User prompt
Please fix the bug: 'RangeError: Maximum call stack size exceeded.' in or related to this line: 'localOriginalUpdate.call(p.target);' Line Number: 1282
User prompt
Make it so the megalodon can make you unable to spawn towers if it chooses to.
User prompt
Make it so the megalodon can stun the player, making you unable to put down any towers on the megalodon wave, if the megalodon chooses to stun you.
User prompt
Finish it please
User prompt
Make it so the Plastic Bag enemy spawns at the start of the track(the opposite side of the coral)
User prompt
Please fix the bug: 'RangeError: Maximum call stack size exceeded.' in or related to this line: 'originalUpdate.call(p.target);' Line Number: 1110
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Do it.
User prompt
Get rid of the code that allows you to upgrade your towers
User prompt
Please fix the bug: 'RangeError: Maximum call stack size exceeded.' in or related to this line: 'originalUpdate.call(p.target);' Line Number: 1089
User prompt
Make it so you can upgrade your towers by simply tapping on them
User prompt
I just added a new tower called the Jelly Stinger, i want you to make it produce electricity that stuns the enemies for 30 seconds. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Make it so there are 100 waves and not just 10.
User prompt
Make it so the megalodon spawns at wave 20
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I said to start with 100 pearls.
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Make it so you start with 100 pearls
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Make it so the enemies spawn near your towers.
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Finish the code please
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Add the code please
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Now the sharks won’t spawn.
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Make them appear on every wave right after you place a tower or 2
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Make the enemies able to appear from somewhere on the track
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Make the seaweed trap stare at the enemies, stunning them for a minute ↪💡 Consider importing and using the following plugins: @upit/tween.v1
Code edit (1 edits merged)
Please save this source code
User prompt
Floppy Fish Fortress: Reef Defender
Initial prompt
A tower defense game with the player as Floppy Fish from my game named Floppy Fish.
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1", { highScore: 0, pearls: 0, currentLevel: 1 }); /**** * Classes ****/ var BuildSpot = Container.expand(function () { var self = Container.call(this); var buildGraphics = self.attachAsset('buildPlaceholder', { anchorX: 0.5, anchorY: 0.5, alpha: 0.5 }); self.occupied = false; self.tower = null; self.down = function (x, y, obj) { if (!self.occupied && gameState.pearls >= 10) { openBuildMenu(self); } }; return self; }); var CoralReef = Container.expand(function () { var self = Container.call(this); var coralGraphics = self.attachAsset('coral', { anchorX: 0.5, anchorY: 0.5 }); self.health = 100; self.takeDamage = function (damage) { self.health -= damage; // Flash red when damaged LK.effects.flashObject(self, 0xff0000, 500); if (self.health <= 0) { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } }; return self; }); var Enemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5 }); self.health = 100; self.maxHealth = 100; self.speed = 1.5; self.damage = 10; self.pathIndex = 0; self.pearls = 5; // Health bar var healthBar = LK.getAsset('buildPlaceholder', { anchorX: 0.5, anchorY: 0.5, width: 60, height: 10, scaleX: 1, scaleY: 0.2, y: -40, tint: 0x00ff00 }); self.addChild(healthBar); self.update = function () { // Initialize stunned property if not set if (self.stunned === undefined) { self.stunned = false; } if (self.pathIndex < gamePath.length && !self.stunned) { var targetPos = gamePath[self.pathIndex]; var dx = targetPos.x - self.x; var dy = targetPos.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > self.speed) { self.x += dx / distance * self.speed; self.y += dy / distance * self.speed; // Face the direction of movement if (dx < 0) { enemyGraphics.scaleX = -1; } else { enemyGraphics.scaleX = 1; } } else { self.pathIndex++; } } else if (self.pathIndex >= gamePath.length) { // Reached the end, damage coral coralReef.takeDamage(self.damage); self.destroy(); var index = enemies.indexOf(self); if (index !== -1) { enemies.splice(index, 1); } } // Update health bar healthBar.scaleX = self.health / self.maxHealth; // Visual indicator for stunned state if (self.stunned) { // Pulsate alpha when stunned if (LK.ticks % 15 === 0) { enemyGraphics.alpha = enemyGraphics.alpha === 1 ? 0.5 : 1; } } else { enemyGraphics.alpha = 1; } }; self.takeDamage = function (damage) { self.health -= damage; LK.getSound('enemyHit').play(); if (self.health <= 0) { gameState.pearls += self.pearls; pearlText.setText("Pearls: " + gameState.pearls); LK.getSound('enemyDefeat').play(); // Add to score LK.setScore(LK.getScore() + 10); scoreText.setText("Score: " + LK.getScore()); self.destroy(); var index = enemies.indexOf(self); if (index !== -1) { enemies.splice(index, 1); } } }; return self; }); var FloppyFish = Container.expand(function () { var self = Container.call(this); var fishGraphics = self.attachAsset('floppyFish', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 6; self.targetX = null; self.targetY = null; self.update = function () { if (self.targetX !== null && self.targetY !== null) { var dx = self.targetX - self.x; var dy = self.targetY - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > self.speed) { self.x += dx / distance * self.speed; self.y += dy / distance * self.speed; // Face the direction of movement if (dx < 0) { fishGraphics.scaleX = -1; } else { fishGraphics.scaleX = 1; } } else { self.x = self.targetX; self.y = self.targetY; self.targetX = null; self.targetY = null; } } }; return self; }); var PathTile = Container.expand(function () { var self = Container.call(this); var pathGraphics = self.attachAsset('path', { anchorX: 0.5, anchorY: 0.5, alpha: 0.7 }); self.buildable = false; return self; }); var Tower = Container.expand(function (type) { var self = Container.call(this); self.type = type || 'bubbleCannon'; self.level = 1; self.range = 250; self.damage = 25; self.fireRate = 60; // frames between shots self.fireCounter = 0; self.cost = 10; self.upgradesCost = 15; var towerGraphics = self.attachAsset(self.type, { anchorX: 0.5, anchorY: 0.5 }); // Range indicator (only shown when selected) var rangeIndicator = LK.getAsset('buildPlaceholder', { anchorX: 0.5, anchorY: 0.5, alpha: 0.2, tint: 0x3498db }); // Scale the range indicator to match the tower's range rangeIndicator.scaleX = self.range / 40; rangeIndicator.scaleY = self.range / 40; rangeIndicator.visible = false; self.addChild(rangeIndicator); self.down = function (x, y, obj) { // Deselect previous tower if (selectedTower && selectedTower !== self) { selectedTower.deselect(); } selectedTower = self; self.select(); // Show upgrade UI upgradeButton.visible = true; upgradeText.setText("Upgrade: " + self.upgradesCost + " pearls"); }; self.select = function () { rangeIndicator.visible = true; towerGraphics.tint = 0xffff00; }; self.deselect = function () { rangeIndicator.visible = false; towerGraphics.tint = 0xffffff; }; self.upgrade = function () { if (gameState.pearls >= self.upgradesCost) { gameState.pearls -= self.upgradesCost; pearlText.setText("Pearls: " + gameState.pearls); self.level++; self.damage += 15; self.range += 50; self.fireRate = Math.max(30, self.fireRate - 10); self.upgradesCost = Math.floor(self.upgradesCost * 1.5); // Update range indicator rangeIndicator.scaleX = self.range / 40; rangeIndicator.scaleY = self.range / 40; // Update upgrade button text upgradeText.setText("Upgrade: " + self.upgradesCost + " pearls"); // Scale up tower slightly to show upgrade tween(towerGraphics, { scaleX: 1.2, scaleY: 1.2 }, { duration: 300, onFinish: function onFinish() { tween(towerGraphics, { scaleX: 1, scaleY: 1 }, { duration: 300 }); } }); } }; self.findTarget = function () { var closestEnemy = null; var closestDistance = self.range; for (var i = 0; i < enemies.length; i++) { var enemy = enemies[i]; var dx = enemy.x - self.x; var dy = enemy.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < closestDistance) { closestEnemy = enemy; closestDistance = distance; } } return closestEnemy; }; self.shoot = function (target) { var bubble = LK.getAsset('bubble', { anchorX: 0.5, anchorY: 0.5, x: self.x, y: self.y }); game.addChild(bubble); projectiles.push({ sprite: bubble, target: target, damage: self.damage, speed: 7 }); LK.getSound('bubble').play(); }; self.update = function () { self.fireCounter++; if (self.fireCounter >= self.fireRate) { var target = self.findTarget(); if (target) { self.shoot(target); self.fireCounter = 0; } } }; return self; }); var SeaweedTrap = Tower.expand(function () { var self = Tower.call(this, 'seaweedTrap'); // Override properties for seaweed trap self.range = 200; self.damage = 5; self.fireRate = 60; self.stunDuration = 60; // 1 second stun (60 frames) // Override shoot method for stun functionality self.shoot = function (target) { // Apply stun effect to the target if (!target.stunned) { target.stunned = true; target.originalSpeed = target.speed; target.speed = 0; // Make the seaweed trap "stare" at the enemy by rotating to face it var dx = target.x - self.x; var dy = target.y - self.y; var angle = Math.atan2(dy, dx); // Use tween to rotate the tower to face the enemy tween(self.children[0], { rotation: angle }, { duration: 300, easing: tween.easeOut }); // Flash the target to indicate stun LK.effects.flashObject(target, 0x00ff00, 300); // Set a timer to remove the stun after duration LK.setTimeout(function () { if (target && target.parent) { target.speed = target.originalSpeed; target.stunned = false; } }, self.stunDuration * 16.67); // Convert frames to milliseconds (60fps ≈ 16.67ms per frame) } // Apply minor damage target.takeDamage(self.damage); LK.getSound('bubble').play(); }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x1a5276 }); /**** * Game Code ****/ // Play music // Base characters // Towers and defenses // Items and effects // Sounds // Music LK.playMusic('underwaterTheme'); // Game variables var gameState = { pearls: storage.pearls || 50, currentWave: 1, maxWaves: 10, waveInProgress: false, enemiesLeft: 0 }; var selectedTower = null; var buildMenuOpen = false; var gamePath = []; var buildSpots = []; var enemies = []; var towers = []; var projectiles = []; var coralReef; var floppyFish; // UI Elements var scoreText = new Text2("Score: 0", { size: 50, fill: 0xFFFFFF }); scoreText.anchor.set(0, 0); LK.gui.topRight.addChild(scoreText); scoreText.x = -scoreText.width - 20; scoreText.y = 20; var pearlText = new Text2("Pearls: " + gameState.pearls, { size: 50, fill: 0xFFFFFF }); pearlText.anchor.set(0, 0); LK.gui.topRight.addChild(pearlText); pearlText.x = -pearlText.width - 20; pearlText.y = 80; var waveText = new Text2("Wave: " + gameState.currentWave + "/" + gameState.maxWaves, { size: 50, fill: 0xFFFFFF }); waveText.anchor.set(0.5, 0); LK.gui.top.addChild(waveText); waveText.y = 20; // Upgrade button (hidden initially) var upgradeButton = LK.getAsset('buildPlaceholder', { anchorX: 0.5, anchorY: 0.5, width: 300, height: 80, tint: 0x2ecc71 }); upgradeButton.visible = false; LK.gui.bottom.addChild(upgradeButton); upgradeButton.y = -100; var upgradeText = new Text2("Upgrade: 15 pearls", { size: 40, fill: 0xFFFFFF }); upgradeText.anchor.set(0.5, 0.5); upgradeButton.addChild(upgradeText); // Start wave button var startWaveButton = LK.getAsset('buildPlaceholder', { anchorX: 0.5, anchorY: 0.5, width: 300, height: 80, tint: 0x3498db }); LK.gui.bottom.addChild(startWaveButton); startWaveButton.y = -200; var startWaveText = new Text2("Start Wave", { size: 40, fill: 0xFFFFFF }); startWaveText.anchor.set(0.5, 0.5); startWaveButton.addChild(startWaveText); // Build menu (hidden initially) var buildMenu = new Container(); buildMenu.visible = false; LK.gui.center.addChild(buildMenu); var buildMenuBackground = LK.getAsset('buildPlaceholder', { anchorX: 0.5, anchorY: 0.5, width: 400, height: 500, tint: 0x34495e, alpha: 0.9 }); buildMenu.addChild(buildMenuBackground); var buildMenuTitle = new Text2("Build Tower", { size: 50, fill: 0xFFFFFF }); buildMenuTitle.anchor.set(0.5, 0); buildMenuTitle.y = -200; buildMenu.addChild(buildMenuTitle); // Tower options in build menu var bubbleOption = LK.getAsset('bubbleCannon', { anchorX: 0.5, anchorY: 0.5, x: -100, y: -100 }); buildMenu.addChild(bubbleOption); var bubbleText = new Text2("Bubble\nCannon\n10 pearls", { size: 30, fill: 0xFFFFFF }); bubbleText.anchor.set(0.5, 0); bubbleText.y = 50; bubbleOption.addChild(bubbleText); var seaweedOption = LK.getAsset('seaweedTrap', { anchorX: 0.5, anchorY: 0.5, x: 100, y: -100 }); buildMenu.addChild(seaweedOption); var seaweedText = new Text2("Seaweed\nTrap\n10 pearls", { size: 30, fill: 0xFFFFFF }); seaweedText.anchor.set(0.5, 0); seaweedText.y = 50; seaweedOption.addChild(seaweedText); var clamOption = LK.getAsset('clamMine', { anchorX: 0.5, anchorY: 0.5, x: 0, y: 50 }); buildMenu.addChild(clamOption); var clamText = new Text2("Clam\nMine\n10 pearls", { size: 30, fill: 0xFFFFFF }); clamText.anchor.set(0.5, 0); clamText.y = 50; clamOption.addChild(clamText); var cancelBuildButton = LK.getAsset('buildPlaceholder', { anchorX: 0.5, anchorY: 0.5, width: 200, height: 60, y: 150, tint: 0xe74c3c }); buildMenu.addChild(cancelBuildButton); var cancelText = new Text2("Cancel", { size: 40, fill: 0xFFFFFF }); cancelText.anchor.set(0.5, 0.5); cancelBuildButton.addChild(cancelText); // Initialize the map function initializeMap() { // Create path var pathPoints = [{ x: 0, y: 600 }, { x: 400, y: 600 }, { x: 400, y: 1000 }, { x: 800, y: 1000 }, { x: 800, y: 500 }, { x: 1200, y: 500 }, { x: 1200, y: 1200 }, { x: 1600, y: 1200 }, { x: 1600, y: 800 }, { x: 2000, y: 800 }]; // Create path tiles for (var i = 0; i < pathPoints.length; i++) { gamePath.push(pathPoints[i]); var pathTile = new PathTile(); pathTile.x = pathPoints[i].x; pathTile.y = pathPoints[i].y; game.addChild(pathTile); // Create build spots along the path (offset from path) if (i < pathPoints.length - 1) { var dx = pathPoints[i + 1].x - pathPoints[i].x; var dy = pathPoints[i + 1].y - pathPoints[i].y; var len = Math.sqrt(dx * dx + dy * dy); // Normalize and rotate 90 degrees for perpendicular var perpX = -dy / len; var perpY = dx / len; // Create build spots along segments var segments = Math.floor(len / 200); for (var j = 0; j <= segments; j++) { var segX = pathPoints[i].x + dx * j / segments; var segY = pathPoints[i].y + dy * j / segments; // Create build spots on both sides of path var buildSpot1 = new BuildSpot(); buildSpot1.x = segX + perpX * 120; buildSpot1.y = segY + perpY * 120; game.addChild(buildSpot1); buildSpots.push(buildSpot1); var buildSpot2 = new BuildSpot(); buildSpot2.x = segX - perpX * 120; buildSpot2.y = segY - perpY * 120; game.addChild(buildSpot2); buildSpots.push(buildSpot2); } } } // Add coral reef at the end of the path coralReef = new CoralReef(); coralReef.x = 2048 - 100; coralReef.y = 800; game.addChild(coralReef); // Add floppy fish floppyFish = new FloppyFish(); floppyFish.x = 1024; floppyFish.y = 1366; game.addChild(floppyFish); } // Initialize the game initializeMap(); // Functions function openBuildMenu(buildSpot) { buildMenuOpen = true; buildMenu.visible = true; buildMenu.currentBuildSpot = buildSpot; // If the player has insufficient pearls, disable options bubbleOption.alpha = gameState.pearls >= 10 ? 1 : 0.5; seaweedOption.alpha = gameState.pearls >= 10 ? 1 : 0.5; clamOption.alpha = gameState.pearls >= 10 ? 1 : 0.5; } function closeBuildMenu() { buildMenuOpen = false; buildMenu.visible = false; buildMenu.currentBuildSpot = null; } function buildTower(type) { if (gameState.pearls < 10) { return; } var buildSpot = buildMenu.currentBuildSpot; if (!buildSpot || buildSpot.occupied) { return; } gameState.pearls -= 10; pearlText.setText("Pearls: " + gameState.pearls); var tower; if (type === 'seaweedTrap') { tower = new SeaweedTrap(); } else { tower = new Tower(type); } tower.x = buildSpot.x; tower.y = buildSpot.y; game.addChild(tower); buildSpot.occupied = true; buildSpot.tower = tower; towers.push(tower); LK.getSound('buildTower').play(); // Spawn an enemy if a wave is in progress if (gameState.waveInProgress) { // Immediate spawn of enemy after tower placement spawnEnemy(); } closeBuildMenu(); } function spawnEnemy() { if (gameState.enemiesLeft <= 0) { return; } var enemy = new Enemy(); // Choose a random position along the track to spawn enemy var randomPathSegment = Math.floor(Math.random() * (gamePath.length - 1)); enemy.x = gamePath[randomPathSegment].x; enemy.y = gamePath[randomPathSegment].y; enemy.pathIndex = randomPathSegment; // Set the path index to start from the chosen segment // Increase enemy stats based on wave enemy.health = 100 + (gameState.currentWave - 1) * 20; enemy.maxHealth = enemy.health; enemy.speed = 1.5 + (gameState.currentWave - 1) * 0.1; enemy.pearls = 5 + Math.floor((gameState.currentWave - 1) / 2); game.addChild(enemy); enemies.push(enemy); gameState.enemiesLeft--; // Schedule next enemy if (gameState.enemiesLeft > 0) { LK.setTimeout(spawnEnemy, 1000); } } function startWave() { if (gameState.waveInProgress) { return; } gameState.waveInProgress = true; gameState.enemiesLeft = 5 + gameState.currentWave * 2; startWaveButton.tint = 0x95a5a6; // Gray out button // Update wave text waveText.setText("Wave: " + gameState.currentWave + "/" + gameState.maxWaves); // Start spawning enemies spawnEnemy(); } function endWave() { gameState.waveInProgress = false; gameState.currentWave++; if (gameState.currentWave > gameState.maxWaves) { // Game won LK.showYouWin(); return; } // Update wave text waveText.setText("Wave: " + gameState.currentWave + "/" + gameState.maxWaves); startWaveButton.tint = 0x3498db; // Blue button } // Event handlers startWaveButton.down = function () { if (!gameState.waveInProgress) { startWave(); } }; upgradeButton.down = function () { if (selectedTower) { selectedTower.upgrade(); } }; cancelBuildButton.down = function () { closeBuildMenu(); }; bubbleOption.down = function () { buildTower('bubbleCannon'); }; seaweedOption.down = function () { buildTower('seaweedTrap'); }; clamOption.down = function () { buildTower('clamMine'); }; game.down = function (x, y, obj) { // Deselect tower when clicking elsewhere if (selectedTower && !upgradeButton.visible) { selectedTower.deselect(); selectedTower = null; upgradeButton.visible = false; } if (!buildMenuOpen) { floppyFish.targetX = x; floppyFish.targetY = y; } }; game.up = function (x, y, obj) { // Nothing specific needed for up events }; // Update logic game.update = function () { // Update floppy fish if (floppyFish) { // Check if floppy fish is colliding with any enemies for (var i = 0; i < enemies.length; i++) { if (floppyFish.intersects(enemies[i])) { enemies[i].takeDamage(5); LK.effects.flashObject(floppyFish, 0xff0000, 200); break; } } } // Update towers for (var i = 0; i < towers.length; i++) { towers[i].update(); } // Update enemies for (var i = enemies.length - 1; i >= 0; i--) { enemies[i].update(); } // Update projectiles for (var i = projectiles.length - 1; i >= 0; i--) { var p = projectiles[i]; // Check if target still exists if (!p.target || !p.target.parent) { p.sprite.destroy(); projectiles.splice(i, 1); continue; } // Move towards target var dx = p.target.x - p.sprite.x; var dy = p.target.y - p.sprite.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > p.speed) { p.sprite.x += dx / distance * p.speed; p.sprite.y += dy / distance * p.speed; } else { // Hit target p.target.takeDamage(p.damage); p.sprite.destroy(); projectiles.splice(i, 1); } } // Check if wave is over if (gameState.waveInProgress && gameState.enemiesLeft <= 0 && enemies.length === 0) { endWave(); } // Update storage data storage.pearls = gameState.pearls; if (gameState.currentWave > storage.currentLevel) { storage.currentLevel = gameState.currentWave; } if (LK.getScore() > storage.highScore) { storage.highScore = LK.getScore(); } };
===================================================================
--- original.js
+++ change.js
@@ -623,9 +623,9 @@
buildSpot.tower = tower;
towers.push(tower);
LK.getSound('buildTower').play();
// Spawn an enemy if a wave is in progress
- if (gameState.waveInProgress && gameState.enemiesLeft > 0) {
+ if (gameState.waveInProgress) {
// Immediate spawn of enemy after tower placement
spawnEnemy();
}
closeBuildMenu();
Floppy Fish the fish. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows. Floppy Fish
Coral with seeweed inside of it. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Seeweed with eyes. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Bubbles. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A cannon made out of a bubble. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A clam. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A shark. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A pearl. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A sleeping fish. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Friendly shark. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Megalodon shark. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Jellyfish. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Electricity. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Button that says, stop upgrading. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Plastic bag. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Turtle. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Turtle shell. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows