User prompt
Que los miners te den menos dinero
User prompt
Pone un contador de canto dinero tenes
User prompt
Que el botón de el miner este arriba de los ortos botones
User prompt
Crea una tropa qué te da dinero (100) coste:35
User prompt
Más separados
User prompt
Pone todos los botones separados
User prompt
Crea una tropa qué rispare muy rápido pero sus balas no asen mucho daño (0.5)
User prompt
Crea una tropa qué lanza bombas
User prompt
Pone un botón para cada uno
User prompt
Crea una tropa qué rispare a los zombies
User prompt
Pone una topa que tega resistencia muy grande y si los zombies lo tocan les ace daño
User prompt
Quiero que las towers puedan dispara
Code edit (1 edits merged)
Please save this source code
User prompt
Zombie City Defense
Initial prompt
Taber difen de zombies en una ciudad
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var Barrier = Container.expand(function () { var self = Container.call(this); var barrierGraphics = self.attachAsset('tower', { anchorX: 0.5, anchorY: 0.5 }); barrierGraphics.tint = 0x8B4513; // Brown tint for barriers self.health = 100; // Very high resistance self.maxHealth = 100; self.lastIntersecting = {}; self.update = function () { // Check collision with zombies for (var i = 0; i < zombies.length; i++) { var zombie = zombies[i]; var zombieId = zombies.indexOf(zombie); // Initialize last intersecting state if not exists if (self.lastIntersecting[zombieId] === undefined) { self.lastIntersecting[zombieId] = false; } var currentIntersecting = self.intersects(zombie); // Check if zombie just started intersecting if (!self.lastIntersecting[zombieId] && currentIntersecting) { // Damage zombie zombie.takeDamage(); // Take damage to barrier self.health -= 5; // Update barrier appearance based on health var healthPercent = self.health / self.maxHealth; if (healthPercent > 0.7) { barrierGraphics.tint = 0x8B4513; // Brown } else if (healthPercent > 0.4) { barrierGraphics.tint = 0xFF8C00; // Orange } else { barrierGraphics.tint = 0xFF0000; // Red } // Destroy barrier if health reaches 0 if (self.health <= 0) { self.destroy(); var index = barriers.indexOf(self); if (index > -1) { barriers.splice(index, 1); } return; } } // Update last intersecting state self.lastIntersecting[zombieId] = currentIntersecting; } }; return self; }); var Bomb = Container.expand(function () { var self = Container.call(this); var bombGraphics = self.attachAsset('bomb', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 4; self.target = null; self.exploded = false; self.update = function () { if (self.exploded) return; if (!self.target || zombies.indexOf(self.target) === -1) { self.explode(); return; } // Move toward target var dx = self.target.x - self.x; var dy = self.target.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < 15) { // Hit target area self.explode(); } else { self.x += dx / distance * self.speed; self.y += dy / distance * self.speed; } }; self.explode = function () { if (self.exploded) return; self.exploded = true; // Play explosion sound LK.getSound('bombExplode').play(); // Damage all zombies in explosion radius var explosionRadius = 80; for (var i = 0; i < zombies.length; i++) { var zombie = zombies[i]; var dx = zombie.x - self.x; var dy = zombie.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance <= explosionRadius) { zombie.takeDamage(); zombie.takeDamage(); // Bombs do double damage } } // Create explosion effect LK.effects.flashObject(self, 0xff4444, 200); // Remove bomb self.destroy(); var index = bombs.indexOf(self); if (index > -1) { bombs.splice(index, 1); } }; return self; }); var Bomber = Container.expand(function () { var self = Container.call(this); var bomberGraphics = self.attachAsset('bomber', { anchorX: 0.5, anchorY: 0.5 }); bomberGraphics.tint = 0xff6600; // Orange tint for bombers self.range = 180; self.shootCooldown = 0; self.shootRate = 90; // slower than soldiers (more frames between shots) self.speed = 0.6; self.patrolTarget = null; self.mode = 'patrol'; self.update = function () { // Decrease shoot cooldown if (self.shootCooldown > 0) { self.shootCooldown--; } // Find nearest zombie in range var nearestZombie = null; var nearestDistance = Infinity; for (var i = 0; i < zombies.length; i++) { var zombie = zombies[i]; var dx = zombie.x - self.x; var dy = zombie.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance <= self.range && distance < nearestDistance) { nearestDistance = distance; nearestZombie = zombie; } } if (nearestZombie && self.shootCooldown === 0) { // Combat mode - launch bomb at zombie self.mode = 'combat'; self.launchBomb(nearestZombie); self.shootCooldown = self.shootRate; } else { // Patrol mode - move around self.mode = 'patrol'; if (!self.patrolTarget || self.reachedTarget()) { self.setNewPatrolTarget(); } self.moveTowardTarget(); } }; self.launchBomb = function (target) { var bomb = new Bomb(); bomb.x = self.x; bomb.y = self.y; bomb.target = target; bombs.push(bomb); game.addChild(bomb); }; self.setNewPatrolTarget = function () { // Set random patrol target around city center var angle = Math.random() * Math.PI * 2; var radius = 250 + Math.random() * 350; self.patrolTarget = { x: cityCenter.x + Math.cos(angle) * radius, y: cityCenter.y + Math.sin(angle) * radius }; // Keep patrol target within bounds self.patrolTarget.x = Math.max(100, Math.min(1948, self.patrolTarget.x)); self.patrolTarget.y = Math.max(100, Math.min(2632, self.patrolTarget.y)); }; self.moveTowardTarget = function () { if (!self.patrolTarget) return; var dx = self.patrolTarget.x - self.x; var dy = self.patrolTarget.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 5) { self.x += dx / distance * self.speed; self.y += dy / distance * self.speed; } }; self.reachedTarget = function () { if (!self.patrolTarget) return true; var dx = self.patrolTarget.x - self.x; var dy = self.patrolTarget.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); return distance < 20; }; return self; }); var Bullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 8; self.target = null; self.update = function () { if (!self.target || zombies.indexOf(self.target) === -1) { self.destroy(); var index = bullets.indexOf(self); if (index > -1) { bullets.splice(index, 1); } return; } // Move toward target var dx = self.target.x - self.x; var dy = self.target.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < 10) { // Hit target self.target.takeDamage(); self.destroy(); var index = bullets.indexOf(self); if (index > -1) { bullets.splice(index, 1); } } else { self.x += dx / distance * self.speed; self.y += dy / distance * self.speed; } }; return self; }); var FastBullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); bulletGraphics.tint = 0xff9900; // Orange tint for fast bullets self.speed = 10; self.target = null; self.damage = 0.5; // Low damage self.update = function () { if (!self.target || zombies.indexOf(self.target) === -1) { self.destroy(); var index = fastBullets.indexOf(self); if (index > -1) { fastBullets.splice(index, 1); } return; } // Move toward target var dx = self.target.x - self.x; var dy = self.target.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < 10) { // Hit target with reduced damage self.target.takeDamage(self.damage); self.destroy(); var index = fastBullets.indexOf(self); if (index > -1) { fastBullets.splice(index, 1); } } else { self.x += dx / distance * self.speed; self.y += dy / distance * self.speed; } }; return self; }); var Gunner = Container.expand(function () { var self = Container.call(this); var gunnerGraphics = self.attachAsset('gunner', { anchorX: 0.5, anchorY: 0.5 }); gunnerGraphics.tint = 0xffa500; // Orange tint for gunners self.range = 100; self.shootCooldown = 0; self.shootRate = 8; // Very fast shooting (much faster than soldiers) self.speed = 1.0; self.patrolTarget = null; self.mode = 'patrol'; self.update = function () { // Decrease shoot cooldown if (self.shootCooldown > 0) { self.shootCooldown--; } // Find nearest zombie in range var nearestZombie = null; var nearestDistance = Infinity; for (var i = 0; i < zombies.length; i++) { var zombie = zombies[i]; var dx = zombie.x - self.x; var dy = zombie.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance <= self.range && distance < nearestDistance) { nearestDistance = distance; nearestZombie = zombie; } } if (nearestZombie && self.shootCooldown === 0) { // Combat mode - shoot at zombie self.mode = 'combat'; self.shoot(nearestZombie); self.shootCooldown = self.shootRate; } else { // Patrol mode - move around self.mode = 'patrol'; if (!self.patrolTarget || self.reachedTarget()) { self.setNewPatrolTarget(); } self.moveTowardTarget(); } }; self.shoot = function (target) { var bullet = new FastBullet(); bullet.x = self.x; bullet.y = self.y; bullet.target = target; fastBullets.push(bullet); game.addChild(bullet); LK.getSound('shoot').play(); }; self.setNewPatrolTarget = function () { // Set random patrol target around city center var angle = Math.random() * Math.PI * 2; var radius = 180 + Math.random() * 280; self.patrolTarget = { x: cityCenter.x + Math.cos(angle) * radius, y: cityCenter.y + Math.sin(angle) * radius }; // Keep patrol target within bounds self.patrolTarget.x = Math.max(100, Math.min(1948, self.patrolTarget.x)); self.patrolTarget.y = Math.max(100, Math.min(2632, self.patrolTarget.y)); }; self.moveTowardTarget = function () { if (!self.patrolTarget) return; var dx = self.patrolTarget.x - self.x; var dy = self.patrolTarget.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 5) { self.x += dx / distance * self.speed; self.y += dy / distance * self.speed; } }; self.reachedTarget = function () { if (!self.patrolTarget) return true; var dx = self.patrolTarget.x - self.x; var dy = self.patrolTarget.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); return distance < 20; }; return self; }); var Soldier = Container.expand(function () { var self = Container.call(this); var soldierGraphics = self.attachAsset('soldier', { anchorX: 0.5, anchorY: 0.5 }); soldierGraphics.tint = 0x4CAF50; // Green tint for soldiers self.range = 120; self.shootCooldown = 0; self.shootRate = 45; // frames between shots self.speed = 0.8; self.patrolTarget = null; self.mode = 'patrol'; // 'patrol' or 'combat' self.update = function () { // Decrease shoot cooldown if (self.shootCooldown > 0) { self.shootCooldown--; } // Find nearest zombie in range var nearestZombie = null; var nearestDistance = Infinity; for (var i = 0; i < zombies.length; i++) { var zombie = zombies[i]; var dx = zombie.x - self.x; var dy = zombie.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance <= self.range && distance < nearestDistance) { nearestDistance = distance; nearestZombie = zombie; } } if (nearestZombie && self.shootCooldown === 0) { // Combat mode - shoot at zombie self.mode = 'combat'; self.shoot(nearestZombie); self.shootCooldown = self.shootRate; } else { // Patrol mode - move around self.mode = 'patrol'; if (!self.patrolTarget || self.reachedTarget()) { self.setNewPatrolTarget(); } self.moveTowardTarget(); } }; self.shoot = function (target) { var bullet = new Bullet(); bullet.x = self.x; bullet.y = self.y; bullet.target = target; bullets.push(bullet); game.addChild(bullet); LK.getSound('shoot').play(); }; self.setNewPatrolTarget = function () { // Set random patrol target around city center var angle = Math.random() * Math.PI * 2; var radius = 200 + Math.random() * 300; self.patrolTarget = { x: cityCenter.x + Math.cos(angle) * radius, y: cityCenter.y + Math.sin(angle) * radius }; // Keep patrol target within bounds self.patrolTarget.x = Math.max(100, Math.min(1948, self.patrolTarget.x)); self.patrolTarget.y = Math.max(100, Math.min(2632, self.patrolTarget.y)); }; self.moveTowardTarget = function () { if (!self.patrolTarget) return; var dx = self.patrolTarget.x - self.x; var dy = self.patrolTarget.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 5) { self.x += dx / distance * self.speed; self.y += dy / distance * self.speed; } }; self.reachedTarget = function () { if (!self.patrolTarget) return true; var dx = self.patrolTarget.x - self.x; var dy = self.patrolTarget.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); return distance < 20; }; return self; }); var Tower = Container.expand(function () { var self = Container.call(this); var towerGraphics = self.attachAsset('tower', { anchorX: 0.5, anchorY: 0.5 }); self.range = 150; self.shootCooldown = 0; self.shootRate = 30; // frames between shots self.level = 1; self.update = function () { if (self.shootCooldown > 0) { self.shootCooldown--; return; } // Find nearest zombie in range var nearestZombie = null; var nearestDistance = Infinity; for (var i = 0; i < zombies.length; i++) { var zombie = zombies[i]; var dx = zombie.x - self.x; var dy = zombie.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance <= self.range && distance < nearestDistance) { nearestDistance = distance; nearestZombie = zombie; } } if (nearestZombie) { self.shoot(nearestZombie); self.shootCooldown = self.shootRate; } }; self.shoot = function (target) { var bullet = new Bullet(); bullet.x = self.x; bullet.y = self.y; bullet.target = target; bullets.push(bullet); game.addChild(bullet); LK.getSound('shoot').play(); }; self.upgrade = function () { if (gamePoints >= self.getUpgradeCost()) { gamePoints -= self.getUpgradeCost(); self.level++; self.range += 20; self.shootRate = Math.max(10, self.shootRate - 5); towerGraphics.tint = 0x2e7d32; // Green tint for upgraded towers updateUI(); } }; self.getUpgradeCost = function () { return self.level * 15; }; return self; }); var Zombie = Container.expand(function () { var self = Container.call(this); var zombieGraphics = self.attachAsset('zombie', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 1; self.health = 1; self.targetX = cityCenter.x; self.targetY = cityCenter.y; self.update = function () { // Move toward city center var dx = self.targetX - self.x; var dy = self.targetY - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 5) { self.x += dx / distance * self.speed; self.y += dy / distance * self.speed; } }; self.takeDamage = function (damage) { if (damage === undefined) damage = 1; // Default damage is 1 self.health -= damage; if (self.health <= 0) { self.die(); } }; self.die = function () { LK.getSound('zombieHit').play(); gamePoints += 5; updateUI(); // Remove from zombies array var index = zombies.indexOf(self); if (index > -1) { zombies.splice(index, 1); } self.destroy(); }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x2e2e2e }); /**** * Game Code ****/ // Game variables var towers = []; var zombies = []; var bullets = []; var fastBullets = []; var barriers = []; var soldiers = []; var gunners = []; var bombers = []; var bombs = []; var gamePoints = 50; var wave = 1; var zombiesSpawned = 0; var zombiesToSpawn = 5; var spawnTimer = 0; var waveComplete = true; var gridSize = 80; var towerCost = 20; var barrierCost = 30; var soldierCost = 40; var gunnerCost = 35; var bomberCost = 60; // Create city center var cityCenter = game.addChild(LK.getAsset('cityCenter', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 1366 })); // Create UI elements var pointsText = new Text2('Points: 50', { size: 60, fill: 0xFFFFFF }); pointsText.anchor.set(0, 0); LK.gui.topRight.addChild(pointsText); var waveText = new Text2('Wave: 1', { size: 60, fill: 0xFFFFFF }); waveText.anchor.set(0.5, 0); LK.gui.top.addChild(waveText); // Create GUI buttons var towerButton = new Text2('Tower (20)', { size: 45, fill: 0xFFFFFF }); towerButton.anchor.set(0, 1); towerButton.x = 20; towerButton.y = -20; LK.gui.bottomLeft.addChild(towerButton); var barrierButton = new Text2('Barrier (30)', { size: 45, fill: 0xFFFFFF }); barrierButton.anchor.set(0, 1); barrierButton.x = 200; barrierButton.y = -20; LK.gui.bottomLeft.addChild(barrierButton); var soldierButton = new Text2('Soldier (40)', { size: 45, fill: 0xFFFFFF }); soldierButton.anchor.set(0, 1); soldierButton.x = 400; soldierButton.y = -20; LK.gui.bottomLeft.addChild(soldierButton); var gunnerButton = new Text2('Gunner (35)', { size: 45, fill: 0xFFFFFF }); gunnerButton.anchor.set(0, 1); gunnerButton.x = 600; gunnerButton.y = -20; LK.gui.bottomLeft.addChild(gunnerButton); var bomberButton = new Text2('Bomber (60)', { size: 45, fill: 0xFFFFFF }); bomberButton.anchor.set(0, 1); bomberButton.x = 800; bomberButton.y = -20; LK.gui.bottomLeft.addChild(bomberButton); function updateUI() { pointsText.setText('Points: ' + gamePoints); waveText.setText('Wave: ' + wave); } function snapToGrid(value) { return Math.floor(value / gridSize) * gridSize + gridSize / 2; } function canPlaceTower(x, y) { // Check if position is too close to city center var dx = x - cityCenter.x; var dy = y - cityCenter.y; var distanceToCenter = Math.sqrt(dx * dx + dy * dy); if (distanceToCenter < 150) { return false; } // Check if there's already a tower at this position for (var i = 0; i < towers.length; i++) { var tower = towers[i]; if (Math.abs(tower.x - x) < gridSize / 2 && Math.abs(tower.y - y) < gridSize / 2) { return false; } } // Check if there's already a barrier at this position for (var i = 0; i < barriers.length; i++) { var barrier = barriers[i]; if (Math.abs(barrier.x - x) < gridSize / 2 && Math.abs(barrier.y - y) < gridSize / 2) { return false; } } return true; } function placeTower(x, y) { if (gamePoints >= towerCost && canPlaceTower(x, y)) { var tower = new Tower(); tower.x = x; tower.y = y; towers.push(tower); game.addChild(tower); gamePoints -= towerCost; updateUI(); } } function placeBarrier(x, y) { if (gamePoints >= barrierCost && canPlaceTower(x, y)) { var barrier = new Barrier(); barrier.x = x; barrier.y = y; barriers.push(barrier); game.addChild(barrier); gamePoints -= barrierCost; updateUI(); } } function placeSoldier(x, y) { if (gamePoints >= soldierCost) { var soldier = new Soldier(); soldier.x = x; soldier.y = y; soldiers.push(soldier); game.addChild(soldier); gamePoints -= soldierCost; updateUI(); } } function placeGunner(x, y) { if (gamePoints >= gunnerCost) { var gunner = new Gunner(); gunner.x = x; gunner.y = y; gunners.push(gunner); game.addChild(gunner); gamePoints -= gunnerCost; updateUI(); } } function placeBomber(x, y) { if (gamePoints >= bomberCost) { var bomber = new Bomber(); bomber.x = x; bomber.y = y; bombers.push(bomber); game.addChild(bomber); gamePoints -= bomberCost; updateUI(); } } function getTowerAt(x, y) { for (var i = 0; i < towers.length; i++) { var tower = towers[i]; var dx = Math.abs(tower.x - x); var dy = Math.abs(tower.y - y); if (dx < gridSize / 2 && dy < gridSize / 2) { return tower; } } return null; } function updateButtonColors() { // Reset all button colors towerButton.tint = selectedMode === 'tower' ? 0x4CAF50 : 0xFFFFFF; barrierButton.tint = selectedMode === 'barrier' ? 0x4CAF50 : 0xFFFFFF; soldierButton.tint = selectedMode === 'soldier' ? 0x4CAF50 : 0xFFFFFF; gunnerButton.tint = selectedMode === 'gunner' ? 0x4CAF50 : 0xFFFFFF; bomberButton.tint = selectedMode === 'bomber' ? 0x4CAF50 : 0xFFFFFF; } // Button event handlers towerButton.down = function () { selectedMode = 'tower'; updateButtonColors(); }; barrierButton.down = function () { selectedMode = 'barrier'; updateButtonColors(); }; soldierButton.down = function () { selectedMode = 'soldier'; updateButtonColors(); }; gunnerButton.down = function () { selectedMode = 'gunner'; updateButtonColors(); }; bomberButton.down = function () { selectedMode = 'bomber'; updateButtonColors(); }; // Initialize button colors updateButtonColors(); function spawnZombie() { var zombie = new Zombie(); // Spawn from random edge var edge = Math.floor(Math.random() * 4); switch (edge) { case 0: // Top zombie.x = Math.random() * 2048; zombie.y = 0; break; case 1: // Right zombie.x = 2048; zombie.y = Math.random() * 2732; break; case 2: // Bottom zombie.x = Math.random() * 2048; zombie.y = 2732; break; case 3: // Left zombie.x = 0; zombie.y = Math.random() * 2732; break; } // Increase speed and health with waves zombie.speed = 1 + (wave - 1) * 0.2; zombie.health = 1 + Math.floor((wave - 1) / 3); zombies.push(zombie); game.addChild(zombie); } function startNextWave() { wave++; zombiesToSpawn = 5 + wave * 2; zombiesSpawned = 0; waveComplete = false; spawnTimer = 0; updateUI(); } var holdTimer = 0; var isHolding = false; var holdPosition = { x: 0, y: 0 }; var lastTapTime = 0; var doubleTapDelay = 300; // milliseconds var selectedMode = 'tower'; // 'tower', 'barrier', 'soldier', or 'bomber' game.down = function (x, y, obj) { var gridX = snapToGrid(x); var gridY = snapToGrid(y); var existingTower = getTowerAt(gridX, gridY); if (existingTower) { // Try to upgrade tower existingTower.upgrade(); return; } // Place unit based on selected mode if (selectedMode === 'tower') { placeTower(gridX, gridY); } else if (selectedMode === 'barrier') { placeBarrier(gridX, gridY); } else if (selectedMode === 'soldier') { placeSoldier(x, y); } else if (selectedMode === 'gunner') { placeGunner(x, y); } else if (selectedMode === 'bomber') { placeBomber(x, y); } }; game.update = function () { // Spawn zombies for current wave if (!waveComplete) { spawnTimer++; if (spawnTimer >= 60 && zombiesSpawned < zombiesToSpawn) { // Spawn every second spawnZombie(); zombiesSpawned++; spawnTimer = 0; } if (zombiesSpawned >= zombiesToSpawn && zombies.length === 0) { waveComplete = true; LK.setTimeout(startNextWave, 2000); // Start next wave after 2 seconds } } // Check if zombies reached city center for (var i = zombies.length - 1; i >= 0; i--) { var zombie = zombies[i]; var dx = zombie.x - cityCenter.x; var dy = zombie.y - cityCenter.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < 100) { // Game over LK.showGameOver(); return; } } // Update all towers (this enables shooting) for (var i = 0; i < towers.length; i++) { towers[i].update(); } // Update all barriers (this enables damage dealing) for (var i = 0; i < barriers.length; i++) { barriers[i].update(); } // Update all soldiers (this enables movement and shooting) for (var i = 0; i < soldiers.length; i++) { soldiers[i].update(); } // Update all gunners (this enables movement and fast shooting) for (var i = 0; i < gunners.length; i++) { gunners[i].update(); } // Update all bombers (this enables movement and bomb launching) for (var i = 0; i < bombers.length; i++) { bombers[i].update(); } // Update all bombs (this enables movement and explosion) for (var i = 0; i < bombs.length; i++) { bombs[i].update(); } // Update score LK.setScore(gamePoints + (wave - 1) * 100); }; // Start first wave after 3 seconds LK.setTimeout(startNextWave, 3000);
===================================================================
--- original.js
+++ change.js
@@ -595,43 +595,43 @@
size: 45,
fill: 0xFFFFFF
});
towerButton.anchor.set(0, 1);
-towerButton.x = 150;
+towerButton.x = 20;
towerButton.y = -20;
LK.gui.bottomLeft.addChild(towerButton);
var barrierButton = new Text2('Barrier (30)', {
size: 45,
fill: 0xFFFFFF
});
-barrierButton.anchor.set(0.5, 1);
-barrierButton.x = 0;
+barrierButton.anchor.set(0, 1);
+barrierButton.x = 200;
barrierButton.y = -20;
-LK.gui.bottom.addChild(barrierButton);
+LK.gui.bottomLeft.addChild(barrierButton);
var soldierButton = new Text2('Soldier (40)', {
size: 45,
fill: 0xFFFFFF
});
-soldierButton.anchor.set(1, 1);
-soldierButton.x = -450;
+soldierButton.anchor.set(0, 1);
+soldierButton.x = 400;
soldierButton.y = -20;
-LK.gui.bottomRight.addChild(soldierButton);
+LK.gui.bottomLeft.addChild(soldierButton);
var gunnerButton = new Text2('Gunner (35)', {
size: 45,
fill: 0xFFFFFF
});
-gunnerButton.anchor.set(1, 1);
-gunnerButton.x = -300;
+gunnerButton.anchor.set(0, 1);
+gunnerButton.x = 600;
gunnerButton.y = -20;
-LK.gui.bottomRight.addChild(gunnerButton);
+LK.gui.bottomLeft.addChild(gunnerButton);
var bomberButton = new Text2('Bomber (60)', {
size: 45,
fill: 0xFFFFFF
});
-bomberButton.anchor.set(1, 1);
-bomberButton.x = -150;
+bomberButton.anchor.set(0, 1);
+bomberButton.x = 800;
bomberButton.y = -20;
-LK.gui.bottomRight.addChild(bomberButton);
+LK.gui.bottomLeft.addChild(bomberButton);
function updateUI() {
pointsText.setText('Points: ' + gamePoints);
waveText.setText('Wave: ' + wave);
}
Citycenter. In-Game asset. 2d. High contrast. No shadows
Un zombie. In-Game asset. 2d. High contrast. No shadows
Una casilla. In-Game asset. 2d. High contrast. No shadows
Toreta. In-Game asset. 2d. High contrast. No shadows
Un cañón. In-Game asset. 2d. High contrast. No shadows
Que tenga bombas
Una bomba. In-Game asset. 2d. High contrast. No shadows
Crea una torreta. In-Game asset. 2d. High contrast. No shadows
Un minero. In-Game asset. 2d. High contrast. No shadows
Un zombie gigante. In-Game asset. 2d. High contrast. No shadows
Fuego. In-Game asset. 2d. High contrast. No shadows
Un congelador. In-Game asset. 2d. High contrast. No shadows
Un zombie con un traje de limpieza. In-Game asset. 2d. High contrast. No shadows
Crea un zombie con un coche. In-Game asset. 2d. High contrast. No shadows
Un tanque. In-Game asset. 2d. High contrast. No shadows
Laserturret. In-Game asset. 2d. High contrast. No shadows
Un misile. In-Game asset. 2d. High contrast. No shadows