User prompt
thats on top of gold now, put the wave at the bottom instead
User prompt
move the wave text to inside the right bar
User prompt
Please fix the bug: 'LK.getMusic is not a function' in or related to this line: 'if (waveStartText.alpha <= 0) {' Line Number: 563
User prompt
Please fix the bug: 'LK.getMusic is not a function' in or related to this line: 'LK.getMusic('background').play();' Line Number: 528
User prompt
Please fix the bug: 'self.createUpgradeButton is not a function' in or related to this line: 'var buttons = {' Line Number: 330
User prompt
Please fix the bug: 'LK.Sprite is not a constructor' in or related to this line: 'background = new LK.Sprite('background');' Line Number: 573
User prompt
Please fix the bug: 'LK.getMusic is not a function' in or related to this line: 'LK.getMusic('background').play();' Line Number: 571
Code edit (1 edits merged)
Please save this source code
User prompt
Please fix the bug: 'LK.getMusic is not a function' in or related to this line: 'if (waveStartText.alpha <= 0) {' Line Number: 560
Code edit (4 edits merged)
Please save this source code
User prompt
Please fix the bug: 'bonusText is not defined' in or related to this line: 'if (bonusText) {' Line Number: 548
User prompt
Please fix the bug: 'waveCompleteText is not defined' in or related to this line: 'if (waveCompleteText) {' Line Number: 544
User prompt
the wave completed text from last round should get removed when have starts
User prompt
the wave completed text should get removed after the wave end
Code edit (1 edits merged)
Please save this source code
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'x')' in or related to this line: 'var dx = tower.x - self.x;' Line Number: 449
Code edit (1 edits merged)
Please save this source code
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'length')' in or related to this line: 'for (var i = 0; i < zombies.length; i++) {' Line Number: 128
Code edit (1 edits merged)
Please save this source code
Initial prompt
Horde Defence
/****
* Classes
****/
var Bullet = Container.expand(function (damage) {
var self = Container.call(this);
var bulletGraphics = self.attachAsset('bullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.vx = 0;
self.vy = 0;
self.damage = damage || 10;
self.lifetime = 60; // Bullets disappear after 1 second
self.update = function () {
// Move bullet
self.x += self.vx;
self.y += self.vy;
// Decrease lifetime
self.lifetime--;
return self.lifetime <= 0;
};
return self;
});
var Explosion = Container.expand(function () {
var self = Container.call(this);
var explosionGraphics = self.attachAsset('explosion', {
anchorX: 0.5,
anchorY: 0.5
});
self.lifetime = 15;
self.scale.set(0.2);
self.update = function () {
self.lifetime--;
self.scale.set(1 - self.lifetime / 20);
self.alpha = self.lifetime / 15;
return self.lifetime <= 0;
};
return self;
});
var ManualTarget = Container.expand(function () {
var self = Container.call(this);
var targetGraphics = self.attachAsset('manualTarget', {
anchorX: 0.5,
anchorY: 0.5
});
self.lifetime = 15;
self.alpha = 0.5;
self.update = function () {
self.lifetime--;
self.alpha = self.lifetime / 15;
self.rotation += 0.1;
return self.lifetime <= 0;
};
return self;
});
var Tower = Container.expand(function () {
var self = Container.call(this);
// Tower base (doesn't rotate)
var base = self.attachAsset('towerBase', {
anchorX: 0.5,
anchorY: 0.5
});
// Tower turret (rotates to aim)
var turret = new Container();
var turretGraphics = turret.attachAsset('tower', {
anchorX: 0.5,
anchorY: 0.5
});
self.addChild(turret);
// Tower stats
self.health = 100;
self.maxHealth = 100;
self.damage = 10;
self.fireRate = 60; // frames between shots
self.fireTimer = 0;
self.range = 800;
self.upgradeLevel = {
damage: 1,
fireRate: 1,
range: 1,
health: 1
};
// Health bar
var healthBarContainer = new Container();
var healthBarBg = healthBarContainer.attachAsset('healthBarBg', {
anchorX: 0.5,
anchorY: 0.5,
width: 200
});
var healthBarFill = new Container();
var healthBarGraphics = healthBarFill.attachAsset('healthBar', {
anchorX: 0,
anchorY: 0.5,
width: 200
});
healthBarContainer.addChild(healthBarFill);
healthBarContainer.y = -150;
self.addChild(healthBarContainer);
// Methods
self.update = function () {
// Decrease fire timer
if (self.fireTimer > 0) {
self.fireTimer--;
}
// Update health bar
healthBarFill.scale.x = self.health / self.maxHealth;
// Find target if none currently
var target = null;
var closestDist = self.range;
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 dist = Math.sqrt(dx * dx + dy * dy);
if (dist < closestDist) {
closestDist = dist;
target = zombie;
}
}
// Aim at target
if (target) {
var angle = Math.atan2(target.y - self.y, target.x - self.x);
turret.rotation = angle;
// Fire if ready
if (self.fireTimer <= 0) {
var bullet = new Bullet(self.damage);
bullet.x = self.x;
bullet.y = self.y;
bullet.rotation = angle;
bullet.vx = Math.cos(angle) * 15;
bullet.vy = Math.sin(angle) * 15;
game.addChild(bullet);
bullets.push(bullet);
self.fireTimer = self.fireRate;
LK.getSound('shoot').play();
}
}
};
self.manualShoot = function (x, y) {
var angle = Math.atan2(y - self.y, x - self.x);
turret.rotation = angle;
var bullet = new Bullet(self.damage * 2); // Manual shots do double damage
bullet.x = self.x;
bullet.y = self.y;
bullet.rotation = angle;
bullet.vx = Math.cos(angle) * 15;
bullet.vy = Math.sin(angle) * 15;
game.addChild(bullet);
bullets.push(bullet);
LK.getSound('shoot').play();
};
self.takeDamage = function (amount) {
self.health -= amount;
// Flash the tower when hit
LK.effects.flashObject(self, 0xff0000, 300);
LK.getSound('towerHit').play();
if (self.health <= 0) {
return true; // Tower destroyed
}
return false;
};
self.upgradeDamage = function () {
self.upgradeLevel.damage++;
self.damage += 5;
LK.getSound('upgrade').play();
};
self.upgradeFireRate = function () {
self.upgradeLevel.fireRate++;
self.fireRate = Math.max(10, self.fireRate - 10);
LK.getSound('upgrade').play();
};
self.upgradeRange = function () {
self.upgradeLevel.range++;
self.range += 100;
LK.getSound('upgrade').play();
};
self.upgradeHealth = function () {
self.upgradeLevel.health++;
var oldMaxHealth = self.maxHealth;
self.maxHealth += 50;
self.health += self.maxHealth - oldMaxHealth;
LK.getSound('upgrade').play();
};
return self;
});
var UpgradePanel = Container.expand(function (tower) {
var self = Container.call(this);
// Panel background
var panel = self.attachAsset('upgradePanel', {
anchorX: 0,
anchorY: 0
});
// Title
var title = new Text2("UPGRADES", {
size: 60,
fill: 0xffffff
});
title.x = 250;
title.y = 100;
title.anchor.set(0.5);
self.addChild(title);
// Gold display
var goldIcon = new Container();
var goldIconGraphics = goldIcon.attachAsset('goldIcon', {
anchorX: 0.5,
anchorY: 0.5
});
goldIcon.x = 100;
goldIcon.y = 200;
self.addChild(goldIcon);
var goldText = new Text2("0", {
size: 50,
fill: 0xffcc00
});
goldText.x = 180;
goldText.y = 200;
goldText.anchor.set(0, 0.5);
self.addChild(goldText);
// Upgrade buttons
var upgrades = [{
name: "Damage",
action: "upgradeDamage",
cost: 50,
desc: "+5 damage per shot"
}, {
name: "Fire Rate",
action: "upgradeFireRate",
cost: 75,
desc: "Shoot faster"
}, {
name: "Range",
action: "upgradeRange",
cost: 100,
desc: "+100 targeting range"
}, {
name: "Health",
action: "upgradeHealth",
cost: 150,
desc: "+50 max health"
}];
var buttons = [];
for (var i = 0; i < upgrades.length; i++) {
var y = 300 + i * 150;
var button = new Container();
var buttonGraphics = button.attachAsset('upgradeButton', {
anchorX: 0.5,
anchorY: 0.5
});
button.x = 250;
button.y = y;
var nameText = new Text2(upgrades[i].name, {
size: 40,
fill: 0xffffff
});
nameText.x = 0;
nameText.y = -30;
nameText.anchor.set(0.5);
button.addChild(nameText);
var costText = new Text2(upgrades[i].cost + " gold", {
size: 30,
fill: 0xffcc00
});
costText.x = 0;
costText.y = 0;
costText.anchor.set(0.5);
button.addChild(costText);
var descText = new Text2(upgrades[i].desc, {
size: 25,
fill: 0xcccccc
});
descText.x = 0;
descText.y = 30;
descText.anchor.set(0.5);
button.addChild(descText);
button.upgrade = upgrades[i];
buttons.push(button);
self.addChild(button);
}
// Wave info
var waveInfo = new Container();
var waveInfoGraphics = waveInfo.attachAsset('waveIndicator', {
anchorX: 0.5,
anchorY: 0.5
});
waveInfo.x = 250;
waveInfo.y = 1000;
self.addChild(waveInfo);
var waveText = new Text2("WAVE 1", {
size: 40,
fill: 0xffffff
});
waveText.x = 0;
waveText.y = 0;
waveText.anchor.set(0.5);
waveInfo.addChild(waveText);
// Stats display
var statsTitle = new Text2("TOWER STATS", {
size: 50,
fill: 0xffffff
});
statsTitle.x = 250;
statsTitle.y = 1200;
statsTitle.anchor.set(0.5);
self.addChild(statsTitle);
var stats = [{
name: "Damage",
getValue: function getValue() {
return tower.damage;
}
}, {
name: "Fire Rate",
getValue: function getValue() {
return (60 / tower.fireRate).toFixed(1) + "/sec";
}
}, {
name: "Range",
getValue: function getValue() {
return tower.range;
}
}, {
name: "Health",
getValue: function getValue() {
return tower.health + "/" + tower.maxHealth;
}
}];
var statTexts = [];
for (var j = 0; j < stats.length; j++) {
var statY = 1300 + j * 70;
var statName = new Text2(stats[j].name + ":", {
size: 35,
fill: 0xcccccc
});
statName.x = 100;
statName.y = statY;
statName.anchor.set(0, 0.5);
self.addChild(statName);
var statValue = new Text2("0", {
size: 35,
fill: 0xffffff
});
statValue.x = 400;
statValue.y = statY;
statValue.anchor.set(1, 0.5);
statValue.getValue = stats[j].getValue;
statTexts.push(statValue);
self.addChild(statValue);
}
// Methods
self.updateGold = function (amount) {
goldText.setText(amount.toString());
// Update button states based on available gold
for (var i = 0; i < buttons.length; i++) {
var button = buttons[i];
// Make buttons grey if can't afford
if (button.upgrade.cost > amount) {
button.getChildAt(0).tint = 0x888888;
} else {
button.getChildAt(0).tint = 0xffffff;
}
}
};
self.updateWave = function (wave) {
waveText.setText("WAVE " + wave);
};
self.update = function () {
// Update stat displays
for (var i = 0; i < statTexts.length; i++) {
statTexts[i].setText(statTexts[i].getValue());
}
};
self.checkUpgradeClick = function (x, y, gold) {
for (var i = 0; i < buttons.length; i++) {
var button = buttons[i];
var dx = x - (button.x + self.x);
var dy = y - (button.y + self.y);
var dist = Math.sqrt(dx * dx + dy * dy);
if (dist < 200) {
// Check if can afford
if (gold >= button.upgrade.cost) {
tower[button.upgrade.action]();
return button.upgrade.cost;
}
}
}
return 0;
};
return self;
});
var Zombie = Container.expand(function (level) {
var self = Container.call(this);
// Scale difficulty with level
level = level || 1;
// Zombie graphics
var zombieGraphics = self.attachAsset('zombie', {
anchorX: 0.5,
anchorY: 0.5
});
// Randomize color slightly
var green = 0x00ff00;
var colorVariation = Math.floor(Math.random() * 0x303030);
zombieGraphics.tint = green - colorVariation;
// Health bar
var healthBarContainer = new Container();
var healthBarBg = healthBarContainer.attachAsset('healthBarBg', {
anchorX: 0.5,
anchorY: 0.5
});
var healthBarFill = new Container();
var healthBarGraphics = healthBarFill.attachAsset('healthBar', {
anchorX: 0,
anchorY: 0.5
});
healthBarContainer.addChild(healthBarFill);
healthBarContainer.y = -50;
self.addChild(healthBarContainer);
// Zombie stats
self.health = 20 + level * 5;
self.maxHealth = self.health;
self.damage = 5 + level;
self.speed = 1 + level * 0.1;
self.value = 5 + level; // Gold value
// Update
self.update = function (tower) {
// Move towards tower
var dx = tower.x - self.x;
var dy = tower.y - self.y;
var dist = Math.sqrt(dx * dx + dy * dy);
// Normalize and apply speed
if (dist > 0) {
self.x += dx / dist * self.speed;
self.y += dy / dist * self.speed;
// Rotate zombie to face movement direction
self.rotation = Math.atan2(dy, dx);
}
// Update health bar
healthBarFill.scale.x = self.health / self.maxHealth;
// Attack tower if close enough
if (dist < 150) {
if (tower.takeDamage(self.damage / 60)) {
// Damage per second
return "gameover";
}
}
return false;
};
self.takeDamage = function (amount) {
self.health -= amount;
// Flash when hit
LK.effects.flashObject(self, 0xffffff, 100);
if (self.health <= 0) {
return true; // Zombie destroyed
}
return false;
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x001100
});
/****
* Game Code
****/
// Constants
var GAME_WIDTH = 2048;
var GAME_HEIGHT = 2732;
var CENTER_X = GAME_WIDTH / 2;
var CENTER_Y = GAME_HEIGHT / 2;
// Game variables
var tower;
var upgradePanel;
var bullets = [];
var zombies = [];
var explosions = [];
var targets = [];
var gold = 100;
var wave = 1;
var zombiesKilled = 0;
var waveSize = 10;
var zombiesInWave = 0;
var waveInterval = 0;
var isGameActive = false;
var manualCooldown = 0;
function startGame() {
// Play background music
LK.playMusic('background', {
loop: true
});
// Create background
var background = game.attachAsset('background', {
anchorX: 0.5,
anchorY: 0.5
});
background.x = CENTER_X;
background.y = CENTER_Y;
// Create tower
tower = new Tower();
tower.x = CENTER_X;
tower.y = CENTER_Y;
game.addChild(tower);
// Create upgrade panel
upgradePanel = new UpgradePanel(tower);
upgradePanel.x = GAME_WIDTH - 500;
upgradePanel.y = 0;
game.addChild(upgradePanel);
// Initialize UI
upgradePanel.updateGold(gold);
upgradePanel.updateWave(wave);
// Start first wave
startWave();
isGameActive = true;
}
function startWave() {
waveSize = 10 + wave * 5;
zombiesInWave = waveSize;
waveInterval = Math.max(30, 120 - wave * 5); // Spawn interval decreases with each wave
upgradePanel.updateWave(wave);
LK.getSound('waveStart').play();
// Flash wave indicator
var waveText = new Text2("WAVE " + wave + " INCOMING!", {
size: 80,
fill: 0xff0000
});
waveText.x = CENTER_X;
waveText.y = 200;
waveText.anchor.set(0.5);
game.addChild(waveText);
// Fade out wave text
var fadeInterval = LK.setInterval(function () {
waveText.alpha -= 0.02;
if (waveText.alpha <= 0) {
waveText.destroy();
LK.clearInterval(fadeInterval);
}
}, 30);
}
function spawnZombie() {
if (zombiesInWave <= 0) {
return;
}
var zombie = new Zombie(wave);
// Spawn at random edge position
var angle = Math.random() * Math.PI * 2;
var distance = 1200; // Spawn outside visible area
zombie.x = CENTER_X + Math.cos(angle) * distance;
zombie.y = CENTER_Y + Math.sin(angle) * distance;
game.addChild(zombie);
zombies.push(zombie);
zombiesInWave--;
}
function gameOver() {
isGameActive = false;
// Play game over sound
LK.getSound('gameOver').play();
// Display message
var gameOverText = new Text2("GAME OVER!", {
size: 120,
fill: 0xff0000
});
gameOverText.x = CENTER_X;
gameOverText.y = CENTER_Y;
gameOverText.anchor.set(0.5);
game.addChild(gameOverText);
var scoreText = new Text2("Waves Survived: " + wave + "\nZombies Killed: " + zombiesKilled, {
size: 60,
fill: 0xffffff
});
scoreText.x = CENTER_X;
scoreText.y = CENTER_Y + 150;
scoreText.anchor.set(0.5);
game.addChild(scoreText);
// Set final score (waves survived * zombies killed)
LK.setScore(wave * zombiesKilled);
// Show game over screen after delay
LK.setTimeout(function () {
LK.showGameOver();
}, 3000);
}
/****
* Event Handlers
****/
game.on('down', function (x, y, obj) {
if (!isGameActive) {
return;
}
var event = obj;
var pos = game.toLocal(event.global);
// Check if clicking on upgrade panel
if (pos.x > GAME_WIDTH - 500) {
var upgradeCost = upgradePanel.checkUpgradeClick(pos.x, pos.y, gold);
if (upgradeCost > 0) {
gold -= upgradeCost;
upgradePanel.updateGold(gold);
}
} else {
// Manual targeting - can only fire once per second
if (manualCooldown <= 0) {
// Create target indicator
var target = new ManualTarget();
target.x = pos.x;
target.y = pos.y;
game.addChild(target);
targets.push(target);
// Fire at clicked location
tower.manualShoot(pos.x, pos.y);
manualCooldown = 60; // 1 second cooldown
}
}
});
/****
* Game Loop
****/
LK.on('tick', function () {
if (!isGameActive) {
return;
}
// Update tower
tower.update();
// Update upgrade panel
upgradePanel.update();
// Update bullets
for (var i = bullets.length - 1; i >= 0; i--) {
if (bullets[i].update()) {
bullets[i].destroy();
bullets.splice(i, 1);
continue;
}
// Check for zombie hits
for (var j = zombies.length - 1; j >= 0; j--) {
if (bullets[i] && bullets[i].intersects(zombies[j])) {
if (zombies[j].takeDamage(bullets[i].damage)) {
// Zombie killed
var explosion = new Explosion();
explosion.x = zombies[j].x;
explosion.y = zombies[j].y;
game.addChild(explosion);
explosions.push(explosion);
// Add gold
gold += zombies[j].value;
upgradePanel.updateGold(gold);
// Show gold pop-up
var goldPop = new Text2("+" + zombies[j].value, {
size: 30,
fill: 0xffcc00
});
goldPop.x = zombies[j].x;
goldPop.y = zombies[j].y - 50;
goldPop.anchor.set(0.5);
game.addChild(goldPop);
// Fade out gold text
var fadeInterval = LK.setInterval(function () {
goldPop.alpha -= 0.05;
goldPop.y -= 1;
if (goldPop.alpha <= 0) {
goldPop.destroy();
LK.clearInterval(fadeInterval);
}
}, 30);
LK.getSound('zombieDeath').play();
zombies[j].destroy();
zombies.splice(j, 1);
zombiesKilled++;
}
// Remove bullet
bullets[i].destroy();
bullets.splice(i, 1);
break;
}
}
}
// Update zombies
for (var k = zombies.length - 1; k >= 0; k--) {
var result = zombies[k].update(tower);
if (result === "gameover") {
gameOver();
return;
}
}
// Update explosions
for (var l = explosions.length - 1; l >= 0; l--) {
if (explosions[l].update()) {
explosions[l].destroy();
explosions.splice(l, 1);
}
}
// Update targets
for (var m = targets.length - 1; m >= 0; m--) {
if (targets[m].update()) {
targets[m].destroy();
targets.splice(m, 1);
}
}
// Spawn zombies
if (LK.ticks % waveInterval === 0 && zombiesInWave > 0) {
spawnZombie();
}
// Check if wave is complete
if (zombiesInWave <= 0 && zombies.length === 0) {
// Start next wave after delay
wave++;
LK.setTimeout(function () {
startWave();
}, 3000);
// Grant bonus gold between waves
var bonus = 50 + wave * 10;
gold += bonus;
upgradePanel.updateGold(gold);
// Show wave complete message
var waveCompleteText = new Text2("WAVE " + (wave - 1) + " COMPLETE!", {
size: 80,
fill: 0x33ff33
});
waveCompleteText.x = CENTER_X;
waveCompleteText.y = CENTER_Y;
waveCompleteText.anchor.set(0.5);
game.addChild(waveCompleteText);
var bonusText = new Text2("BONUS: +" + bonus + " GOLD", {
size: 60,
fill: 0xffcc00
});
bonusText.x = CENTER_X;
bonusText.y = CENTER_Y + 100;
bonusText.anchor.set(0.5);
game.addChild(bonusText);
// Fade out text
var fadeInterval = LK.setInterval(function () {
waveCompleteText.alpha -= 0.02;
bonusText.alpha -= 0.02;
if (waveCompleteText.alpha <= 0) {
waveCompleteText.destroy();
bonusText.destroy();
LK.clearInterval(fadeInterval);
}
}, 30);
}
// Update manual cooldown
if (manualCooldown > 0) {
manualCooldown--;
}
});
// Start the game
startGame(); ===================================================================
--- original.js
+++ change.js
@@ -96,9 +96,9 @@
healthBarContainer.addChild(healthBarFill);
healthBarContainer.y = -150;
self.addChild(healthBarContainer);
// Methods
- self.update = function (zombies) {
+ self.update = function () {
// Decrease fire timer
if (self.fireTimer > 0) {
self.fireTimer--;
}
@@ -473,9 +473,9 @@
// Game variables
var tower;
var upgradePanel;
var bullets = [];
-var zombies = []; // Initialize zombies array to prevent undefined error
+var zombies = [];
var explosions = [];
var targets = [];
var gold = 100;
var wave = 1;
@@ -618,9 +618,9 @@
if (!isGameActive) {
return;
}
// Update tower
- tower.update(zombies);
+ tower.update();
// Update upgrade panel
upgradePanel.update();
// Update bullets
for (var i = bullets.length - 1; i >= 0; i--) {