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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
****/
// 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;
if (self.y < -self.height) {
self.destroy();
}
}
};
self.timestopActive = false;
self.activateTimestop = function () {
self.timestopActive = true;
LK.setTimeout(function () {
self.timestopActive = false;
}, 100);
};
self.isOffScreen = function () {
return self.y < -self.height;
};
});
// EnemyBullet class representing the enemy's projectiles
var EnemyBullet = Container.expand(function () {
var self = Container.call(this);
var bulletGraphics = self.createAsset('enemyBullet', 'Enemy Bullet', 0.5, 0.5);
self.speed = 5;
self.move = function () {
if (!hero.isTimestopped) {
self.y += self.speed;
if (self.y > game.height + self.height) {
self.destroy();
}
}
};
self.isOffScreen = function () {
return self.y > game.height + self.height;
};
});
// Hero class representing the main character
var Hero = Container.expand(function () {
var self = Container.call(this);
self.shoot = function () {
var bullets = [];
for (var i = -1; i <= 1; i++) {
var bullet = new HeroBullet();
bullet.x = self.x + i * 20;
bullet.y = self.y - self.height / 2;
game.addChild(bullet);
bullets.push(bullet);
}
return bullets;
};
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
// 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;
};
});
/****
* 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
****/
// Instantiate shop button and add it to the GUI
// 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 mouse down events on the game area to allow the hero to shoot on left click
// Changed from checking if the target is the hero to just calling hero.shoot()
game.on('mousedown', function (obj) {
if (obj.event.button === 0 && !obj.event.ctrlKey && !obj.event.altKey) {
// Check if the left mouse button was clicked without any modifier keys
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();
}
}); ===================================================================
--- original.js
+++ change.js
@@ -45,13 +45,17 @@
// 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 bullets = [];
+ for (var i = -1; i <= 1; i++) {
+ var bullet = new HeroBullet();
+ bullet.x = self.x + i * 20;
+ bullet.y = self.y - self.height / 2;
+ game.addChild(bullet);
+ bullets.push(bullet);
+ }
+ return bullets;
};
var heroGraphics = self.createAsset('jojoHero', 'Main Hero', 0.5, 0.5);
self.speed = 5;
self.isTimestopped = false;