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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