User prompt
adjust the boss creep size to double and adjust the health to x10 more for the boss creeps . please fix the problem where the shield upgrade is collected but the shield is not activated on the player ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
please adjust every time the player picks up an health potion upgrade while his health is maximum full the points for collecting that health potion doubles to 300 , and please adjust the points for killing the boss creep every 10 waves is 1000 points
User prompt
please add an boss creep on every 10th wave , the boss creep is larger than the elite creep and has more health, please add assets for the boss creep. the boss creep has an health bar beneath the wave counter on the top of the screen when it spawns. the first boss on 10th wave has 400 health the second boss that spawns on 20 wave has 800 health. every 10th wave the boss spawns its health's doubles ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
please adjust the weapon damage upgrades on the 30th upgrade to shoot 4 shots at the same time, and please adjust the shield active timer to not exceed the maximum of 180 seconds
User prompt
please fix , the asset visual of the shield is sometimes not active when the shield is active the visual asset must always show when the shield is active, please modify the function when the weapon damage upgrade has been upgraded 10 times the weapon will fire multi shots , first on the 10th damage upgrade it will shoot double shots side by side at the same time on the 20th damage upgrade it will shoot triple shot in V pattern at once ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
please fix the problem where the shield does not activate when the player picks up the upgrade , the upgrades must always activate when the player picks them up, please add function the upgrades are magnetically pulled towards the player once the player is very close to the upgrade, all upgrades move quickly to the player and always activates when collected ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
please adjust the shield the maximum defense of the shield is 50 points and each time a shield upgrade is picked up while an shield is active the time of 30 seconds is added to the remaining time of the active shield ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
please fix the problem when the player picks up an upgrade and gets hit the upgrade does not activate , the upgrades must always activate when the player picks it up
User prompt
please fix the problem where the player spawns another copy of the player when hit
User prompt
please adjust the shield for double the defense attributes
User prompt
please add an asset for the shield so I can add an image to indicate the shield is active on the player , the shield will be an circle aura around the player when active. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
please adjust the defense upgrade and rename it shield and the shield defense is not permanent only buffs the player for 30 seconds with defense , each time the player activates an new shield increase the amount of defense for the shield period of 30 seconds ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
please adjust the attack speed of the players weapon to never increase only the damage increases after weapon upgrade and once the players weapon reaches twenty upgrades it shoots an double shot
User prompt
Please add an scoreboard to the top right corner, each creep killed gives 100 points each elite killed gives 200 points and each upgrade collected gives 150 points
User prompt
please make the game background an game asset so I can use an image for the landscape
User prompt
please add elite creeps that have more health and are larger than the other creeps but move slight slower and does more damage to the player if they reach the player, wave one has one elite creep wave two has two elite creeps each wave number indicates the number of elite creeps that will spawn that wave
User prompt
please make the player shoot slower on start of the match, and increase the amount of creeps on each wave
User prompt
please adjust the game so that the creeps always move towards the player and follows the player if the player moves all the time. The upgrade items dropped by the creeps make them last longer before they disappear if not picked up by the player and add player movement speed upgrades and attack speed upgrades to the upgrades that the creeps drop ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
hi please enable the movement of the player and please enable the player to shoot automatically and continuously from the start of the match, the player always targets the closest creeps and need to shoot the creeps 3 times before they die . the creeps health changes after each wave slight increasing and only the upgrades they drop can increase damage from the player
Code edit (1 edits merged)
Please save this source code
User prompt
Tower Defense: Health & Upgrades
User prompt
please make changes the player has health and the creeps only damage the players health once they touch him eventually killing the player game over , please add on the item upgrades dropped by the creeps also health and defense upgrades making the players more durable in battle
Initial prompt
Hi I want to make an top down rogue like game, the player is centered on the screen and when moves the player stays centered while moving on the game map. Creeps spawn randomly moving towards the player as the player tries to shoot and kill them before they reach him. after killing the creeps they drop weapon upgrades and as time passes the creeps spawn more often
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var Bullet = Container.expand(function () { var self = Container.call(this); var graphics = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 8; self.velocityX = 0; self.velocityY = 0; self.damage = 20; self.update = function () { self.x += self.velocityX; self.y += self.velocityY; }; return self; }); var Creep = Container.expand(function () { var self = Container.call(this); var graphics = self.attachAsset('creep', { anchorX: 0.5, anchorY: 0.5 }); self.health = 60; // Base health requiring 3 hits (20 damage per hit) self.maxHealth = 60; self.speed = 2; self.damage = 15; self.targetX = 0; self.targetY = 0; self.hasReachedPlayer = false; self.takeDamage = function (amount) { self.health -= amount; if (self.health <= 0) { return true; // Return true if creep is dead } return false; }; self.update = function () { if (self.hasReachedPlayer) return; 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; } else { self.hasReachedPlayer = true; } }; return self; }); var Pickup = Container.expand(function (type) { var self = Container.call(this); self.type = type; var assetName = type === 'health' ? 'healthPotion' : type === 'defense' ? 'defenseUpgrade' : 'damageUpgrade'; var graphics = self.attachAsset(assetName, { anchorX: 0.5, anchorY: 0.5 }); self.lifetime = 300; // 5 seconds at 60fps self.update = function () { self.lifetime--; if (self.lifetime < 60) { graphics.alpha = self.lifetime / 60; } }; return self; }); var Player = Container.expand(function () { var self = Container.call(this); var graphics = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5 }); self.maxHealth = 100; self.health = 100; self.defense = 0; self.baseDamage = 20; // Base damage that never changes self.damage = 20; // Current damage (base + upgrades) self.lastShootTime = 0; self.shootCooldown = 20; // Faster shooting for automatic fire self.takeDamage = function (amount) { var actualDamage = Math.max(1, amount - self.defense); self.health -= actualDamage; if (self.health < 0) self.health = 0; // Flash red when taking damage tween(graphics, { tint: 0xFF0000 }, { duration: 100, onFinish: function onFinish() { tween(graphics, { tint: 0xFFFFFF }, { duration: 100 }); } }); LK.getSound('hit').play(); }; self.heal = function (amount) { self.health = Math.min(self.maxHealth, self.health + amount); }; self.addDefense = function (amount) { self.defense += amount; }; self.addDamage = function (amount) { self.damage += amount; }; self.canShoot = function () { return LK.ticks - self.lastShootTime > self.shootCooldown; }; self.shoot = function (targetX, targetY) { if (!self.canShoot()) return null; self.lastShootTime = LK.ticks; var bullet = new Bullet(); bullet.x = self.x; bullet.y = self.y; var dx = targetX - self.x; var dy = targetY - self.y; var distance = Math.sqrt(dx * dx + dy * dy); bullet.velocityX = dx / distance * bullet.speed; bullet.velocityY = dy / distance * bullet.speed; bullet.damage = self.damage; LK.getSound('shoot').play(); return bullet; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x2E7D32 }); /**** * Game Code ****/ var player = null; var creeps = []; var bullets = []; var pickups = []; var currentWave = 1; var creepsInWave = 5; var creepsSpawned = 0; var waveCompleted = false; var nextWaveTimer = 0; var spawnTimer = 0; // UI Elements var healthText = new Text2('Health: 100', { size: 40, fill: 0xFFFFFF }); healthText.anchor.set(0, 0); LK.gui.topLeft.addChild(healthText); healthText.x = 120; // Offset from left edge var waveText = new Text2('Wave: 1', { size: 40, fill: 0xFFFFFF }); waveText.anchor.set(0.5, 0); LK.gui.top.addChild(waveText); var defenseText = new Text2('Defense: 0', { size: 30, fill: 0xFFFFFF }); defenseText.anchor.set(0, 0); LK.gui.topLeft.addChild(defenseText); defenseText.x = 120; defenseText.y = 50; // Initialize player player = game.addChild(new Player()); player.x = 1024; player.y = 1366; function spawnCreep() { var creep = new Creep(); // Spawn from random edge var side = Math.floor(Math.random() * 4); switch (side) { case 0: // Top creep.x = Math.random() * 2048; creep.y = -50; break; case 1: // Right creep.x = 2098; creep.y = Math.random() * 2732; break; case 2: // Bottom creep.x = Math.random() * 2048; creep.y = 2782; break; case 3: // Left creep.x = -50; creep.y = Math.random() * 2732; break; } creep.targetX = player.x; creep.targetY = player.y; creep.health += (currentWave - 1) * 20; // Scale health with wave (20 per wave) creep.maxHealth = creep.health; creeps.push(creep); game.addChild(creep); } function dropPickup(x, y) { if (Math.random() < 0.3) { // 30% chance to drop something var pickupType; var rand = Math.random(); if (rand < 0.4) { pickupType = 'health'; } else if (rand < 0.7) { pickupType = 'defense'; } else { pickupType = 'damage'; } var pickup = new Pickup(pickupType); pickup.x = x; pickup.y = y; pickups.push(pickup); game.addChild(pickup); } } function startNextWave() { currentWave++; creepsInWave = 5 + Math.floor(currentWave * 1.5); creepsSpawned = 0; waveCompleted = false; waveText.setText('Wave: ' + currentWave); } // Player movement variables var targetX = 1024; var targetY = 1366; var isMoving = false; game.down = function (x, y, obj) { targetX = x; targetY = y; isMoving = true; }; game.move = function (x, y, obj) { if (isMoving) { targetX = x; targetY = y; } }; game.up = function (x, y, obj) { isMoving = false; }; game.update = function () { // Player movement if (isMoving) { var dx = targetX - player.x; var dy = targetY - player.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 5) { var moveSpeed = 4; player.x += dx / distance * moveSpeed; player.y += dy / distance * moveSpeed; } } // Automatic shooting at closest creep if (creeps.length > 0 && player.canShoot()) { var closestCreep = null; var closestDistance = Infinity; for (var i = 0; i < creeps.length; i++) { var creep = creeps[i]; var dx = creep.x - player.x; var dy = creep.y - player.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < closestDistance) { closestDistance = distance; closestCreep = creep; } } if (closestCreep) { var bullet = player.shoot(closestCreep.x, closestCreep.y); if (bullet) { bullets.push(bullet); game.addChild(bullet); } } } // Update player health display healthText.setText('Health: ' + player.health); defenseText.setText('Defense: ' + player.defense); // Check game over if (player.health <= 0) { LK.showGameOver(); return; } // Wave management if (!waveCompleted) { // Spawn creeps if (creepsSpawned < creepsInWave) { spawnTimer++; if (spawnTimer >= 60) { // Spawn every second spawnCreep(); creepsSpawned++; spawnTimer = 0; } } // Check if wave is complete if (creepsSpawned >= creepsInWave && creeps.length === 0) { waveCompleted = true; nextWaveTimer = 180; // 3 second break } } else { nextWaveTimer--; if (nextWaveTimer <= 0) { startNextWave(); } } // Update bullets for (var i = bullets.length - 1; i >= 0; i--) { var bullet = bullets[i]; // Check if bullet is off screen if (bullet.x < -50 || bullet.x > 2098 || bullet.y < -50 || bullet.y > 2782) { bullet.destroy(); bullets.splice(i, 1); continue; } // Check bullet-creep collisions var hitCreep = false; for (var j = creeps.length - 1; j >= 0; j--) { var creep = creeps[j]; if (bullet.intersects(creep)) { var isDead = creep.takeDamage(bullet.damage); if (isDead) { LK.setScore(LK.getScore() + 10); dropPickup(creep.x, creep.y); creep.destroy(); creeps.splice(j, 1); } bullet.destroy(); bullets.splice(i, 1); hitCreep = true; break; } } } // Update creeps for (var i = creeps.length - 1; i >= 0; i--) { var creep = creeps[i]; // Check if creep reached player if (creep.hasReachedPlayer || creep.intersects(player)) { if (!creep.hasReachedPlayer) { player.takeDamage(creep.damage); creep.hasReachedPlayer = true; } creep.destroy(); creeps.splice(i, 1); } } // Update pickups for (var i = pickups.length - 1; i >= 0; i--) { var pickup = pickups[i]; // Check pickup collection if (pickup.intersects(player)) { switch (pickup.type) { case 'health': player.heal(25); break; case 'defense': player.addDefense(2); break; case 'damage': player.addDamage(5); break; } LK.getSound('pickup').play(); pickup.destroy(); pickups.splice(i, 1); } else if (pickup.lifetime <= 0) { pickup.destroy(); pickups.splice(i, 1); } } };
===================================================================
--- original.js
+++ change.js
@@ -27,10 +27,10 @@
var graphics = self.attachAsset('creep', {
anchorX: 0.5,
anchorY: 0.5
});
- self.health = 40;
- self.maxHealth = 40;
+ self.health = 60; // Base health requiring 3 hits (20 damage per hit)
+ self.maxHealth = 60;
self.speed = 2;
self.damage = 15;
self.targetX = 0;
self.targetY = 0;
@@ -81,11 +81,12 @@
});
self.maxHealth = 100;
self.health = 100;
self.defense = 0;
- self.damage = 20;
+ self.baseDamage = 20; // Base damage that never changes
+ self.damage = 20; // Current damage (base + upgrades)
self.lastShootTime = 0;
- self.shootCooldown = 300;
+ self.shootCooldown = 20; // Faster shooting for automatic fire
self.takeDamage = function (amount) {
var actualDamage = Math.max(1, amount - self.defense);
self.health -= actualDamage;
if (self.health < 0) self.health = 0;
@@ -207,9 +208,9 @@
break;
}
creep.targetX = player.x;
creep.targetY = player.y;
- creep.health += (currentWave - 1) * 10; // Scale health with wave
+ creep.health += (currentWave - 1) * 20; // Scale health with wave (20 per wave)
creep.maxHealth = creep.health;
creeps.push(creep);
game.addChild(creep);
}
@@ -238,18 +239,60 @@
creepsSpawned = 0;
waveCompleted = false;
waveText.setText('Wave: ' + currentWave);
}
+// Player movement variables
+var targetX = 1024;
+var targetY = 1366;
+var isMoving = false;
game.down = function (x, y, obj) {
- if (player.canShoot()) {
- var bullet = player.shoot(x, y);
- if (bullet) {
- bullets.push(bullet);
- game.addChild(bullet);
- }
+ targetX = x;
+ targetY = y;
+ isMoving = true;
+};
+game.move = function (x, y, obj) {
+ if (isMoving) {
+ targetX = x;
+ targetY = y;
}
};
+game.up = function (x, y, obj) {
+ isMoving = false;
+};
game.update = function () {
+ // Player movement
+ if (isMoving) {
+ var dx = targetX - player.x;
+ var dy = targetY - player.y;
+ var distance = Math.sqrt(dx * dx + dy * dy);
+ if (distance > 5) {
+ var moveSpeed = 4;
+ player.x += dx / distance * moveSpeed;
+ player.y += dy / distance * moveSpeed;
+ }
+ }
+ // Automatic shooting at closest creep
+ if (creeps.length > 0 && player.canShoot()) {
+ var closestCreep = null;
+ var closestDistance = Infinity;
+ for (var i = 0; i < creeps.length; i++) {
+ var creep = creeps[i];
+ var dx = creep.x - player.x;
+ var dy = creep.y - player.y;
+ var distance = Math.sqrt(dx * dx + dy * dy);
+ if (distance < closestDistance) {
+ closestDistance = distance;
+ closestCreep = creep;
+ }
+ }
+ if (closestCreep) {
+ var bullet = player.shoot(closestCreep.x, closestCreep.y);
+ if (bullet) {
+ bullets.push(bullet);
+ game.addChild(bullet);
+ }
+ }
+ }
// Update player health display
healthText.setText('Health: ' + player.health);
defenseText.setText('Defense: ' + player.defense);
// Check game over
An space fighter jet viewed from the top. In-Game asset. 2d. High contrast. No shadows
An large circle of electric energy an circular force field shield. In-Game asset. 2d. High contrast. No shadows
An alien space mine that has spikes. In-Game asset. 2d. High contrast. No shadows
Alien mothership with spikes and glowing patterns and alien eye in middle. In-Game asset. 2d. High contrast. No shadows
an Symbol for an Shield Force shield of electric power. In-Game asset. 2d. High contrast. No shadows
An solid plasma ball of electrical force emanating power filled with reds yellows and green electric power. In-Game asset. 2d. High contrast. No shadows
Symbol for spaceship weapon upgrade with green arrow pointing up. In-Game asset. 2d. High contrast. No shadows
Alien spherical bullet with spikes emanating energy. In-Game asset. 2d. High contrast. No shadows
Symbol for a spaceship armor upgrade using an green arrow pointing up and white coloring. In-Game asset. 2d. High contrast. No shadows
symbol for spaceship speed upgrade increase. In-Game asset. 2d. High contrast. No shadows
Symbol for spaceship health increase with green arrow pointing up and red plus. In-Game asset. 2d. High contrast. No shadows
Symbol for space ship upgrade nova force field around it, with an white spaceship and orange electric circle surrounding it and an green arrow pointing up. In-Game asset. 2d. High contrast. No shadows
Symbol for an play button wide screen. In-Game asset. 2d. High contrast. No shadows
An alien space mine with spikes and red glowing center. In-Game asset. 2d. High contrast. No shadows
explosion in space. In-Game asset. 2d. High contrast. No shadows
Play again button. In-Game asset. 2d. High contrast. No shadows