _toPrimitive(t, r) {
if ("object" != _typeof(t) || !t) {
return t;
}
var e = t[Symbol.toPrimitive];
if (void 0 !== e) {
var i = e.call(t, r || "default");
if ("object" != _typeof(i)) {
return i;
}
throw new TypeError("@@toPrimitive must return a primitive value.");
}
return ("string" === r ? String : Number)(t);
}
game.down = function (x, y, obj) {
suns.forEach(function (sun) {
if (obj.event.target === sun.sprite) {
sun.collect();
}
});
};
// Listener para comprar defensas
LK.ui.getControl("buy-basic").on("pointerdown", function () {
return buyDefense("basic");
});
LK.ui.getControl("buy-upgraded").on("pointerdown", function () {
return buyDefense("upgraded");
});
var Defense = /*#__PURE__*/function () {
function Defense(type, lane) {
_classCallCheck(this, Defense);
this.type = type;
this.lane = lane;
this.health = 100;
this.damage = defenseTypes.find(function (d) {
return d.type === type;
}).damage;
this.range = defenseTypes.find(function (d) {
return d.type === type;
}).range;
this.sprite = LK.getAsset("defense_".concat(type), {
anchorX: 0.5,
anchorY: 0.5
});
this.sprite.x = lanes[lane].x;
this.sprite.y = lanes[lane].y;
}
return _createClass(Defense, [{
key: "update",
value: function update() {
var _this = this;
// Verificar si hay enemigos en su rango y atacar
enemies.forEach(function (enemy) {
if (enemy.lane === _this.lane && Math.abs(enemy.sprite.x - _this.sprite.x) < _this.range) {
enemy.takeDamage(_this.damage);
}
});
}
}]);
}(); // Clase para los enemigos
var Enemy = /*#__PURE__*/function () {
function Enemy(type, lane) {
_classCallCheck(this, Enemy);
this.type = type;
this.lane = lane;
this.health = enemyTypes.find(function (e) {
return e.type === type;
}).health;
this.damage = enemyTypes.find(function (e) {
return e.type === type;
}).damage;
this.speed = enemyTypes.find(function (e) {
return e.type === type;
}).speed;
this.moneyDrop = enemyTypes.find(function (e) {
return e.type === type;
}).moneyDrop;
this.sprite = LK.getAsset("enemy_".concat(type), {
anchorX: 0.5,
anchorY: 0.5
});
this.sprite.x = lanes[lane].x + lanes[lane].width;
this.sprite.y = lanes[lane].y;
}
return _createClass(Enemy, [{
key: "update",
value: function update() {
// Mover hacia la izquierda
this.sprite.x -= this.speed;
// Verificar si llegó al final de la pantalla
if (this.sprite.x < 0) {
gameOver = true;
}
}
}, {
key: "takeDamage",
value: function takeDamage(damage) {
this.health -= damage;
if (this.health <= 0) {
this.defeat();
}
}
}, {
key: "defeat",
value: function defeat() {
// Añadir dinero al contador
money += this.moneyDrop;
enemiesDefeated++;
// Eliminar enemigo
var index = enemies.indexOf(this);
enemies.splice(index, 1);
// Verificar si aparece el jefe
if (enemiesDefeated % 30 === 0) {
spawnEnemy("boss");
}
}
}]);
}(); // Clase para los soles/dinero
var Sun = /*#__PURE__*/function () {
function Sun(x, y) {
_classCallCheck(this, Sun);
this.sprite = LK.getAsset('sun', {
anchorX: 0.5,
anchorY: 0.5
});
this.sprite.x = x;
this.sprite.y = y;
}
return _createClass(Sun, [{
key: "collect",
value: function collect() {
// Animación de movimiento hacia el contador de dinero
// (Implementar animación con LK.assets)
money += 50;
var index = suns.indexOf(this);
suns.splice(index, 1);
}
}]);
}(); // Función para generar soles
function spawnSun() {
var x = Math.random() * (window.innerWidth - 100) + 50;
var y = Math.random() * (window.innerHeight - 100) + 50;
var sun = new Sun(x, y);
suns.push(sun);
}
// Función para generar enemigos
function spawnEnemy(type) {
var lane = Math.floor(Math.random() * 4);
var enemy = new Enemy(type, lane);
enemies.push(enemy);
}
// Función para comprar defensas
function buyDefense(type) {
var cost = defenseTypes.find(function (d) {
return d.type === type;
}).cost;
if (money >= cost) {
money -= cost;
var lane = Math.floor(Math.random() * 4);
var defense = new Defense(type, lane);
defenses.push(defense);
}
}
// Función de actualización del juego (60 FPS)
function update() {
if (gameOver || gameWin) {
return;
}
// Actualizar defensas
defenses.forEach(function (defense) {
return defense.update();
});
// Actualizar enemigos
enemies.forEach(function (enemy) {
return enemy.update();
});
// Verificar si el jefe ha sido derrotado 5 veces
if (currentBossDefeats >= 5) {
gameWin = true;
showWinAnimation();
}
}
// Función para mostrar animación de victoria
function showWinAnimation() {
// Implementar animación de explosión y sacudida
}
// Variables globales
var money = 0; // Contador de soles/dinero
var enemiesDefeated = 0; // Contador de enemigos derrotados
var currentBossDefeats = 0; // Contador de veces que el jefe ha sido derrotado
var gameOver = false; // Estado del juego
var gameWin = false; // Estado de victoria
// Arrays para almacenar objetos del juego
var defenses = []; // Defensas colocadas
var enemies = []; // Enemigos activos
var suns = []; // Soles/dinero en pantalla
// Líneas del juego (4 líneas verticales)
var lanes = [{
x: 100,
y: 200,
width: 80,
height: 400
},
// Línea 1
{
x: 250,
y: 200,
width: 80,
height: 400
},
// Línea 2
{
x: 400,
y: 200,
width: 80,
height: 400
},
// Línea 3
{
x: 550,
y: 200,
width: 80,
height: 400
} // Línea 4
];
// Tipos de enemigos
var enemyTypes = [{
type: "weak",
health: 50,
damage: 10,
speed: 1,
moneyDrop: 25
}, {
type: "normal",
health: 100,
damage: 20,
speed: 0.8,
moneyDrop: 50
}, {
type: "strong",
health: 200,
damage: 30,
speed: 0.6,
moneyDrop: 75
}, {
type: "boss",
health: 1000,
damage: 50,
speed: 0.4,
moneyDrop: 200
}];
// Tipos de defensas
var defenseTypes = [{
type: "basic",
cost: 100,
damage: 20,
range: 100
}, {
type: "upgraded",
cost: 200,
damage: 40,
range: 150
}];
function initializeGame() {
LK.setBackgroundColor(0x87CEEB); // Color de fondo celeste
// Generar soles cada 5 segundos
setInterval(spawnSun, 5000);
// Generar enemigos cada 3 segundos
setInterval(function () {
return spawnEnemy("weak");
}, 3000);
}
initializeGame();