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1. Change the event listener from 'mousedown' to the correct 'down' event name that is used by the LK game engine to detect mouse or touch input. 2. Modify the event listener logic to handle the array of bullets returned by the `hero.shoot()` method. Instead of pushing the array directly into the `heroBullets` array, you should concatenate the new bullets to the existing `heroBullets` array or loop through the returned array and push each bullet individually. 3. Ensure that the event listener for shooting is only active when the hero is allowed to shoot. This means checking if the game is not paused and if the hero is not in a state that would prevent shooting (such as during a timestop effect). 4. Since the game should be touchscreen-compatible, ensure that the shooting mechanism is also accessible via touch events, not just mouse events. By addressing these points, you would correct the functionality allowing the hero to shoot as intended when the player interacts with the game area
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add bullets for hero
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remove shop
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hero isn't shooting when clicking left click or middle mouse button
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fix bullets
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make hero shoot on left click
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bullet
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/**** * Classes ****/ /**** // Event listener for middle mouse button events on the game area to toggle the shop game game.on('middledown', function (obj) { shopGame.visible = !shopGame.visible; if (shopGame.visible) { shopGame.show(); } else { shopGame.hide(); } }); * Classes
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gun isnt shooting no more
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make bullets only shoot on left mouse button
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make shop a new game u could say open when pressing middle mouse button
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give timestop a cooldown after being used
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make middle mouse button enter the shop
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add some white texts with upgrades and the upgrades are *increase the time u get* *increase enemy spawn rates* and create a currency
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make a text in white that shows how much my timestop is lasting at the moment
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make timestop duration increase by 0.1 seconds everytime i use it
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make it show on the right
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I CANT SEE THE FUCKING SHOP BUTTON
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still cant see it
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make shop button bigger
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i dont see the shop button
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make the keybind space pause the game
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add a pause button on the bottom of the screen
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make enemies spawn every 2 seconds
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enemies arent spawning
/**** * Classes ****/ /**** // Event listener for middle mouse button events on the game area to toggle the shop game game.on('middledown', function (obj) { shopGame.visible = !shopGame.visible; if (shopGame.visible) { shopGame.show(); } else { shopGame.hide(); } }); * Classes ****/ // HeroBullet class representing the hero's projectiles var HeroBullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.createAsset('heroBullet', 'Hero Bullet', 0.5, 0.5); self.speed = -10; self.move = function () { if (!hero.isTimestopped || self.timestopActive) { self.y += self.speed; } }; self.timestopActive = false; self.activateTimestop = function () { self.timestopActive = true; LK.setTimeout(function () { self.timestopActive = false; }, 100); }; self.isOffScreen = function () { return self.y < -self.height; }; }); // Hero class representing the main character var Hero = Container.expand(function () { var self = Container.call(this); self.shoot = function () { var bullet = new HeroBullet(); bullet.x = self.x; bullet.y = self.y - self.height / 2; game.addChild(bullet); return bullet; }; var heroGraphics = self.createAsset('jojoHero', 'Main Hero', 0.5, 0.5); self.speed = 5; self.isTimestopped = false; self.timestopDuration = 3000; // Initial timestop duration self.timestopCooldown = 5000; // Cooldown duration in milliseconds self.timestopAvailable = true; // Flag to check if timestop is available self.move = function (direction) { if (self.isTimestopped) { return; } if (direction === 'left') { self.x -= self.speed; } if (direction === 'right') { self.x += self.speed; } if (direction === 'up') { self.y -= self.speed; } if (direction === 'down') { self.y += self.speed; } }; self.timestop = function () { if (self.timestopAvailable) { self.isTimestopped = true; self.timestopAvailable = false; heroBullets.forEach(function (bullet) { bullet.activateTimestop(); }); self.timestopDuration += 100; // Increase duration by 0.1 seconds timestopDurationTxt.setText(self.timestopDuration.toString()); // Update the timestop duration display LK.setTimeout(function () { self.isTimestopped = false; }, self.timestopDuration); LK.setTimeout(function () { self.timestopAvailable = true; }, self.timestopCooldown); } }; }); // ShopButton class representing the button to open the shop var ShopButton = Container.expand(function () { var self = Container.call(this); var buttonGraphics = self.createAsset('shopButton', 'Shop Button', 1, 0); self.position.set(game.width - self.width, 0); self.on('down', function () { shop.show(); }); }); // Enemy class representing the adversaries var Enemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.createAsset('jojoEnemy', 'Enemy Character', 0.5, 0.5); self.speed = 2; self.move = function () { if (hero.isTimestopped) { return; } self.y += self.speed; }; }); var ShopGame = Container.expand(function () { var self = Container.call(this); self.visible = false; self.upgrades = { timestopDuration: { cost: 100, description: 'Increase Timestop Duration', effect: function effect() { hero.timestopDuration += 1000; } }, enemySpawnRate: { cost: 100, description: 'Increase Enemy Spawn Rate', effect: function effect() { game.enemySpawnRate -= 10; // Decrease the spawn rate interval } } }; // Display upgrade options self.displayUpgrades = function () { var yPos = 0; for (var upgrade in self.upgrades) { var upgradeTxt = new Text2(self.upgrades[upgrade].description + ': ' + self.upgrades[upgrade].cost + ' currency', { size: 100, fill: "#ffffff" }); upgradeTxt.y = yPos; self.addChild(upgradeTxt); yPos += upgradeTxt.height + 20; } }; self.displayUpgrades(); self.show = function () { self.visible = true; }; self.hide = function () { self.visible = false; }; self.purchaseUpgrade = function (upgrade) { if (currency >= self.upgrades[upgrade].cost) { currency -= self.upgrades[upgrade].cost; // Deduct the cost from currency currencyTxt.setText(currency.toString()); // Update the currency display self.upgrades[upgrade].effect(); timestopDurationTxt.setText(hero.timestopDuration.toString()); // Update the timestop duration display } }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000, // Init game with black background paused: false, enemySpawnRate: 120 // Initial spawn rate is now every 2 seconds (120 frames) }); /**** * Game Code ****/ var shopGame = game.addChild(new ShopGame()); // Instantiate shop button and add it to the GUI var shopButton = new ShopButton(); LK.gui.topRight.addChild(shopButton); // Initialize hero var hero = game.addChild(new Hero()); hero.x = game.width / 2; hero.y = game.height - 100; // Initialize enemies array var enemies = []; // Initialize hero bullets array var heroBullets = []; // Initialize score and currency var score = 0; var currency = 0; // New currency variable var scoreTxt = new Text2(score.toString(), { size: 150, fill: "#ffffff" }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // Add a new Text2 object to display the current timestop duration var timestopDurationTxt = new Text2(hero.timestopDuration.toString(), { size: 150, fill: "#ffffff" }); timestopDurationTxt.anchor.set(0.5, 0); timestopDurationTxt.y = scoreTxt.height; // Position below the score LK.gui.top.addChild(timestopDurationTxt); // Add a new Text2 object to display the current currency var currencyTxt = new Text2(currency.toString(), { size: 150, fill: "#ffffff" }); currencyTxt.anchor.set(0.5, 0); currencyTxt.y = timestopDurationTxt.y + timestopDurationTxt.height; // Position below the timestop duration LK.gui.top.addChild(currencyTxt); // Function to update score function updateScore(value) { score += value; scoreTxt.setText(score.toString()); } // Function to spawn enemies function spawnEnemy() { 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); } // Event listener for left mouse button down events on the game area to allow the hero to shoot // Changed from checking if the target is the hero to just calling hero.shoot() game.on('leftdown', function (obj) { var bullet = hero.shoot(); heroBullets.push(bullet); }); // Event listener for right-click events on the game area to trigger timestop game.on('rightdown', function (obj) { hero.timestop(); }); // Event listener for the space key to toggle game pause game.on('keydown', function (obj) { if (obj.event.key === ' ') { game.paused = !game.paused; } }); // Event listener for touch move events on the game area game.on('move', function (obj) { var pos = obj.event.getLocalPosition(game); hero.x = pos.x; hero.y = pos.y; }); // Main game loop LK.on('tick', function () { if (game.paused) { return; } // Move hero based on touch input (handled by event listeners) // Move enemies for (var i = enemies.length - 1; i >= 0; i--) { enemies[i].move(); // Check for collision with hero if (enemies[i].intersects(hero)) { LK.effects.flashScreen(0xff0000, 500); LK.showGameOver(); return; } // Remove enemies that are off-screen if (enemies[i].y > game.height + enemies[i].height) { enemies[i].destroy(); enemies.splice(i, 1); updateScore(-1); } } // Move hero bullets for (var b = heroBullets.length - 1; b >= 0; b--) { heroBullets[b].move(); // Check for collision with enemies for (var e = enemies.length - 1; e >= 0; e--) { if (heroBullets[b].intersects(enemies[e])) { enemies[e].destroy(); enemies.splice(e, 1); updateScore(1); } } // Remove bullets that are off-screen if (heroBullets[b].isOffScreen()) { heroBullets[b].destroy(); heroBullets.splice(b, 1); } } // Spawn enemies at regular intervals if (LK.ticks % (60 * 2) === 0) { spawnEnemy(); } });
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--- original.js
+++ change.js
@@ -224,14 +224,13 @@
enemies.push(enemy);
game.addChild(enemy);
}
-// Event listener for left mouse button down events on the hero
+// Event listener for left mouse button down events on the game area to allow the hero to shoot
+// Changed from checking if the target is the hero to just calling hero.shoot()
game.on('leftdown', function (obj) {
- if (obj.event.target === hero) {
- var bullet = hero.shoot();
- heroBullets.push(bullet);
- }
+ var bullet = hero.shoot();
+ heroBullets.push(bullet);
});
// Event listener for right-click events on the game area to trigger timestop
game.on('rightdown', function (obj) {