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Expand enemy path equally so that the bottom path is just above the wave manager UI and the top path remains where it is. Move unit grids to follow.
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Reduce life of all enemies by 50%
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Reduce life of all enemies by 20%
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Orbs should only combine if there are two of the same kind and level. Right now orbs are leveling up if tapped. Analyze and fix.
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Update as needed with: /**** * Game Constants - ACTUALLY USE THE FULL SCREEN ****/ var CELL_SIZE = 120; // Bigger cells for better visibility var GRID_COLS = 5; var GRID_ROWS = 4; var SCREEN_WIDTH = 2048; var SCREEN_HEIGHT = 2732; // Actually use the full screen dimensions var BUILDING_AREA_WIDTH = GRID_COLS * CELL_SIZE; // 600px wide var BUILDING_AREA_HEIGHT = GRID_ROWS * CELL_SIZE; // 480px tall // Center the building areas in the screen with proper spacing var TOP_AREA_X = (SCREEN_WIDTH - BUILDING_AREA_WIDTH) / 2; // ~724px from left var TOP_AREA_Y = 500; // Start well below UI var BOTTOM_AREA_X = TOP_AREA_X; // Same X position var BOTTOM_AREA_Y = TOP_AREA_Y + BUILDING_AREA_HEIGHT + 300; // 300px gap between areas // Path uses much more of the screen var PATH_MARGIN = 200; // Bigger margins for wider paths ``` ```javascript /**** * Path System - USING FULL SCREEN DIMENSIONS ****/ var PathSystem = { pathPoints: [], init: function() { // Use much more of the screen for the path var pathLeft = 150; // Start near left edge of screen var pathRight = SCREEN_WIDTH - 150; // Go to near right edge of screen var pathTop = 400; // Start below UI var pathMiddle = TOP_AREA_Y + BUILDING_AREA_HEIGHT + 150; // Between building areas var pathBottom = BOTTOM_AREA_Y + BUILDING_AREA_HEIGHT + 150; // Below bottom area this.pathPoints = [ // Start from top-left of screen {x: pathLeft, y: pathTop}, // Across top of screen {x: pathRight, y: pathTop}, // Down right side to middle {x: pathRight, y: pathMiddle}, // Across middle (between building areas) to left {x: pathLeft, y: pathMiddle}, // Down left side to bottom {x: pathLeft, y: pathBottom}, // Across bottom to exit at right {x: pathRight, y: pathBottom} ]; }, // ... rest of PathSystem methods stay the same }; ``` ```javascript /**** * Generate Buttons - PROPERLY POSITIONED ****/ var topGenerateButton = new GenerateButton(0); topGenerateButton.x = TOP_AREA_X + BUILDING_AREA_WIDTH + 100; topGenerateButton.y = TOP_AREA_Y + BUILDING_AREA_HEIGHT / 2; game.addChild(topGenerateButton); var bottomGenerateButton = new GenerateButton(1); bottomGenerateButton.x = BOTTOM_AREA_X + BUILDING_AREA_WIDTH + 100; bottomGenerateButton.y = BOTTOM_AREA_Y + BUILDING_AREA_HEIGHT / 2; game.addChild(bottomGenerateButton); ``` ```javascript /**** * Wave Manager - BOTTOM OF SCREEN ****/ var waveManager = new WaveManager(); waveManager.x = SCREEN_WIDTH / 2; waveManager.y = SCREEN_HEIGHT - 200; // Actually near bottom of screen game.addChild(waveManager);
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Update as needed with: /**** * Game Constants - ACTUALLY USE THE FULL SCREEN ****/ var CELL_SIZE = 120; // Bigger cells for better visibility var GRID_COLS = 5; var GRID_ROWS = 4; var SCREEN_WIDTH = 2048; var SCREEN_HEIGHT = 2732; // Actually use the full screen dimensions var BUILDING_AREA_WIDTH = GRID_COLS * CELL_SIZE; // 600px wide var BUILDING_AREA_HEIGHT = GRID_ROWS * CELL_SIZE; // 480px tall // Center the building areas in the screen with proper spacing var TOP_AREA_X = (SCREEN_WIDTH - BUILDING_AREA_WIDTH) / 2; // ~724px from left var TOP_AREA_Y = 500; // Start well below UI var BOTTOM_AREA_X = TOP_AREA_X; // Same X position var BOTTOM_AREA_Y = TOP_AREA_Y + BUILDING_AREA_HEIGHT + 300; // 300px gap between areas // Path uses much more of the screen var PATH_MARGIN = 200; // Bigger margins for wider paths ``` ```javascript /**** * Path System - USING FULL SCREEN DIMENSIONS ****/ var PathSystem = { pathPoints: [], init: function() { // Use much more of the screen for the path var pathLeft = 150; // Start near left edge of screen var pathRight = SCREEN_WIDTH - 150; // Go to near right edge of screen var pathTop = 400; // Start below UI var pathMiddle = TOP_AREA_Y + BUILDING_AREA_HEIGHT + 150; // Between building areas var pathBottom = BOTTOM_AREA_Y + BUILDING_AREA_HEIGHT + 150; // Below bottom area this.pathPoints = [ // Start from top-left of screen {x: pathLeft, y: pathTop}, // Across top of screen {x: pathRight, y: pathTop}, // Down right side to middle {x: pathRight, y: pathMiddle}, // Across middle (between building areas) to left {x: pathLeft, y: pathMiddle}, // Down left side to bottom {x: pathLeft, y: pathBottom}, // Across bottom to exit at right {x: pathRight, y: pathBottom} ]; }, // ... rest of PathSystem methods stay the same }; ``` ```javascript /**** * Generate Buttons - PROPERLY POSITIONED ****/ var topGenerateButton = new GenerateButton(0); topGenerateButton.x = TOP_AREA_X + BUILDING_AREA_WIDTH + 100; topGenerateButton.y = TOP_AREA_Y + BUILDING_AREA_HEIGHT / 2; game.addChild(topGenerateButton); var bottomGenerateButton = new GenerateButton(1); bottomGenerateButton.x = BOTTOM_AREA_X + BUILDING_AREA_WIDTH + 100; bottomGenerateButton.y = BOTTOM_AREA_Y + BUILDING_AREA_HEIGHT / 2; game.addChild(bottomGenerateButton); ``` ```javascript /**** * Wave Manager - BOTTOM OF SCREEN ****/ var waveManager = new WaveManager(); waveManager.x = SCREEN_WIDTH / 2; waveManager.y = SCREEN_HEIGHT - 200; // Actually near bottom of screen game.addChild(waveManager);
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start with 100 gold
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update as needed with: /**** * Generate Buttons - POSITIONED BESIDE BUILDING AREAS ****/ var topGenerateButton = new GenerateButton(0); topGenerateButton.x = TOP_AREA_X + BUILDING_AREA_WIDTH + 50; topGenerateButton.y = TOP_AREA_Y + BUILDING_AREA_HEIGHT / 2; game.addChild(topGenerateButton); var bottomGenerateButton = new GenerateButton(1); bottomGenerateButton.x = BOTTOM_AREA_X + BUILDING_AREA_WIDTH + 50; bottomGenerateButton.y = BOTTOM_AREA_Y + BUILDING_AREA_HEIGHT / 2; game.addChild(bottomGenerateButton);
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update as needed with: /**** * Path System - WRAPPED AROUND BUILDING AREAS ****/ var PathSystem = { pathPoints: [], init: function() { // Path coordinates that wrap around the building areas var pathLeft = TOP_AREA_X - PATH_MARGIN; var pathRight = TOP_AREA_X + BUILDING_AREA_WIDTH + PATH_MARGIN; var pathTop = TOP_AREA_Y - PATH_MARGIN; var pathMiddle = TOP_AREA_Y + BUILDING_AREA_HEIGHT + 100; // Between the two areas var pathBottom = BOTTOM_AREA_Y + BUILDING_AREA_HEIGHT + PATH_MARGIN; this.pathPoints = [ // Start from top-left {x: pathLeft, y: pathTop}, // Across top {x: pathRight, y: pathTop}, // Down right side to middle {x: pathRight, y: pathMiddle}, // Across middle (between building areas) to left {x: pathLeft, y: pathMiddle}, // Down left side to bottom {x: pathLeft, y: pathBottom}, // Across bottom to exit {x: pathRight, y: pathBottom} ]; }, getPositionAlongPath: function(progress) { if (progress <= 0) return {x: this.pathPoints[0].x, y: this.pathPoints[0].y}; if (progress >= 1) return {x: this.pathPoints[this.pathPoints.length - 1].x, y: this.pathPoints[this.pathPoints.length - 1].y}; var totalSegments = this.pathPoints.length - 1; var segmentProgress = progress * totalSegments; var currentSegment = Math.floor(segmentProgress); var segmentRatio = segmentProgress - currentSegment; if (currentSegment >= totalSegments) { return {x: this.pathPoints[this.pathPoints.length - 1].x, y: this.pathPoints[this.pathPoints.length - 1].y}; } var start = this.pathPoints[currentSegment]; var end = this.pathPoints[currentSegment + 1]; return { x: start.x + (end.x - start.x) * segmentRatio, y: start.y + (end.y - start.y) * segmentRatio }; }, getPathLength: function() { var totalLength = 0; for (var i = 0; i < this.pathPoints.length - 1; i++) { var dx = this.pathPoints[i + 1].x - this.pathPoints[i].x; var dy = this.pathPoints[i + 1].y - this.pathPoints[i].y; totalLength += Math.sqrt(dx * dx + dy * dy); } return totalLength; } };
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update with: /**** * Game Constants - CORRECTED LAYOUT ****/ var CELL_SIZE = 100; // Good size for visibility var GRID_COLS = 5; var GRID_ROWS = 4; // Shorter grids to fit the layout better var SCREEN_WIDTH = 2048; var SCREEN_HEIGHT = 2732; // Use most of the screen for the play area var PLAY_AREA_WIDTH = SCREEN_WIDTH * 0.9; // 90% of screen width var PLAY_AREA_HEIGHT = SCREEN_HEIGHT * 0.7; // 70% of screen height (accounting for UI) var PLAY_AREA_X = SCREEN_WIDTH * 0.05; // Center horizontally var PLAY_AREA_Y = 300; // Start below UI // Building areas centered in the play area var BUILDING_AREA_WIDTH = GRID_COLS * CELL_SIZE; var BUILDING_AREA_HEIGHT = GRID_ROWS * CELL_SIZE; var TOP_AREA_X = (SCREEN_WIDTH - BUILDING_AREA_WIDTH) / 2; var TOP_AREA_Y = PLAY_AREA_Y + 100; // Some margin from top var BOTTOM_AREA_X = TOP_AREA_X; var BOTTOM_AREA_Y = TOP_AREA_Y + BUILDING_AREA_HEIGHT + 200; // Gap between areas // Path margins around the building areas var PATH_MARGIN = 150;
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update with: /**** * Path System - UPDATED FOR BETTER LAYOUT ****/ var PathSystem = { pathPoints: [], init: function() { // Create backwards "5" path between the two unit areas with wider lanes var topAreaBottom = TOP_AREA_Y + GRID_ROWS * CELL_SIZE; var bottomAreaTop = BOTTOM_AREA_Y; var centerY = (topAreaBottom + bottomAreaTop) / 2; // Use more of the screen width for the path var leftX = SCREEN_WIDTH * 0.1; // Start at 10% of screen width var rightX = SCREEN_WIDTH * 0.9; // End at 90% of screen width var midLeftX = SCREEN_WIDTH * 0.3; var midRightX = SCREEN_WIDTH * 0.7; this.pathPoints = [ // Start from far left {x: leftX, y: centerY - CELL_SIZE}, // Across to the far right (top horizontal) {x: rightX, y: centerY - CELL_SIZE}, // Down to center {x: rightX, y: centerY}, // Back across to mid-left (center horizontal) {x: midLeftX, y: centerY}, // Down to lower section {x: midLeftX, y: centerY + CELL_SIZE}, // Across to far right (bottom horizontal) {x: rightX, y: centerY + CELL_SIZE} ]; }, getPositionAlongPath: function(progress) { if (progress <= 0) return {x: this.pathPoints[0].x, y: this.pathPoints[0].y}; if (progress >= 1) return {x: this.pathPoints[this.pathPoints.length - 1].x, y: this.pathPoints[this.pathPoints.length - 1].y}; var totalSegments = this.pathPoints.length - 1; var segmentProgress = progress * totalSegments; var currentSegment = Math.floor(segmentProgress); var segmentRatio = segmentProgress - currentSegment; if (currentSegment >= totalSegments) { return {x: this.pathPoints[this.pathPoints.length - 1].x, y: this.pathPoints[this.pathPoints.length - 1].y}; } var start = this.pathPoints[currentSegment]; var end = this.pathPoints[currentSegment + 1]; return { x: start.x + (end.x - start.x) * segmentRatio, y: start.y + (end.y - start.y) * segmentRatio }; }, getPathLength: function() { var totalLength = 0; for (var i = 0; i < this.pathPoints.length - 1; i++) { var dx = this.pathPoints[i + 1].x - this.pathPoints[i].x; var dy = this.pathPoints[i + 1].y - this.pathPoints[i].y; totalLength += Math.sqrt(dx * dx + dy * dy); } return totalLength; } };
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update with: /**** * Game Constants - UPDATED FOR BETTER LAYOUT ****/ var CELL_SIZE = 120; // Increased from 76 for better visibility var GRID_COLS = 5; // Increased from 3 for more strategic gameplay var GRID_ROWS = 6; // Increased from 5 for more strategic gameplay var AREA_SPACING = CELL_SIZE * 2.5; // Space for the path var SCREEN_WIDTH = 2048; var SCREEN_HEIGHT = 2732; // Center the grids horizontally and use more vertical space var GRID_START_X = (SCREEN_WIDTH - GRID_COLS * CELL_SIZE) / 2; var GRID_START_Y = 200; // Start lower to account for UI var TOP_AREA_Y = GRID_START_Y; var BOTTOM_AREA_Y = TOP_AREA_Y + GRID_ROWS * CELL_SIZE + AREA_SPACING; var TOP_AREA_X = GRID_START_X; var BOTTOM_AREA_X = GRID_START_X;
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Please fix the bug: 'TypeError: allEffects[i].update is not a function' in or related to this line: 'allEffects[i].update();' Line Number: 1736
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Please fix the bug: 'GRID_START_Y is not defined' in or related to this line: 'var topAreaBottom = GRID_START_Y + GRID_ROWS * CELL_SIZE + AREA_SPACING / 2;' Line Number: 1268
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Update with: // Replace the getArcPosition function with this version that ensures the arc always goes up: self.getArcPosition = function (progress) { // Linear interpolation for horizontal movement var x = self.startPosition.x + (self.targetPosition.x - self.startPosition.x) * progress; // Calculate the base line between start and end points var startY = self.startPosition.y; var endY = self.targetPosition.y; var baseY = startY + (endY - startY) * progress; // Create an upward arc that peaks at the midpoint // This arc always goes UP from the baseline, regardless of direction var arcHeight = self.jumpHeight * 4 * progress * (1 - progress); // Final Y position is the baseline MINUS the arc height (negative = up) var y = baseY - arcHeight; return { x: x, y: y }; };
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// Replace the existing getArcPosition function with this simpler, more natural version: self.getArcPosition = function (progress) { // Linear interpolation for horizontal movement var x = self.startPosition.x + (self.targetPosition.x - self.startPosition.x) * progress; // Simple parabolic arc for vertical movement // The arc peaks at the midpoint (progress = 0.5) var startY = self.startPosition.y; var endY = self.targetPosition.y; var arcOffset = -self.jumpHeight * 4 * progress * (progress - 1); // Linear interpolation for base movement plus arc offset var y = startY + (endY - startY) * progress + arcOffset; return { x: x, y: y }; };
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Please fix the bug: 'TypeError: setTimeout is not a function' in or related to this line: 'return function () {' Line Number: 876
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Please fix the bug: 'self.createTowerButton is not a function' in or related to this line: 'var button = new Container();' Line Number: 626
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Please fix the bug: 'self.createTowerButton is not a function' in or related to this line: 'var button = self.createTowerButton(self.towerTypes[i], i);' Line Number: 626
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Please fix the bug: 'self.getCurrentStage is not a function' in or related to this line: 'var currentStage = self.getCurrentStage();' Line Number: 175
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Please fix the bug: 'self.initializeOrbitalSlots is not a function' in or related to this line: 'self.initializeOrbitalSlots();' Line Number: 174
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Remix started
Copy Tower Defense Template
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ /**** * Bullet System ****/ var Bullet = Container.expand(function () { var self = Container.call(this); self.active = false; self.target = null; self.damage = 25; self.speed = 8; self.type = 'basic'; var bulletGraphics = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); self.activate = function (startX, startY, target, damage, type) { self.active = true; self.x = startX; self.y = startY; self.target = target; self.damage = damage; self.type = type; self.visible = true; // Set bullet appearance based on type switch (type) { case 'rapid': bulletGraphics.tint = 0x00AAFF; bulletGraphics.width = bulletGraphics.height = 10; break; case 'sniper': bulletGraphics.tint = 0xFF5500; bulletGraphics.width = bulletGraphics.height = 8; self.speed = 15; break; case 'splash': bulletGraphics.tint = 0x33CC00; bulletGraphics.width = bulletGraphics.height = 20; break; case 'slow': bulletGraphics.tint = 0x9900FF; bulletGraphics.width = bulletGraphics.height = 15; break; case 'poison': bulletGraphics.tint = 0x00FFAA; bulletGraphics.width = bulletGraphics.height = 15; break; default: bulletGraphics.tint = 0xFFFF00; bulletGraphics.width = bulletGraphics.height = 15; break; } }; self.update = function () { if (!self.active || !self.target || !self.target.active) { PoolManager.returnBullet(self); return; } // Move toward target var dx = self.target.x - self.x; var dy = self.target.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < self.speed) { // Hit target self.target.takeDamage(self.damage); // Special effects based on bullet type if (self.type === 'splash') { self.createSplashDamage(); } PoolManager.returnBullet(self); } else { // Move toward target var angle = Math.atan2(dy, dx); self.x += Math.cos(angle) * self.speed; self.y += Math.sin(angle) * self.speed; } }; self.createSplashDamage = function () { var splashRadius = 60; for (var i = 0; i < PoolManager.enemies.length; i++) { var enemy = PoolManager.enemies[i]; if (!enemy.active || enemy === self.target) continue; var distance = CoordUtils.distance(self.x, self.y, enemy.x, enemy.y); if (distance <= splashRadius) { enemy.takeDamage(self.damage * 0.5); } } }; return self; }); /**** * Embryo System ****/ var Embryo = Container.expand(function () { var self = Container.call(this); self.level = 1; self.experience = 0; self.maxExperience = 100; self.baseSize = 80; self.currentSize = self.baseSize; self.aspectRatio = 1.0; // Will become elliptical as it grows // Growth stages self.growthStages = [{ level: 1, size: 80, slots: 4, ratio: 1.0, exp: 0 }, { level: 2, size: 100, slots: 6, ratio: 1.1, exp: 100 }, { level: 3, size: 120, slots: 8, ratio: 1.2, exp: 250 }, { level: 4, size: 140, slots: 10, ratio: 1.3, exp: 450 }, { level: 5, size: 160, slots: 12, ratio: 1.4, exp: 700 }, { level: 6, size: 180, slots: 14, ratio: 1.5, exp: 1000 }]; // Visual components var embryoGraphics = self.attachAsset('embryo', { anchorX: 0.5, anchorY: 0.5 }); var coreGraphics = self.attachAsset('embryoCore', { anchorX: 0.5, anchorY: 0.5 }); self.orbitalSlots = []; self.initializeOrbitalSlots = function () { var currentStage = self.getCurrentStage(); var slotCount = currentStage.slots; var radius = currentStage.size + 60; self.orbitalSlots = []; for (var i = 0; i < slotCount; i++) { var angle = i / slotCount * Math.PI * 2; self.orbitalSlots.push({ angle: angle, radius: radius, occupied: false, tower: null, speed: 0.02 // radians per frame }); } }; self.initializeOrbitalSlots(); self.getCurrentStage = function () { for (var i = self.growthStages.length - 1; i >= 0; i--) { if (self.experience >= self.growthStages[i].exp) { return self.growthStages[i]; } } return self.growthStages[0]; }; self.addExperience = function (amount) { var prevLevel = self.level; self.experience += amount; var newStage = self.getCurrentStage(); if (newStage.level > prevLevel) { self.levelUp(newStage); } }; self.levelUp = function (newStage) { self.level = newStage.level; self.currentSize = newStage.size; self.aspectRatio = newStage.ratio; // Animate growth tween(embryoGraphics, { width: self.currentSize, height: self.currentSize * self.aspectRatio }, { duration: 1000, easing: tween.elasticOut }); tween(coreGraphics, { width: self.currentSize * 0.6, height: self.currentSize * 0.6 * self.aspectRatio }, { duration: 1000, easing: tween.elasticOut }); // Reinitialize orbital slots self.initializeOrbitalSlots(); // Notification var notification = game.addChild(new Notification("Embryo Level Up! New slots available!")); notification.x = SCREEN_WIDTH / 2; notification.y = SCREEN_HEIGHT / 2; }; self.getAvailableSlot = function () { for (var i = 0; i < self.orbitalSlots.length; i++) { if (!self.orbitalSlots[i].occupied) { return self.orbitalSlots[i]; } } return null; }; self.update = function () { // Breathing animation var breathScale = 1 + Math.sin(LK.ticks * 0.05) * 0.05; coreGraphics.scaleX = breathScale; coreGraphics.scaleY = breathScale; // Update orbital slots for (var i = 0; i < self.orbitalSlots.length; i++) { var slot = self.orbitalSlots[i]; slot.angle = CoordUtils.normalizeAngle(slot.angle + slot.speed); if (slot.tower) { var pos = CoordUtils.polarToCartesian(slot.radius, slot.angle); slot.tower.x = self.x + pos.x; slot.tower.y = self.y + pos.y; } } }; return self; }); /**** * Enemy System ****/ var Enemy = Container.expand(function () { var self = Container.call(this); self.active = false; self.material = 'slime'; self.health = 100; self.maxHealth = 100; self.speed = 1; self.bounceTimer = 0; self.bounceHeight = 1; // Visual components var blobGraphics = self.attachAsset('blob', { anchorX: 0.5, anchorY: 0.5 }); var healthBarOutline = self.attachAsset('healthBarOutline', { anchorX: 0, anchorY: 0.5 }); var healthBar = self.attachAsset('healthBar', { anchorX: 0, anchorY: 0.5 }); // Position health bars healthBarOutline.y = healthBar.y = -30; healthBarOutline.x = -36; healthBar.x = -35; healthBar.tint = 0x00ff00; self.activate = function (material, spawnAngle) { self.active = true; self.material = material || 'slime'; self.health = self.maxHealth; self.bounceTimer = 0; // Set material properties self.setMaterial(self.material); // Position at edge of screen var spawnRadius = Math.max(SCREEN_WIDTH, SCREEN_HEIGHT) * 0.6; var pos = CoordUtils.polarToCartesian(spawnRadius, spawnAngle); self.x = SCREEN_WIDTH / 2 + pos.x; self.y = SCREEN_HEIGHT / 2 + pos.y; self.visible = true; }; self.setMaterial = function (material) { switch (material) { case 'slime': blobGraphics.tint = 0x00FF00; self.speed = 1; break; case 'metal': blobGraphics.tint = 0xC0C0C0; self.speed = 0.8; self.maxHealth = 150; break; case 'lava': blobGraphics.tint = 0xFF4500; self.speed = 1.2; break; case 'ice': blobGraphics.tint = 0x87CEEB; self.speed = 0.7; break; case 'shadow': blobGraphics.tint = 0x4B0082; self.speed = 1.5; break; } self.health = self.maxHealth; }; self.takeDamage = function (damage) { self.health -= damage; healthBar.width = self.health / self.maxHealth * 70; if (self.health <= 0) { self.die(); } }; self.die = function () { // Create death particles self.createDeathEffect(); // Give experience to embryo embryo.addExperience(10); // Give gold to player setGold(gold + 5); // Return to pool PoolManager.returnEnemy(self); }; self.createDeathEffect = function () { var particleCount = 8; for (var i = 0; i < particleCount; i++) { var particle = PoolManager.getParticle(); if (particle) { particle.activate(self.x, self.y, self.material); gameLayer.addChild(particle); } } }; self.update = function () { if (!self.active) return; // Move toward embryo center var dx = embryo.x - self.x; var dy = embryo.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); // Check if reached embryo if (distance < embryo.currentSize / 2 + 20) { // Damage player lives--; updateUI(); PoolManager.returnEnemy(self); return; } // Move toward center var angle = Math.atan2(dy, dx); self.x += Math.cos(angle) * self.speed; self.y += Math.sin(angle) * self.speed; // Bounce animation self.bounceTimer += 0.2; var bounceScale = 1 + Math.sin(self.bounceTimer) * 0.2; blobGraphics.scaleY = bounceScale; blobGraphics.scaleX = 2 - bounceScale; // Squash and stretch }; return self; }); /**** * Notification System ****/ var Notification = Container.expand(function (message) { var self = Container.call(this); var bg = self.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); var text = new Text2(message, { size: 40, fill: 0x000000, weight: 800 }); text.anchor.set(0.5, 0.5); self.addChild(text); bg.width = text.width + 40; bg.height = text.height + 20; self.alpha = 0; // Fade in tween(self, { alpha: 1 }, { duration: 300, onFinish: function onFinish() { // Fade out after delay setTimeout(function () { tween(self, { alpha: 0 }, { duration: 300, onFinish: function onFinish() { self.destroy(); } }); }, 2000); } }); return self; }); /**** * Particle System ****/ var Particle = Container.expand(function () { var self = Container.call(this); self.active = false; self.life = 60; self.maxLife = 60; self.velocityX = 0; self.velocityY = 0; var particleGraphics = self.attachAsset('particle', { anchorX: 0.5, anchorY: 0.5 }); self.activate = function (x, y, material) { self.active = true; self.x = x; self.y = y; self.life = self.maxLife; self.visible = true; // Random velocity var angle = Math.random() * Math.PI * 2; var speed = 2 + Math.random() * 4; self.velocityX = Math.cos(angle) * speed; self.velocityY = Math.sin(angle) * speed; // Set color based on material switch (material) { case 'slime': particleGraphics.tint = 0x00FF00; break; case 'metal': particleGraphics.tint = 0xC0C0C0; break; case 'lava': particleGraphics.tint = 0xFF4500; break; case 'ice': particleGraphics.tint = 0x87CEEB; break; case 'shadow': particleGraphics.tint = 0x4B0082; break; default: particleGraphics.tint = 0xFFFFFF; break; } self.scaleX = self.scaleY = 1; self.alpha = 1; }; self.update = function () { if (!self.active) return; self.life--; if (self.life <= 0) { PoolManager.returnParticle(self); return; } // Move self.x += self.velocityX; self.y += self.velocityY; // Fade out var lifeRatio = self.life / self.maxLife; self.alpha = lifeRatio; self.scaleX = self.scaleY = lifeRatio; // Gravity self.velocityY += 0.1; self.velocityX *= 0.98; }; return self; }); /**** * Wave System ****/ /**** * Tower System ****/ var Tower = Container.expand(function (type) { var self = Container.call(this); self.type = type || 'basic'; self.level = 1; self.damage = 25; self.range = 120; self.fireRate = 60; // frames between shots self.lastFired = 0; self.orbitalSlot = null; // Visual components var baseGraphics = self.attachAsset('tower', { anchorX: 0.5, anchorY: 0.5 }); var gunContainer = new Container(); self.addChild(gunContainer); var gunGraphics = gunContainer.attachAsset('defense', { anchorX: 0.5, anchorY: 0.5 }); // Set tower properties based on type self.setType = function (type) { self.type = type; switch (type) { case 'rapid': baseGraphics.tint = 0x00AAFF; self.fireRate = 30; self.damage = 15; self.range = 100; break; case 'sniper': baseGraphics.tint = 0xFF5500; self.fireRate = 90; self.damage = 60; self.range = 180; break; case 'splash': baseGraphics.tint = 0x33CC00; self.fireRate = 75; self.damage = 35; self.range = 80; break; case 'slow': baseGraphics.tint = 0x9900FF; self.fireRate = 50; self.damage = 20; self.range = 110; break; case 'poison': baseGraphics.tint = 0x00FFAA; self.fireRate = 70; self.damage = 30; self.range = 90; break; default: baseGraphics.tint = 0xAAAAAA; break; } }; self.setType(type); self.findTarget = function () { var closestEnemy = null; var closestDistance = Infinity; for (var i = 0; i < PoolManager.enemies.length; i++) { var enemy = PoolManager.enemies[i]; if (!enemy.active) continue; var distance = CoordUtils.distance(self.x, self.y, enemy.x, enemy.y); if (distance <= self.range && distance < closestDistance) { closestDistance = distance; closestEnemy = enemy; } } return closestEnemy; }; self.fire = function (target) { var bullet = PoolManager.getBullet(); if (bullet) { bullet.activate(self.x, self.y, target, self.damage, self.type); gameLayer.addChild(bullet); } // Recoil animation tween.stop(gunContainer, { scaleX: true, scaleY: true }); gunContainer.scaleX = 0.8; gunContainer.scaleY = 0.8; tween(gunContainer, { scaleX: 1, scaleY: 1 }, { duration: 150, easing: tween.elasticOut }); }; self.update = function () { // Find and shoot at enemies if (LK.ticks - self.lastFired >= self.fireRate) { var target = self.findTarget(); if (target) { // Aim at target var dx = target.x - self.x; var dy = target.y - self.y; var angle = Math.atan2(dy, dx); gunContainer.rotation = angle; self.fire(target); self.lastFired = LK.ticks; } } }; return self; }); /**** * UI System ****/ var TowerSelector = Container.expand(function () { var self = Container.call(this); self.towerTypes = ['basic', 'rapid', 'sniper', 'splash', 'slow', 'poison']; self.buttons = []; var buttonWidth = 100; var spacing = 120; var startX = -((self.towerTypes.length - 1) * spacing) / 2; for (var i = 0; i < self.towerTypes.length; i++) { var button = self.createTowerButton(self.towerTypes[i], i); button.x = startX + i * spacing; self.addChild(button); self.buttons.push(button); } self.createTowerButton = function (type, index) { var button = new Container(); var bg = button.attachAsset('tower', { anchorX: 0.5, anchorY: 0.5 }); bg.width = bg.height = buttonWidth; // Set color based on type switch (type) { case 'rapid': bg.tint = 0x00AAFF; break; case 'sniper': bg.tint = 0xFF5500; break; case 'splash': bg.tint = 0x33CC00; break; case 'slow': bg.tint = 0x9900FF; break; case 'poison': bg.tint = 0x00FFAA; break; default: bg.tint = 0xAAAAAA; break; } var label = new Text2(type, { size: 24, fill: 0xFFFFFF, weight: 800 }); label.anchor.set(0.5, 0.5); button.addChild(label); button.down = function () { self.placeTower(type); }; return button; }; self.placeTower = function (type) { var slot = embryo.getAvailableSlot(); if (slot && gold >= self.getTowerCost(type)) { var tower = new Tower(type); tower.orbitalSlot = slot; slot.occupied = true; slot.tower = tower; gameLayer.addChild(tower); setGold(gold - self.getTowerCost(type)); var notification = new Notification("Tower placed!"); game.addChild(notification); notification.x = SCREEN_WIDTH / 2; notification.y = SCREEN_HEIGHT / 2 + 100; } else if (!slot) { var notification = new Notification("No available slots!"); game.addChild(notification); notification.x = SCREEN_WIDTH / 2; notification.y = SCREEN_HEIGHT / 2 + 100; } else { var notification = new Notification("Not enough gold!"); game.addChild(notification); notification.x = SCREEN_WIDTH / 2; notification.y = SCREEN_HEIGHT / 2 + 100; } }; self.getTowerCost = function (type) { switch (type) { case 'rapid': return 25; case 'sniper': return 40; case 'splash': return 50; case 'slow': return 60; case 'poison': return 70; default: return 15; } }; return self; }); /**** * Initialize Game ****/ /**** * Game Constants ****/ /**** * Game Variables ****/ var game = new LK.Game({ backgroundColor: 0x222222 }); /**** * Game Code ****/ /**** * Object Pooling System ****/ var PoolManager = { enemies: [], bullets: [], particles: [], init: function init() { // Pre-allocate pools for (var i = 0; i < 200; i++) { this.enemies.push(this.createEnemy()); } for (var i = 0; i < 500; i++) { this.bullets.push(this.createBullet()); } for (var i = 0; i < 1000; i++) { this.particles.push(this.createParticle()); } }, getEnemy: function getEnemy() { for (var i = 0; i < this.enemies.length; i++) { if (!this.enemies[i].active) { return this.enemies[i]; } } // If pool exhausted, create new one var enemy = this.createEnemy(); this.enemies.push(enemy); return enemy; }, getBullet: function getBullet() { for (var i = 0; i < this.bullets.length; i++) { if (!this.bullets[i].active) { return this.bullets[i]; } } var bullet = this.createBullet(); this.bullets.push(bullet); return bullet; }, getParticle: function getParticle() { for (var i = 0; i < this.particles.length; i++) { if (!this.particles[i].active) { return this.particles[i]; } } var particle = this.createParticle(); this.particles.push(particle); return particle; }, createEnemy: function createEnemy() { var enemy = new Enemy(); enemy.active = false; return enemy; }, createBullet: function createBullet() { var bullet = new Bullet(); bullet.active = false; return bullet; }, createParticle: function createParticle() { var particle = new Particle(); particle.active = false; return particle; }, returnEnemy: function returnEnemy(enemy) { enemy.active = false; if (enemy.parent) { enemy.parent.removeChild(enemy); } }, returnBullet: function returnBullet(bullet) { bullet.active = false; if (bullet.parent) { bullet.parent.removeChild(bullet); } }, returnParticle: function returnParticle(particle) { particle.active = false; if (particle.parent) { particle.parent.removeChild(particle); } } }; /**** * Coordinate System Utilities ****/ var CoordUtils = { // Convert polar to cartesian coordinates polarToCartesian: function polarToCartesian(radius, angle) { return { x: radius * Math.cos(angle), y: radius * Math.sin(angle) }; }, // Convert cartesian to polar coordinates cartesianToPolar: function cartesianToPolar(x, y) { var radius = Math.sqrt(x * x + y * y); var angle = Math.atan2(y, x); return { radius: radius, angle: angle }; }, // Get distance between two points distance: function distance(x1, y1, x2, y2) { var dx = x2 - x1; var dy = y2 - y1; return Math.sqrt(dx * dx + dy * dy); }, // Normalize angle to 0-2π range normalizeAngle: function normalizeAngle(angle) { while (angle < 0) angle += Math.PI * 2; while (angle >= Math.PI * 2) angle -= Math.PI * 2; return angle; } }; /**** * Wave System ****/ var WaveManager = { currentWave: 0, totalWaves: 30, waveTimer: 0, waveDelay: 300, // frames between waves enemiesPerWave: 15, materials: ['slime', 'metal', 'lava', 'ice', 'shadow'], update: function update() { this.waveTimer--; if (this.waveTimer <= 0 && this.currentWave < this.totalWaves) { this.spawnWave(); this.waveTimer = this.waveDelay; } }, spawnWave: function spawnWave() { this.currentWave++; var material = this.materials[(this.currentWave - 1) % this.materials.length]; var enemyCount = this.enemiesPerWave + Math.floor(this.currentWave / 5); for (var i = 0; i < enemyCount; i++) { setTimeout(function (mat) { return function () { var enemy = PoolManager.getEnemy(); if (enemy) { var spawnAngle = Math.random() * Math.PI * 2; enemy.activate(mat, spawnAngle); gameLayer.addChild(enemy); } }; }(material), i * 100); // Stagger spawning } var notification = new Notification("Wave " + this.currentWave + " - " + material + " blobs!"); game.addChild(notification); notification.x = SCREEN_WIDTH / 2; notification.y = 100; } }; /**** * Game Constants ****/ var SCREEN_WIDTH = 2048; var SCREEN_HEIGHT = 2732; var gameLayer = new Container(); var uiLayer = new Container(); var embryo; var towerSelector; var gold = 100; var lives = 20; var score = 0; // UI Text Elements var goldText = new Text2('Gold: ' + gold, { size: 48, fill: 0xFFD700, weight: 800 }); goldText.anchor.set(0.5, 0.5); var livesText = new Text2('Lives: ' + lives, { size: 48, fill: 0x00FF00, weight: 800 }); livesText.anchor.set(0.5, 0.5); var scoreText = new Text2('Score: ' + score, { size: 48, fill: 0xFF0000, weight: 800 }); scoreText.anchor.set(0.5, 0.5); var waveText = new Text2('Wave: 0', { size: 48, fill: 0x00AAFF, weight: 800 }); waveText.anchor.set(0.5, 0.5); /**** * Utility Functions ****/ function updateUI() { goldText.setText('Gold: ' + gold); livesText.setText('Lives: ' + lives); scoreText.setText('Score: ' + score); waveText.setText('Wave: ' + WaveManager.currentWave); } function setGold(value) { gold = value; updateUI(); } /**** * Game Initialization ****/ function initializeGame() { // Initialize object pools PoolManager.init(); // Create embryo at center embryo = new Embryo(); embryo.x = SCREEN_WIDTH / 2; embryo.y = SCREEN_HEIGHT / 2; gameLayer.addChild(embryo); // Create tower selector towerSelector = new TowerSelector(); towerSelector.x = SCREEN_WIDTH / 2; towerSelector.y = SCREEN_HEIGHT - 150; uiLayer.addChild(towerSelector); // Position UI elements goldText.x = 150; goldText.y = 80; uiLayer.addChild(goldText); livesText.x = 400; livesText.y = 80; uiLayer.addChild(livesText); scoreText.x = 650; scoreText.y = 80; uiLayer.addChild(scoreText); waveText.x = 900; waveText.y = 80; uiLayer.addChild(waveText); // Add layers to game game.addChild(gameLayer); game.addChild(uiLayer); // Start first wave after delay WaveManager.waveTimer = 180; // 3 seconds updateUI(); } /**** * Camera System ****/ var Camera = { zoom: 1, targetZoom: 1, update: function update() { // Adjust zoom based on embryo size var baseZoom = 1; var embryoSize = embryo ? embryo.currentSize : 80; this.targetZoom = Math.max(0.6, baseZoom - (embryoSize - 80) / 400); // Smooth zoom transition this.zoom += (this.targetZoom - this.zoom) * 0.05; // Apply zoom to game layer gameLayer.scaleX = gameLayer.scaleY = this.zoom; // Keep embryo centered if (embryo) { gameLayer.x = SCREEN_WIDTH / 2 - embryo.x * this.zoom; gameLayer.y = SCREEN_HEIGHT / 2 - embryo.y * this.zoom; } } }; /**** * Game Update Loop ****/ game.update = function () { // Update all systems WaveManager.update(); Camera.update(); // Update embryo if (embryo) { embryo.update(); } // Update all active enemies for (var i = 0; i < PoolManager.enemies.length; i++) { var enemy = PoolManager.enemies[i]; if (enemy.active) { enemy.update(); } } // Update all active bullets for (var i = 0; i < PoolManager.bullets.length; i++) { var bullet = PoolManager.bullets[i]; if (bullet.active) { bullet.update(); } } // Update all active particles for (var i = 0; i < PoolManager.particles.length; i++) { var particle = PoolManager.particles[i]; if (particle.active) { particle.update(); } } // Update all towers for (var i = 0; i < embryo.orbitalSlots.length; i++) { var slot = embryo.orbitalSlots[i]; if (slot.tower) { slot.tower.update(); } } // Check win/lose conditions if (lives <= 0) { LK.showGameOver(); } else if (WaveManager.currentWave >= WaveManager.totalWaves) { // Check if all enemies are defeated var activeEnemies = 0; for (var i = 0; i < PoolManager.enemies.length; i++) { if (PoolManager.enemies[i].active) { activeEnemies++; } } if (activeEnemies === 0) { LK.showYouWin(); } } }; /**** * Game Input Handlers ****/ game.down = function (x, y, obj) { // Handle UI interactions // Tower selector handles its own input }; game.move = function (x, y, obj) { // Handle drag interactions if needed }; game.up = function (x, y, obj) { // Handle release interactions if needed }; /**** * Start Game ****/ initializeGame();
===================================================================
--- original.js
+++ change.js
@@ -152,9 +152,8 @@
anchorX: 0.5,
anchorY: 0.5
});
self.orbitalSlots = [];
- self.initializeOrbitalSlots();
self.initializeOrbitalSlots = function () {
var currentStage = self.getCurrentStage();
var slotCount = currentStage.slots;
var radius = currentStage.size + 60;
@@ -169,8 +168,9 @@
speed: 0.02 // radians per frame
});
}
};
+ self.initializeOrbitalSlots();
self.getCurrentStage = function () {
for (var i = self.growthStages.length - 1; i >= 0; i--) {
if (self.experience >= self.growthStages[i].exp) {
return self.growthStages[i];
A long rack of different colored poker chips seen from above. Anime style.. In-Game asset. 2d. High contrast. No shadows
A graphic for the center of a joker card.
a 2:3 format thin black border with nothing in the center. In-Game asset. 2d. High contrast. No shadows
A small white explosion particle.. In-Game asset. 2d. High contrast. No shadows
Make the blue a lighter blue.
Make this in a white instead of blue. Keep everything else the same.
A couple different sized stacks of these chips beside each other.
Just the spade from this picture with a blue snowflake in the middle of it.
Just the heart from this picture with a flame in the cent t of it.
Just the club from this picture with 1. **Fan/Spray Symbol** - Three or more lines radiating outward from a central point, yellow in color, in the center of the club.
Just the diamond from this picture with a dollar sign in the center
A white circle with a lightening gradient towards the edge.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A simple golden line break.. In-Game asset. 2d. High contrast. No shadows
A fanned card hand that shows a royal flush in spades. Anime style. In-Game asset. 2d. High contrast. No shadows
An SVG of the word 'Battle'. text in yellow with a black outline. In-Game asset. 2d. High contrast. No shadows
change the text to say "Mods"
The four card suits arranged in 2x2 grid layout, no lines. Anime style. In-Game asset. 2d. High contrast. No shadows
A single ice crystal. anime style. In-Game asset. 2d. High contrast. No shadows
Change the text to say ‘Refund’. Change the cards to a trash can.
A completely blank playing card with textured surface. Slightly used edges with a couple nicks out of it. Black background. In-Game asset. 2d. High contrast. No shadows
A 3:2 ratio rectangular green button that says “PvP” using this yellow font.
Change the text to say ‘Co-op’
Change the font to say ‘Victory!’
Change the text to say ‘Defeat!’
A 2:3 ratio rectangular picture that shows two card playing cats in a casino very close face to face with teeth bared and fists clenched as if they’re about to fight. Each cat has a different card suit pattern on the fur of their forehead. One is wearing a suit and the other is wearing tan leather jacket with a striped tank top underneath. Anime style.. In-Game asset. 2d. High contrast. No shadows
Show these same cats smiling and instead of clenched fists they’re grasping hands because they’re friends.
Incorporate these two cats heads into a game logo for a poker based tower defense that includes the name “Double Down Defense”. Put their heads offset on either side with eyes open and looking at the logo.
A small treasure chest with poker themed graphics on it. Anime style. In-Game asset. 2d. High contrast. No shadows
The hearts card suit symbol with two linked hearts in the center of it. Anime style.. In-Game asset. 2d. High contrast. No shadows
The diamond card suit with a coin in the center. The coin has a ‘2X’ in the center. Anime style.. In-Game asset. 2d. High contrast. No shadows
Just the club from this picture with a clock in the center.
Just the spade from this image with a land mine in the center of it.
Just the mine from this image.
Just the heart from this image with a piggy bank in the center.
Just the diamond from this picture with a sword with a small arrow pointing up in the center of the diamond.
Just the club from this picture with an icon in the center of it that represents a projectile bouncing at an angle off of a surface.
Just the spade with a skull in the center of it. Anime style.
This chest with the top open and nothing inside.
Change the text to say Shop
An old style cash register. The numeric read out says 7.77. Anime style.. In-Game asset. 2d. High contrast. No shadows
A giant question mark. Anime style.. In-Game asset. 2d. High contrast. No shadows
A shield with a spade and heart card suit coat of arms on it with a sword crossed downwards, behind it. icon. Anime style.. In-Game asset. 2d. High contrast. No shadows
Change the text to say ‘Draw’
The back of a playing card. Blue pattern. Anime style.. In-Game asset. 2d. High contrast. No shadows
The back of a playing card. Red pattern with a heart in the center. Anime style.. In-Game asset. 2d. High contrast. No shadows