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fix sound assets
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make 0,5 second player shoot interval
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auto shooter
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delete shiled asset
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delete image green health bar
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multiple fire balls
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add background asset
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ada blue background
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dragon falls spinning when hit by defeat shot
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dragon gone after dead hit
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dragon fall rolling after dead hit
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fix dragon appreance
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fix dragon are gone
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Please fix the bug: 'TypeError: tween.to is not a function' in or related to this line: 'tween.to(dragon, {' Line Number: 332 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'to')' in or related to this line: 'tween(dragon).to({' Line Number: 332
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Please fix the bug: 'TypeError: tween.to is not a function' in or related to this line: 'tween.to(dragon, {' Line Number: 332
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'to')' in or related to this line: 'tween(dragon).to({' Line Number: 332
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Please fix the bug: 'TypeError: tween.to is not a function' in or related to this line: 'tween.to(dragon, {' Line Number: 332
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make dragon explode after hit dead
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dragob can attack targeting player position
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dragon can attack multiple fire
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player can attack manualy
Code edit (1 edits merged)
Please save this source code
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Medieval Fortress: Dragon Defense
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vertical defense game Medieval Fortress vs Fire Dragon Game
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Arrow class (player projectile) var Arrow = Container.expand(function () { var self = Container.call(this); var arrowSprite = self.attachAsset('arrow', { anchorX: 0.5, anchorY: 0.5 }); self.speed = -32; // Upwards self.update = function () { self.y += self.speed; }; return self; }); // Dragon class (enemy) var Dragon = Container.expand(function () { var self = Container.call(this); var dragonSprite = self.attachAsset('dragon', { anchorX: 0.5, anchorY: 0.5 }); self.direction = 1; // 1: right, -1: left self.speed = 10; self.attackCooldown = 0; self.update = function () { // Move left/right self.x += self.speed * self.direction; // Bounce at screen edges if (self.x < 160) { self.x = 160; self.direction = 1; } if (self.x > 2048 - 160) { self.x = 2048 - 160; self.direction = -1; } // Attack cooldown if (self.attackCooldown > 0) { self.attackCooldown--; } }; // Dragon fires a fireball self.shoot = function () { if (self.attackCooldown === 0) { // Fire multiple fireballs in a spread, each targeting the fortress position var numFireballs = 3 + Math.floor(LK.getScore() / 10); // Increase number as score increases if (numFireballs > 5) numFireballs = 5; var spread = 120; // total spread in pixels var startX = self.x - (numFireballs - 1) * spread / 2; for (var i = 0; i < numFireballs; i++) { var fireball = new Fireball(); fireball.x = startX + i * spread; fireball.y = self.y + 90; fireball.lastY = fireball.y; fireball.lastIntersecting = false; // Calculate direction vector from fireball to fortress at fire time var dx = fortress.x - fireball.x; var dy = fortress.y - 60 - fireball.y; // aim slightly above fortress center var dist = Math.sqrt(dx * dx + dy * dy); if (dist === 0) { fireball.vx = 0; fireball.vy = fireball.speed; } else { fireball.vx = dx / dist * fireball.speed; fireball.vy = dy / dist * fireball.speed; } fireballs.push(fireball); game.addChild(fireball); } LK.getSound('fireball_shoot').play(); self.attackCooldown = Math.max(30, 120 - Math.floor(LK.getScore() / 5) * 10); // Faster as score increases } }; return self; }); // Fireball class (enemy projectile) var Fireball = Container.expand(function () { var self = Container.call(this); var fireballSprite = self.attachAsset('fireball', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 18; self.update = function () { // If vx/vy are set, use them (targeted), else default straight down if (typeof self.vx === "number" && typeof self.vy === "number") { self.x += self.vx; self.y += self.vy; } else { self.y += self.speed; } }; return self; }); // Fortress class (player) var Fortress = Container.expand(function () { var self = Container.call(this); var fortressSprite = self.attachAsset('fortress', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () {}; return self; }); // Shield class (player deployable) var Shield = Container.expand(function () { var self = Container.call(this); var shieldSprite = self.attachAsset('shield', { anchorX: 0.5, anchorY: 0.5 }); self.duration = 60; // frames self.update = function () { self.duration--; if (self.duration <= 0) { self.destroy(); } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x222244 }); /**** * Game Code ****/ // Game variables // Fortress (player) at the bottom // Arrow (player projectile) // Shield (player deployable) // Dragon (enemy) // Fireball (enemy projectile) // Fortress health bar // Sound effects // Music var arrows = []; var fireballs = []; var shields = []; var fortressHealth = 5; var fortressMaxHealth = 5; var canShoot = true; var shootCooldown = 0; var canShield = true; var shieldCooldown = 0; var dragNode = null; var lastFortressX = 0; // Add music LK.playMusic('castle_theme'); // Add fortress (player) at bottom center var fortress = new Fortress(); fortress.x = 2048 / 2; fortress.y = 2732 - 120; game.addChild(fortress); // Add dragon at top center var dragon = new Dragon(); dragon.x = 2048 / 2; dragon.y = 220; game.addChild(dragon); // Health bar var healthBar = LK.getAsset('healthbar', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 - 60 }); game.addChild(healthBar); // Score text var scoreTxt = new Text2('0', { size: 120, fill: "#fff" }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // Fortress health text var healthTxt = new Text2('♥♥♥♥♥', { size: 90, fill: 0x44DD44 }); healthTxt.anchor.set(0.5, 0); LK.gui.top.addChild(healthTxt); healthTxt.y = 120; healthTxt.x = 2048 / 2 / (2048 / LK.gui.top.width); // Helper: update health bar and text function updateHealthDisplay() { // Health bar width healthBar.width = 400 * (fortressHealth / fortressMaxHealth); // Health text var hearts = ''; for (var i = 0; i < fortressHealth; i++) hearts += '♥'; for (var i = fortressHealth; i < fortressMaxHealth; i++) hearts += '♡'; healthTxt.setText(hearts); if (fortressHealth <= 2) { healthTxt.setStyle({ fill: 0xFF4444 }); } else { healthTxt.setStyle({ fill: 0x44DD44 }); } } // Initial health display updateHealthDisplay(); // Touch/mouse controls game.down = function (x, y, obj) { // If touch is in lower 1/3, drag fortress if (y > 2732 * 2 / 3) { dragNode = fortress; lastFortressX = fortress.x; // Deploy shield if available and not on cooldown (secondary tap in lower 1/3) if (canShield && shieldCooldown === 0) { var shield = new Shield(); shield.x = fortress.x; shield.y = fortress.y - 100; shields.push(shield); game.addChild(shield); LK.getSound('shield_block').play(); canShield = false; shieldCooldown = 90; // 1.5s } } else if (y <= 2732 * 2 / 3 && canShoot && shootCooldown === 0) { // Shoot arrow if tap is in upper 2/3 var arrow = new Arrow(); arrow.x = fortress.x; arrow.y = fortress.y - 80; arrow.lastY = arrow.y; arrow.lastIntersecting = false; arrows.push(arrow); game.addChild(arrow); LK.getSound('arrow_shoot').play(); canShoot = false; shootCooldown = 12; // 0.2s } }; game.move = function (x, y, obj) { if (dragNode === fortress) { // Move fortress horizontally, clamp to screen fortress.x = Math.max(160, Math.min(2048 - 160, x)); // Move health bar and shield with fortress healthBar.x = fortress.x; for (var i = 0; i < shields.length; i++) { shields[i].x = fortress.x; } } }; game.up = function (x, y, obj) { dragNode = null; }; // Main game update loop game.update = function () { // Cooldowns if (!canShoot) { shootCooldown--; if (shootCooldown <= 0) { canShoot = true; shootCooldown = 0; } } if (!canShield) { shieldCooldown--; if (shieldCooldown <= 0) { canShield = true; shieldCooldown = 0; } } // Update dragon dragon.update(); // Dragon attacks if (LK.ticks % Math.max(60, 180 - Math.floor(LK.getScore() / 5) * 10) === 0) { dragon.shoot(); } // Update arrows for (var i = arrows.length - 1; i >= 0; i--) { var arrow = arrows[i]; arrow.update(); // Remove if off screen if (arrow.y < -100) { arrow.destroy(); arrows.splice(i, 1); continue; } // Hit dragon? var hitDragon = arrow.intersects(dragon); if (!arrow.lastIntersecting && hitDragon) { // Score up LK.setScore(LK.getScore() + 1); scoreTxt.setText(LK.getScore()); // Flash dragon LK.effects.flashObject(dragon, 0xFFFF00, 300); // Track dragon health if (typeof dragon.health !== "number") dragon.health = 3 + Math.floor(LK.getScore() / 10); dragon.health--; if (dragon.health <= 0 && !dragon.isDead) { dragon.isDead = true; // Play explosion effect and remove dragon after LK.effects.flashObject(dragon, 0xFF6600, 800); tween(dragon, { alpha: 0, scaleX: 2, scaleY: 2 }, { duration: 800, onFinish: function onFinish() { dragon.destroy(); } }); } arrow.destroy(); arrows.splice(i, 1); continue; } arrow.lastIntersecting = hitDragon; } // Update fireballs for (var j = fireballs.length - 1; j >= 0; j--) { var fireball = fireballs[j]; fireball.update(); // Remove if off screen if (fireball.y > 2732 + 100) { fireball.destroy(); fireballs.splice(j, 1); continue; } // Hit shield? var blocked = false; for (var s = shields.length - 1; s >= 0; s--) { var shield = shields[s]; if (fireball.intersects(shield)) { LK.effects.flashObject(shield, 0x99FFFF, 200); fireball.destroy(); fireballs.splice(j, 1); blocked = true; break; } } if (blocked) continue; // Hit fortress? var hitFortress = fireball.intersects(fortress); if (!fireball.lastIntersecting && hitFortress) { fortressHealth--; updateHealthDisplay(); LK.effects.flashObject(fortress, 0xFF0000, 400); LK.getSound('fortress_hit').play(); fireball.destroy(); fireballs.splice(j, 1); if (fortressHealth <= 0) { LK.effects.flashScreen(0xFF0000, 1000); LK.showGameOver(); return; } continue; } fireball.lastIntersecting = hitFortress; } // Update shields for (var k = shields.length - 1; k >= 0; k--) { var shield = shields[k]; shield.update(); if (shield.duration <= 0) { shield.destroy(); shields.splice(k, 1); } } // Win condition: survive to score 30 if (LK.getScore() >= 30) { LK.showYouWin(); return; } }; // Initial score scoreTxt.setText(LK.getScore());
===================================================================
--- original.js
+++ change.js
@@ -305,14 +305,15 @@
if (dragon.health <= 0 && !dragon.isDead) {
dragon.isDead = true;
// Play explosion effect and remove dragon after
LK.effects.flashObject(dragon, 0xFF6600, 800);
- tween.to(dragon, {
+ tween(dragon, {
alpha: 0,
scaleX: 2,
scaleY: 2
- }, 800, {
- onComplete: function onComplete() {
+ }, {
+ duration: 800,
+ onFinish: function onFinish() {
dragon.destroy();
}
});
}
vertical top down balista medieval. In-Game asset. 2d. High contrast. No shadows
big balista arrow vertical imagw. In-Game asset. 2d. High contrast. No shadows
fronf view flying image dragon with 3 In-Game asset. 2d. High contrast. No shadows
plain battlefield of defense burning medieval fortres at bottom anime image style. blue sky at upper. far distance a mountain In-Game asset. 2d. High contrast. No shadows