User prompt
fix sound assets
User prompt
make 0,5 second player shoot interval
User prompt
auto shooter
User prompt
delete shiled asset
User prompt
delete image green health bar
User prompt
multiple fire balls
User prompt
add background asset
User prompt
ada blue background
User prompt
dragon falls spinning when hit by defeat shot
User prompt
dragon gone after dead hit
User prompt
dragon fall rolling after dead hit
User prompt
fix dragon appreance
User prompt
fix dragon are gone
User prompt
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
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'to')' in or related to this line: 'tween(dragon).to({' Line Number: 332
User prompt
Please fix the bug: 'TypeError: tween.to is not a function' in or related to this line: 'tween.to(dragon, {' Line Number: 332
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'to')' in or related to this line: 'tween(dragon).to({' Line Number: 332
User prompt
Please fix the bug: 'TypeError: tween.to is not a function' in or related to this line: 'tween.to(dragon, {' Line Number: 332
User prompt
make dragon explode after hit dead
User prompt
dragob can attack targeting player position
User prompt
dragon can attack multiple fire
User prompt
player can attack manualy
Code edit (1 edits merged)
Please save this source code
User prompt
Medieval Fortress: Dragon Defense
Initial prompt
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.defeated = false; self.fallVy = 0; self.spinSpeed = 0; self.update = function () { if (self.defeated) { // Spinning fall animation self.y += self.fallVy; self.fallVy += 2.2; // gravity dragonSprite.rotation += self.spinSpeed; // Remove dragon if off screen if (self.y > 2732 + 300) { self.destroy(); } return; } // 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.defeated) return; 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 = 220; // wider spread for more fireballs 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 { // Add a slight angle offset for spread effect var angleOffset = (i - (numFireballs - 1) / 2) * (Math.PI / 18); // up to +/-10deg var baseAngle = Math.atan2(dy, dx); var angle = baseAngle + angleOffset; fireball.vx = Math.cos(angle) * fireball.speed; fireball.vy = Math.sin(angle) * 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 } }; // Defeat animation trigger self.defeat = function () { if (self.defeated) return; self.defeated = true; self.fallVy = 18; self.spinSpeed = 0.28 + Math.random() * 0.15; // Optionally flash or play effect here LK.effects.flashObject(self, 0xFF6600, 600); }; 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; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x0080ff }); /**** * 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 background image behind all gameplay elements var background = LK.getAsset('background', { anchorX: 0, anchorY: 0, x: 0, y: 0, width: 2048, height: 2732 }); game.addChild(background); // 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 removed) // 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 update removed) // 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; } 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 shield with fortress 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()); // If this is the defeat shot (win condition), trigger dragon defeat if (LK.getScore() >= 30) { if (typeof dragon.defeat === "function") { dragon.defeat(); } } else { // Flash dragon LK.effects.flashObject(dragon, 0xFFFF00, 300); } 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 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; } // Win condition: survive to score 30 if (LK.getScore() >= 30) { LK.showYouWin(); return; } }; // Initial score scoreTxt.setText(LK.getScore());
===================================================================
--- original.js
+++ change.js
@@ -136,24 +136,8 @@
});
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
****/
@@ -248,19 +232,8 @@
// 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;
@@ -350,21 +323,8 @@
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--;
@@ -381,17 +341,8 @@
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;
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