User prompt
buat satu musuh yang bisa menembak
User prompt
buat efek meledak pada musuh ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
kurangi jumlah jumlah musuh yang muncul secara drastis
User prompt
menara bisa menembak kesegala arah
Code edit (1 edits merged)
Please save this source code
User prompt
Dragon Guardian: Tower Defense
Initial prompt
buat permainan side scroller shooter penunggang naga terbang penjaga menara perak tinggi dalam hutan. menghancurkan kekuatan jahat yang ingin masuki menara
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var Dragon = Container.expand(function () { var self = Container.call(this); var dragonGraphics = self.attachAsset('dragon', { anchorX: 0.5, anchorY: 0.5 }); self.health = 100; self.fireRate = 10; self.fireTimer = 0; self.speed = 8; self.update = function () { if (self.fireTimer > 0) { self.fireTimer--; } }; self.canShoot = function () { return self.fireTimer <= 0; }; self.shoot = function () { if (self.canShoot()) { var fireball = new Fireball(); fireball.x = self.x + 60; fireball.y = self.y; fireballs.push(fireball); game.addChild(fireball); self.fireTimer = self.fireRate; LK.getSound('shoot').play(); } }; return self; }); var Enemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('enemy1', { anchorX: 0.5, anchorY: 0.5 }); self.health = 10; self.speed = 3; self.damage = 10; self.update = function () { self.x -= self.speed; }; self.takeDamage = function (damage) { self.health -= damage; LK.effects.flashObject(self, 0xff0000, 200); if (self.health <= 0) { self.destroy(); return true; } return false; }; return self; }); var FastEnemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('enemy2', { anchorX: 0.5, anchorY: 0.5 }); self.health = 15; self.speed = 5; self.damage = 15; self.update = function () { self.x -= self.speed; self.y += Math.sin(self.x * 0.02) * 2; }; self.takeDamage = function (damage) { self.health -= damage; LK.effects.flashObject(self, 0xff0000, 200); if (self.health <= 0) { self.destroy(); return true; } return false; }; return self; }); var Fireball = Container.expand(function () { var self = Container.call(this); var fireballGraphics = self.attachAsset('fireball', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 12; self.damage = 10; self.update = function () { self.x += self.speed; }; return self; }); var PowerUp = Container.expand(function () { var self = Container.call(this); var powerUpGraphics = self.attachAsset('powerup', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 2; self.type = 'damage'; // damage, firerate, speed self.update = function () { self.x -= self.speed; self.rotation += 0.1; }; return self; }); var Tower = Container.expand(function () { var self = Container.call(this); var towerGraphics = self.attachAsset('tower', { anchorX: 0.5, anchorY: 1.0 }); self.maxHealth = 100; self.health = 100; self.takeDamage = function (damage) { self.health -= damage; LK.effects.flashObject(self, 0xff0000, 500); if (self.health <= 0) { self.health = 0; LK.showGameOver(); } updateHealthBar(); }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x87ceeb }); /**** * Game Code ****/ // Background var forestBg = game.addChild(LK.getAsset('forestBg', { anchorX: 0, anchorY: 0, x: 0, y: 0, alpha: 0.7 })); // Game variables var dragon = game.addChild(new Dragon()); var tower = game.addChild(new Tower()); var fireballs = []; var enemies = []; var powerups = []; var enemySpawnTimer = 0; var powerUpSpawnTimer = 0; var waveLevel = 1; var gameSpeed = 1; // Position initial elements dragon.x = 300; dragon.y = 1366; tower.x = 150; tower.y = 2200; // UI Elements var scoreTxt = new Text2('Score: 0', { size: 60, fill: 0xFFFFFF }); scoreTxt.anchor.set(0, 0); scoreTxt.x = 150; scoreTxt.y = 50; LK.gui.topLeft.addChild(scoreTxt); var healthTxt = new Text2('Tower Health: 100', { size: 60, fill: 0xFFFFFF }); healthTxt.anchor.set(0.5, 0); LK.gui.top.addChild(healthTxt); var waveTxt = new Text2('Wave: 1', { size: 50, fill: 0xFFFFFF }); waveTxt.anchor.set(1, 0); LK.gui.topRight.addChild(waveTxt); function updateHealthBar() { healthTxt.setText('Tower Health: ' + tower.health); } function updateScore() { scoreTxt.setText('Score: ' + LK.getScore()); } function updateWave() { waveTxt.setText('Wave: ' + waveLevel); } // Touch controls var isDragging = false; game.down = function (x, y, obj) { isDragging = true; dragon.shoot(); }; game.move = function (x, y, obj) { if (isDragging) { dragon.x = Math.max(100, Math.min(1900, x)); dragon.y = Math.max(100, Math.min(2600, y)); } }; game.up = function (x, y, obj) { isDragging = false; }; // Spawn functions function spawnEnemy() { var enemy; if (Math.random() < 0.3 + waveLevel * 0.1) { enemy = new FastEnemy(); } else { enemy = new Enemy(); } enemy.x = 2100; enemy.y = Math.random() * 2200 + 300; enemies.push(enemy); game.addChild(enemy); } function spawnPowerUp() { var powerup = new PowerUp(); powerup.x = 2100; powerup.y = Math.random() * 2200 + 300; var rand = Math.random(); if (rand < 0.4) { powerup.type = 'damage'; } else if (rand < 0.7) { powerup.type = 'firerate'; } else { powerup.type = 'speed'; } powerups.push(powerup); game.addChild(powerup); } // Main game loop game.update = function () { // Increase difficulty over time if (LK.ticks % 1800 == 0) { // Every 30 seconds waveLevel++; updateWave(); gameSpeed += 0.1; } // Spawn enemies enemySpawnTimer--; if (enemySpawnTimer <= 0) { spawnEnemy(); enemySpawnTimer = Math.max(30 - waveLevel * 2, 15); } // Spawn power-ups occasionally powerUpSpawnTimer--; if (powerUpSpawnTimer <= 0) { if (Math.random() < 0.3) { spawnPowerUp(); } powerUpSpawnTimer = Math.random() * 600 + 300; // 5-15 seconds } // Update fireballs for (var i = fireballs.length - 1; i >= 0; i--) { var fireball = fireballs[i]; // Remove if off screen if (fireball.x > 2200) { fireball.destroy(); fireballs.splice(i, 1); continue; } // Check collision with enemies for (var j = enemies.length - 1; j >= 0; j--) { var enemy = enemies[j]; if (fireball.intersects(enemy)) { if (enemy.takeDamage(fireball.damage)) { enemies.splice(j, 1); LK.setScore(LK.getScore() + 10); updateScore(); LK.getSound('enemyHit').play(); } fireball.destroy(); fireballs.splice(i, 1); break; } } } // Update enemies for (var i = enemies.length - 1; i >= 0; i--) { var enemy = enemies[i]; // Check if enemy reached tower if (enemy.x < 200) { tower.takeDamage(enemy.damage); enemy.destroy(); enemies.splice(i, 1); continue; } // Check collision with dragon if (enemy.intersects(dragon)) { tower.takeDamage(5); enemy.destroy(); enemies.splice(i, 1); LK.effects.flashObject(dragon, 0xff0000, 300); } } // Update power-ups for (var i = powerups.length - 1; i >= 0; i--) { var powerup = powerups[i]; // Remove if off screen if (powerup.x < -100) { powerup.destroy(); powerups.splice(i, 1); continue; } // Check collision with dragon if (powerup.intersects(dragon)) { if (powerup.type === 'damage') { dragon.damage = Math.min(dragon.damage + 5, 50); } else if (powerup.type === 'firerate') { dragon.fireRate = Math.max(dragon.fireRate - 2, 3); } else if (powerup.type === 'speed') { dragon.speed = Math.min(dragon.speed + 1, 15); } LK.getSound('powerUpCollect').play(); LK.effects.flashObject(dragon, 0xffd700, 500); powerup.destroy(); powerups.splice(i, 1); } } // Auto-shoot for dragon if (LK.ticks % 20 == 0) { dragon.shoot(); } }; // Start background music LK.playMusic('bgmusic');
===================================================================
--- original.js
+++ change.js
@@ -1,6 +1,336 @@
-/****
+/****
+* Plugins
+****/
+var tween = LK.import("@upit/tween.v1");
+
+/****
+* Classes
+****/
+var Dragon = Container.expand(function () {
+ var self = Container.call(this);
+ var dragonGraphics = self.attachAsset('dragon', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.health = 100;
+ self.fireRate = 10;
+ self.fireTimer = 0;
+ self.speed = 8;
+ self.update = function () {
+ if (self.fireTimer > 0) {
+ self.fireTimer--;
+ }
+ };
+ self.canShoot = function () {
+ return self.fireTimer <= 0;
+ };
+ self.shoot = function () {
+ if (self.canShoot()) {
+ var fireball = new Fireball();
+ fireball.x = self.x + 60;
+ fireball.y = self.y;
+ fireballs.push(fireball);
+ game.addChild(fireball);
+ self.fireTimer = self.fireRate;
+ LK.getSound('shoot').play();
+ }
+ };
+ return self;
+});
+var Enemy = Container.expand(function () {
+ var self = Container.call(this);
+ var enemyGraphics = self.attachAsset('enemy1', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.health = 10;
+ self.speed = 3;
+ self.damage = 10;
+ self.update = function () {
+ self.x -= self.speed;
+ };
+ self.takeDamage = function (damage) {
+ self.health -= damage;
+ LK.effects.flashObject(self, 0xff0000, 200);
+ if (self.health <= 0) {
+ self.destroy();
+ return true;
+ }
+ return false;
+ };
+ return self;
+});
+var FastEnemy = Container.expand(function () {
+ var self = Container.call(this);
+ var enemyGraphics = self.attachAsset('enemy2', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.health = 15;
+ self.speed = 5;
+ self.damage = 15;
+ self.update = function () {
+ self.x -= self.speed;
+ self.y += Math.sin(self.x * 0.02) * 2;
+ };
+ self.takeDamage = function (damage) {
+ self.health -= damage;
+ LK.effects.flashObject(self, 0xff0000, 200);
+ if (self.health <= 0) {
+ self.destroy();
+ return true;
+ }
+ return false;
+ };
+ return self;
+});
+var Fireball = Container.expand(function () {
+ var self = Container.call(this);
+ var fireballGraphics = self.attachAsset('fireball', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.speed = 12;
+ self.damage = 10;
+ self.update = function () {
+ self.x += self.speed;
+ };
+ return self;
+});
+var PowerUp = Container.expand(function () {
+ var self = Container.call(this);
+ var powerUpGraphics = self.attachAsset('powerup', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.speed = 2;
+ self.type = 'damage'; // damage, firerate, speed
+ self.update = function () {
+ self.x -= self.speed;
+ self.rotation += 0.1;
+ };
+ return self;
+});
+var Tower = Container.expand(function () {
+ var self = Container.call(this);
+ var towerGraphics = self.attachAsset('tower', {
+ anchorX: 0.5,
+ anchorY: 1.0
+ });
+ self.maxHealth = 100;
+ self.health = 100;
+ self.takeDamage = function (damage) {
+ self.health -= damage;
+ LK.effects.flashObject(self, 0xff0000, 500);
+ if (self.health <= 0) {
+ self.health = 0;
+ LK.showGameOver();
+ }
+ updateHealthBar();
+ };
+ return self;
+});
+
+/****
* Initialize Game
-****/
+****/
var game = new LK.Game({
- backgroundColor: 0x000000
-});
\ No newline at end of file
+ backgroundColor: 0x87ceeb
+});
+
+/****
+* Game Code
+****/
+// Background
+var forestBg = game.addChild(LK.getAsset('forestBg', {
+ anchorX: 0,
+ anchorY: 0,
+ x: 0,
+ y: 0,
+ alpha: 0.7
+}));
+// Game variables
+var dragon = game.addChild(new Dragon());
+var tower = game.addChild(new Tower());
+var fireballs = [];
+var enemies = [];
+var powerups = [];
+var enemySpawnTimer = 0;
+var powerUpSpawnTimer = 0;
+var waveLevel = 1;
+var gameSpeed = 1;
+// Position initial elements
+dragon.x = 300;
+dragon.y = 1366;
+tower.x = 150;
+tower.y = 2200;
+// UI Elements
+var scoreTxt = new Text2('Score: 0', {
+ size: 60,
+ fill: 0xFFFFFF
+});
+scoreTxt.anchor.set(0, 0);
+scoreTxt.x = 150;
+scoreTxt.y = 50;
+LK.gui.topLeft.addChild(scoreTxt);
+var healthTxt = new Text2('Tower Health: 100', {
+ size: 60,
+ fill: 0xFFFFFF
+});
+healthTxt.anchor.set(0.5, 0);
+LK.gui.top.addChild(healthTxt);
+var waveTxt = new Text2('Wave: 1', {
+ size: 50,
+ fill: 0xFFFFFF
+});
+waveTxt.anchor.set(1, 0);
+LK.gui.topRight.addChild(waveTxt);
+function updateHealthBar() {
+ healthTxt.setText('Tower Health: ' + tower.health);
+}
+function updateScore() {
+ scoreTxt.setText('Score: ' + LK.getScore());
+}
+function updateWave() {
+ waveTxt.setText('Wave: ' + waveLevel);
+}
+// Touch controls
+var isDragging = false;
+game.down = function (x, y, obj) {
+ isDragging = true;
+ dragon.shoot();
+};
+game.move = function (x, y, obj) {
+ if (isDragging) {
+ dragon.x = Math.max(100, Math.min(1900, x));
+ dragon.y = Math.max(100, Math.min(2600, y));
+ }
+};
+game.up = function (x, y, obj) {
+ isDragging = false;
+};
+// Spawn functions
+function spawnEnemy() {
+ var enemy;
+ if (Math.random() < 0.3 + waveLevel * 0.1) {
+ enemy = new FastEnemy();
+ } else {
+ enemy = new Enemy();
+ }
+ enemy.x = 2100;
+ enemy.y = Math.random() * 2200 + 300;
+ enemies.push(enemy);
+ game.addChild(enemy);
+}
+function spawnPowerUp() {
+ var powerup = new PowerUp();
+ powerup.x = 2100;
+ powerup.y = Math.random() * 2200 + 300;
+ var rand = Math.random();
+ if (rand < 0.4) {
+ powerup.type = 'damage';
+ } else if (rand < 0.7) {
+ powerup.type = 'firerate';
+ } else {
+ powerup.type = 'speed';
+ }
+ powerups.push(powerup);
+ game.addChild(powerup);
+}
+// Main game loop
+game.update = function () {
+ // Increase difficulty over time
+ if (LK.ticks % 1800 == 0) {
+ // Every 30 seconds
+ waveLevel++;
+ updateWave();
+ gameSpeed += 0.1;
+ }
+ // Spawn enemies
+ enemySpawnTimer--;
+ if (enemySpawnTimer <= 0) {
+ spawnEnemy();
+ enemySpawnTimer = Math.max(30 - waveLevel * 2, 15);
+ }
+ // Spawn power-ups occasionally
+ powerUpSpawnTimer--;
+ if (powerUpSpawnTimer <= 0) {
+ if (Math.random() < 0.3) {
+ spawnPowerUp();
+ }
+ powerUpSpawnTimer = Math.random() * 600 + 300; // 5-15 seconds
+ }
+ // Update fireballs
+ for (var i = fireballs.length - 1; i >= 0; i--) {
+ var fireball = fireballs[i];
+ // Remove if off screen
+ if (fireball.x > 2200) {
+ fireball.destroy();
+ fireballs.splice(i, 1);
+ continue;
+ }
+ // Check collision with enemies
+ for (var j = enemies.length - 1; j >= 0; j--) {
+ var enemy = enemies[j];
+ if (fireball.intersects(enemy)) {
+ if (enemy.takeDamage(fireball.damage)) {
+ enemies.splice(j, 1);
+ LK.setScore(LK.getScore() + 10);
+ updateScore();
+ LK.getSound('enemyHit').play();
+ }
+ fireball.destroy();
+ fireballs.splice(i, 1);
+ break;
+ }
+ }
+ }
+ // Update enemies
+ for (var i = enemies.length - 1; i >= 0; i--) {
+ var enemy = enemies[i];
+ // Check if enemy reached tower
+ if (enemy.x < 200) {
+ tower.takeDamage(enemy.damage);
+ enemy.destroy();
+ enemies.splice(i, 1);
+ continue;
+ }
+ // Check collision with dragon
+ if (enemy.intersects(dragon)) {
+ tower.takeDamage(5);
+ enemy.destroy();
+ enemies.splice(i, 1);
+ LK.effects.flashObject(dragon, 0xff0000, 300);
+ }
+ }
+ // Update power-ups
+ for (var i = powerups.length - 1; i >= 0; i--) {
+ var powerup = powerups[i];
+ // Remove if off screen
+ if (powerup.x < -100) {
+ powerup.destroy();
+ powerups.splice(i, 1);
+ continue;
+ }
+ // Check collision with dragon
+ if (powerup.intersects(dragon)) {
+ if (powerup.type === 'damage') {
+ dragon.damage = Math.min(dragon.damage + 5, 50);
+ } else if (powerup.type === 'firerate') {
+ dragon.fireRate = Math.max(dragon.fireRate - 2, 3);
+ } else if (powerup.type === 'speed') {
+ dragon.speed = Math.min(dragon.speed + 1, 15);
+ }
+ LK.getSound('powerUpCollect').play();
+ LK.effects.flashObject(dragon, 0xffd700, 500);
+ powerup.destroy();
+ powerups.splice(i, 1);
+ }
+ }
+ // Auto-shoot for dragon
+ if (LK.ticks % 20 == 0) {
+ dragon.shoot();
+ }
+};
+// Start background music
+LK.playMusic('bgmusic');
\ No newline at end of file
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