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)
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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.fireRate = 30;
self.fireTimer = 0;
self.update = function () {
if (self.fireTimer > 0) {
self.fireTimer--;
}
};
self.canShoot = function () {
return self.fireTimer <= 0;
};
self.shootAt = function (targetX, targetY) {
if (self.canShoot()) {
var projectile = new TowerProjectile();
projectile.x = self.x;
projectile.y = self.y - 150;
var deltaX = targetX - projectile.x;
var deltaY = targetY - projectile.y;
var distance = Math.sqrt(deltaX * deltaX + deltaY * deltaY);
if (distance > 0) {
projectile.directionX = deltaX / distance;
projectile.directionY = deltaY / distance;
}
towerProjectiles.push(projectile);
game.addChild(projectile);
self.fireTimer = self.fireRate;
LK.getSound('shoot').play();
}
};
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;
});
var TowerProjectile = Container.expand(function () {
var self = Container.call(this);
var projectileGraphics = self.attachAsset('fireball', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 8;
self.damage = 15;
self.directionX = 1;
self.directionY = 0;
self.update = function () {
self.x += self.speed * self.directionX;
self.y += self.speed * self.directionY;
};
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 towerProjectiles = [];
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(180 - waveLevel * 5, 120);
}
// 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);
}
}
// Tower auto-shooting at nearest enemy
if (enemies.length > 0 && LK.ticks % 45 == 0) {
var nearestEnemy = enemies[0];
var minDistance = Math.abs(nearestEnemy.x - tower.x) + Math.abs(nearestEnemy.y - tower.y);
for (var k = 1; k < enemies.length; k++) {
var distance = Math.abs(enemies[k].x - tower.x) + Math.abs(enemies[k].y - tower.y);
if (distance < minDistance) {
minDistance = distance;
nearestEnemy = enemies[k];
}
}
tower.shootAt(nearestEnemy.x, nearestEnemy.y);
}
// Update tower projectiles
for (var i = towerProjectiles.length - 1; i >= 0; i--) {
var projectile = towerProjectiles[i];
// Remove if off screen
if (projectile.x > 2200 || projectile.x < -100 || projectile.y > 2800 || projectile.y < -100) {
projectile.destroy();
towerProjectiles.splice(i, 1);
continue;
}
// Check collision with enemies
for (var j = enemies.length - 1; j >= 0; j--) {
var enemy = enemies[j];
if (projectile.intersects(enemy)) {
if (enemy.takeDamage(projectile.damage)) {
enemies.splice(j, 1);
LK.setScore(LK.getScore() + 15);
updateScore();
LK.getSound('enemyHit').play();
}
projectile.destroy();
towerProjectiles.splice(i, 1);
break;
}
}
}
// Auto-shoot for dragon
if (LK.ticks % 20 == 0) {
dragon.shoot();
}
};
// Start background music
LK.playMusic('bgmusic'); ===================================================================
--- original.js
+++ change.js
@@ -294,9 +294,9 @@
// Spawn enemies
enemySpawnTimer--;
if (enemySpawnTimer <= 0) {
spawnEnemy();
- enemySpawnTimer = Math.max(30 - waveLevel * 2, 15);
+ enemySpawnTimer = Math.max(180 - waveLevel * 5, 120);
}
// Spawn power-ups occasionally
powerUpSpawnTimer--;
if (powerUpSpawnTimer <= 0) {
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