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 panelBg = self.attachAsset('upgradePanel', {
		anchorX: 0,
		anchorY: 0
	});
	// Gold display
	var goldContainer = new Container();
	var goldIcon = goldContainer.attachAsset('goldIcon', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	var goldText = new Text2("0", {
		size: 40,
		fill: 0xffcc00
	});
	goldText.x = 60;
	goldText.anchor.set(0, 0.5);
	goldContainer.addChild(goldText);
	goldContainer.x = 100;
	goldContainer.y = 100;
	self.addChild(goldContainer);
	// Tower stats display
	var statsContainer = new Container();
	var damageText = new Text2("Damage: " + tower.damage, {
		size: 30,
		fill: 0xffffff
	});
	damageText.y = 0;
	statsContainer.addChild(damageText);
	var fireRateText = new Text2("Fire Rate: " + (60 / tower.fireRate).toFixed(1) + "/s", {
		size: 30,
		fill: 0xffffff
	});
	fireRateText.y = 40;
	statsContainer.addChild(fireRateText);
	var rangeText = new Text2("Range: " + tower.range, {
		size: 30,
		fill: 0xffffff
	});
	rangeText.y = 80;
	statsContainer.addChild(rangeText);
	var healthText = new Text2("Health: " + tower.health + "/" + tower.maxHealth, {
		size: 30,
		fill: 0xffffff
	});
	healthText.y = 120;
	statsContainer.addChild(healthText);
	statsContainer.x = 100;
	statsContainer.y = 200;
	self.addChild(statsContainer);
	// Upgrade buttons
	var upgradeButtons = [];
	var upgradeCosts = {
		damage: function damage() {
			return tower.upgradeLevel.damage * 50;
		},
		fireRate: function fireRate() {
			return tower.upgradeLevel.fireRate * 75;
		},
		range: function range() {
			return tower.upgradeLevel.range * 40;
		},
		health: function health() {
			return tower.upgradeLevel.health * 60;
		}
	};
	function createUpgradeButton(label, y, upgradeFunc, getCostFunc) {
		var button = new Container();
		var buttonBg = button.attachAsset('upgradeButton', {
			anchorX: 0.5,
			anchorY: 0.5
		});
		var buttonText = new Text2(label, {
			size: 30,
			fill: 0xffffff
		});
		buttonText.anchor.set(0, 0.5);
		buttonText.x = -buttonBg.width / 2 + 20;
		button.addChild(buttonText);
		var costText = new Text2("Cost: " + getCostFunc() + " Gold", {
			size: 25,
			fill: 0xffcc00
		});
		costText.anchor.set(1, 0.5);
		costText.x = buttonBg.width / 2 - 20;
		button.addChild(costText);
		button.x = 250;
		button.y = y;
		button.upgrade = upgradeFunc;
		button.getCost = getCostFunc;
		button.updateCost = function () {
			costText.setText("Cost: " + getCostFunc() + " Gold");
		};
		self.addChild(button);
		upgradeButtons.push(button);
		return button;
	}
	var damageButton = createUpgradeButton("Upgrade Damage", 400, function () {
		tower.upgradeDamage();
	}, upgradeCosts.damage);
	var fireRateButton = createUpgradeButton("Upgrade Fire Rate", 520, function () {
		tower.upgradeFireRate();
	}, upgradeCosts.fireRate);
	var rangeButton = createUpgradeButton("Upgrade Range", 640, function () {
		tower.upgradeRange();
	}, upgradeCosts.range);
	var healthButton = createUpgradeButton("Upgrade Health", 760, function () {
		tower.upgradeHealth();
	}, upgradeCosts.health);
	self.checkUpgradeClick = function (x, y, gold) {
		var localX = x - self.x;
		var localY = y - self.y;
		for (var i = 0; i < upgradeButtons.length; i++) {
			var button = upgradeButtons[i];
			var buttonX = button.x;
			var buttonY = button.y;
			var buttonWidth = 450;
			var buttonHeight = 100;
			if (localX >= buttonX - buttonWidth / 2 && localX <= buttonX + buttonWidth / 2 && localY >= buttonY - buttonHeight / 2 && localY <= buttonY + buttonHeight / 2) {
				var cost = button.getCost();
				if (gold >= cost) {
					button.upgrade();
					self.updateStats();
					return cost;
				} else {
					// Not enough gold
					button.alpha = 0.5;
					LK.setTimeout(function () {
						button.alpha = 1;
					}, 300);
					return 0;
				}
			}
		}
		return 0;
	};
	self.updateGold = function (gold) {
		goldText.setText(gold.toString());
	};
	self.updateStats = function () {
		damageText.setText("Damage: " + tower.damage);
		fireRateText.setText("Fire Rate: " + (60 / tower.fireRate).toFixed(1) + "/s");
		rangeText.setText("Range: " + tower.range);
		healthText.setText("Health: " + tower.health + "/" + tower.maxHealth);
		// Update costs
		for (var i = 0; i < upgradeButtons.length; i++) {
			upgradeButtons[i].updateCost();
		}
	};
	self.update = function () {
		self.updateStats();
	};
	return self;
});
var Zombie = Container.expand(function (waveNumber) {
	var self = Container.call(this);
	var zombieGraphics = self.attachAsset('zombie', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	// Stats scale with wave number
	var waveMultiplier = 1 + waveNumber * 0.2;
	self.health = 20 * waveMultiplier;
	self.maxHealth = self.health;
	self.speed = 2 + Math.random() * 1;
	self.damage = 5 * waveMultiplier;
	self.value = 10 + Math.floor(waveNumber * 5);
	// Chance to be a special zombie
	if (Math.random() < 0.2) {
		// Tank zombie - slower but more health
		self.health *= 3;
		self.maxHealth = self.health;
		self.speed *= 0.5;
		self.damage *= 2;
		self.value *= 3;
		zombieGraphics.tint = 0xff0000;
		zombieGraphics.width = 80;
		zombieGraphics.height = 80;
	} else if (Math.random() < 0.3) {
		// Fast zombie - faster but less health
		self.health *= 0.7;
		self.maxHealth = self.health;
		self.speed *= 2;
		self.value *= 2;
		zombieGraphics.tint = 0xffff00;
	}
	// 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);
	self.update = function () {
		// Move towards tower
		var dx = CENTER_X - self.x;
		var dy = CENTER_Y - self.y;
		var dist = Math.sqrt(dx * dx + dy * dy);
		if (dist < 50) {
			// Attack tower
			if (tower.takeDamage(self.damage)) {
				return "gameover";
			}
			// Destroy self
			self.destroy();
			zombies.splice(zombies.indexOf(self), 1);
		} else {
			// Move towards tower
			self.x += dx / dist * self.speed;
			self.y += dy / dist * self.speed;
		}
		// Update health bar
		healthBarFill.scale.x = self.health / self.maxHealth;
		// Zombie looks where it's going
		self.rotation = Math.atan2(dy, dx);
		return "ok";
	};
	self.takeDamage = function (amount) {
		self.health -= amount;
		return self.health <= 0;
	};
	return self;
});
/**** 
* Initialize Game
****/ 
var game = new LK.Game({
	backgroundColor: 0x000000
});
/**** 
* Game Code
****/ 
/**** 
* Game Variables
****/ 
var GAME_WIDTH = 2048;
var GAME_HEIGHT = 2732;
var CENTER_X = GAME_WIDTH / 2;
var CENTER_Y = GAME_HEIGHT / 2;
// Game state
var isGameActive = false;
var waitingForNextWave = false;
// Game objects
var tower;
var upgradePanel;
var waveIndicator;
var waveCompleteText;
var bonusText;
var waveTextInterval;
// Collections
var zombies = [];
var bullets = [];
var explosions = [];
var targets = [];
// Game stats
var wave = 0;
var zombiesInWave = 0;
var waveInterval = 60; // Frames between zombie spawns
var zombiesKilled = 0;
var gold = 100;
var manualCooldown = 0;
/**** 
* Game Functions
****/ 
function startGame() {
	// Create background
	var background = new Container();
	var backgroundGraphics = background.attachAsset('background', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	background.x = CENTER_X;
	background.y = CENTER_Y;
	game.addChild(background);
	// 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);
	// Create wave indicator
	waveIndicator = new Container();
	var waveIndicatorBg = waveIndicator.attachAsset('waveIndicator', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	var waveText = new Text2("WAVE 1", {
		size: 40,
		fill: 0xffffff
	});
	waveText.anchor.set(0.5);
	waveIndicator.addChild(waveText);
	waveIndicator.x = GAME_WIDTH - 250;
	waveIndicator.y = GAME_HEIGHT - 100;
	game.addChild(waveIndicator);
	// Start the game
	isGameActive = true;
	// Start first wave
	startWave();
	// Start background music
	LK.getSound('background').play();
	// Update gold display
	upgradePanel.updateGold(gold);
}
function startWave() {
	// Clean up any previous wave text elements
	if (waveCompleteText) {
		waveCompleteText.destroy();
		waveCompleteText = null;
	}
	if (bonusText) {
		bonusText.destroy();
		bonusText = null;
	}
	if (waveTextInterval) {
		LK.clearInterval(waveTextInterval);
		waveTextInterval = null;
	}
	waitingForNextWave = false;
	waveIndicator.children[1].setText("WAVE " + wave);
	zombiesInWave = 10 + wave * 5;
	waveInterval = Math.max(20, 60 - wave * 5); // Spawn zombies faster in later waves
	// Show wave start message
	var waveStartText = new Text2("WAVE " + wave + " STARTING!", {
		size: 80,
		fill: 0xff9900
	});
	waveStartText.x = CENTER_X;
	waveStartText.y = CENTER_Y;
	waveStartText.anchor.set(0.5);
	game.addChild(waveStartText);
	LK.getSound('waveStart').play();
	// Fade out text
	var fadeInterval = LK.setInterval(function () {
		waveStartText.alpha -= 0.05;
		if (waveStartText.alpha <= 0) {
			waveStartText.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 - 1) * 10;
		gold += bonus;
		upgradePanel.updateGold(gold);
		// Show wave complete message
		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);
		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
		waveTextInterval = LK.setInterval(function () {
			waveCompleteText.alpha -= 0.02;
			bonusText.alpha -= 0.02;
			if (waveCompleteText.alpha <= 0) {
				waveCompleteText.destroy();
				bonusText.destroy();
				LK.clearInterval(waveTextInterval);
				waveCompleteText = null;
				bonusText = null;
				waveTextInterval = null;
			}
		}, 30);
	}
	// Update manual cooldown
	if (manualCooldown > 0) {
		manualCooldown--;
	}
});
// Start the game
startGame(); ===================================================================
--- original.js
+++ change.js
@@ -490,9 +490,9 @@
 	});
 	waveText.anchor.set(0.5);
 	waveIndicator.addChild(waveText);
 	waveIndicator.x = GAME_WIDTH - 250;
-	waveIndicator.y = 100;
+	waveIndicator.y = GAME_HEIGHT - 100;
 	game.addChild(waveIndicator);
 	// Start the game
 	isGameActive = true;
 	// Start first wave