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 () {
		// 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 waveCompleteText;
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 waitingForNextWave = 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() {
	// Remove any existing wave complete text
	if (waveCompleteText) {
		waveCompleteText.destroy();
	}
	if (bonusText) {
		bonusText.destroy();
	}
	waitingForNextWave = false;
	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();
		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 && !waitingForNextWave) {
		// Set flag to prevent multiple wave completions
		waitingForNextWave = true;
		// 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
@@ -470,8 +470,9 @@
 var GAME_HEIGHT = 2732;
 var CENTER_X = GAME_WIDTH / 2;
 var CENTER_Y = GAME_HEIGHT / 2;
 // Game variables
+var waveCompleteText;
 var tower;
 var upgradePanel;
 var bullets = [];
 var zombies = [];