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Fix errors
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"Start game" starts from last level player passed āŖš” Consider importing and using the following plugins: @upit/storage.v1
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Create restart button
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Make colonists' assets disappear when they reach the bunker
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Each level's coin count is based on leftover coins from the previous level. āŖš” Consider importing and using the following plugins: @upit/storage.v1
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Start coin count at 25.
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Move coin count left 100 spaces
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Move coin count left 100 spaces
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Move coin count left 50 spaces
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Move coin count left 15 spaces
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Cannot see colonists when they reach bunker
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Add colonists fleeing the colony to the bunker BEFORE enemy spawns in-game. āŖš” Consider importing and using the following plugins: @upit/tween.v1
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Add trash can in right bottom corner.
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Double click to upgrade
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Cannot sell or upgrade tower
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Fix errora
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Place different types of towers to defend against waves of enemies - Manage gold resources to buy and upgrade towers - Survive increasingly difficult waves of enemies
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Create tower system
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Towers doesn't shoot bugs
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Cannot click on towers and place them in gameplay
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Still cannot see towers
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Shrink the gameplay screen to make the coin count and towers visible.
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Make tower icons visible during GAME PLAY
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Place towers on botton of play screen
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Level progress when all bugs are killed
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1"); /**** * Classes ****/ var Bug = Container.expand(function (type, wave) { var self = Container.call(this); self.type = type || 'small'; self.wave = wave || 1; self.isBoss = false; self.isFlying = false; self.isArmored = false; self.slowResistance = 0; self.pathIndex = 0; // Set base stats based on type switch (self.type) { case 'small': self.health = 15; self.speed = 2.5; self.reward = 5; break; case 'medium': self.health = 35; self.speed = 2; self.reward = 7; break; case 'large': self.health = 80; self.speed = 1.5; self.reward = 10; break; case 'fast': self.health = 20; self.speed = 4; self.reward = 8; break; case 'armored': self.health = 120; self.speed = 1; self.reward = 15; self.isArmored = true; break; case 'flying': self.health = 40; self.speed = 3; self.reward = 12; self.isFlying = true; break; case 'boss': self.health = 500; self.speed = 0.8; self.reward = 50; self.isBoss = true; self.slowResistance = 0.7; break; } // Scale with wave var waveMultiplier = 1 + (self.wave - 1) * 0.15; self.health = Math.floor(self.health * waveMultiplier); self.maxHealth = self.health; self.slowEffect = 1; self.poisonTimer = 0; var bugGraphics = self.attachAsset(self.type + 'Bug', { anchorX: 0.5, anchorY: 0.5 }); // Boss scaling if (self.isBoss) { bugGraphics.scaleX = 1.5; bugGraphics.scaleY = 1.5; bugGraphics.tint = 0xFF4444; } // Flying effect if (self.isFlying) { bugGraphics.alpha = 0.8; var originalY = bugGraphics.y; tween(bugGraphics, { y: originalY - 10 }, { duration: 1000, easing: tween.easeInOut, onFinish: function onFinish() { tween(bugGraphics, { y: originalY + 10 }, { duration: 1000, easing: tween.easeInOut, onFinish: function onFinish() { // Create infinite loop tween(bugGraphics, { y: originalY - 10 }, { duration: 1000, easing: tween.easeInOut, onFinish: arguments.callee.caller }); } }); } }); } self.takeDamage = function (damage, damageType) { var actualDamage = damage; if (self.isArmored && damageType !== 'piercing') { actualDamage = Math.max(1, damage * 0.5); } if (damageType === 'poison') { self.poisonTimer = 180; // 3 seconds at 60fps actualDamage = damage * 0.3; } self.health -= actualDamage; var healthPercent = self.health / self.maxHealth; if (damageType === 'poison') { bugGraphics.tint = 0x00FF00; } else { bugGraphics.tint = healthPercent < 0.5 ? 0xFF6666 : 0xFFFFFF; } return self.health <= 0; }; self.applySlow = function (slowAmount, duration) { if (self.slowResistance < 1) { var effectiveSlowAmount = slowAmount * (1 - self.slowResistance); self.slowEffect = Math.min(self.slowEffect, 1 - effectiveSlowAmount); LK.setTimeout(function () { self.slowEffect = 1; }, duration); } }; self.update = function () { // Handle poison damage if (self.poisonTimer > 0) { self.poisonTimer--; if (self.poisonTimer % 30 === 0) { // Damage every 0.5 seconds self.takeDamage(5, 'poison'); } if (self.poisonTimer <= 0) { bugGraphics.tint = 0xFFFFFF; } } // Check if bug is visible on screen and play appropriate sound var isOnScreen = self.x >= -50 && self.x <= 2098 && self.y >= -50 && self.y <= 2782; if (isOnScreen) { // Play bug sound based on type every 2 seconds (120 frames) if (LK.ticks % 120 === 0) { if (self.isFlying) { var flyingSound = LK.getSound('bugflying'); if (flyingSound) flyingSound.play(); } else { var crawlingSound = LK.getSound('bugcrawling'); if (crawlingSound) crawlingSound.play(); } } } // Move along path if (self.pathIndex < gamePath.length) { var target = gamePath[self.pathIndex]; var dx = target.x - self.x; var dy = target.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < 30) { self.pathIndex++; } else { var actualSpeed = self.speed * self.slowEffect; self.x += dx / distance * actualSpeed; self.y += dy / distance * actualSpeed; } } }; return self; }); var Bullet = Container.expand(function (bulletType, tower) { var self = Container.call(this); self.speed = 8; self.target = null; self.damage = 1; self.type = bulletType || 'basic'; self.tower = tower; self.splashRadius = 0; self.piercing = false; var bulletGraphics = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); // Customize bullet based on type switch (self.type) { case 'rapid': bulletGraphics.tint = 0x00AAFF; bulletGraphics.scaleX = 0.7; bulletGraphics.scaleY = 0.7; self.speed = 12; break; case 'sniper': bulletGraphics.tint = 0xFF4444; bulletGraphics.scaleX = 1.2; bulletGraphics.scaleY = 1.2; self.speed = 15; self.piercing = true; break; case 'cannon': bulletGraphics.tint = 0xFF8800; bulletGraphics.scaleX = 1.5; bulletGraphics.scaleY = 1.5; self.speed = 6; self.splashRadius = 100; break; case 'freeze': bulletGraphics.tint = 0x88CCFF; self.speed = 10; break; case 'poison': bulletGraphics.tint = 0x00FF00; self.speed = 9; break; } self.update = function () { if (!self.target || !self.target.parent) { self.destroy(); return; } var dx = self.target.x - self.x; var dy = self.target.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < 20) { self.hitTarget(); self.destroy(); } else { self.x += dx / distance * self.speed; self.y += dy / distance * self.speed; } }; self.hitTarget = function () { var damageType = self.type === 'sniper' ? 'piercing' : self.type === 'poison' ? 'poison' : 'normal'; // Apply main damage if (self.target.takeDamage(self.damage, damageType)) { // Play bugdeath sound immediately when bug dies var bugDeathSound = LK.getSound('bugDeath'); if (bugDeathSound) bugDeathSound.play(); self.killBug(self.target); } // Special effects if (self.type === 'freeze') { self.target.applySlow(0.6, 2000); // 60% slow for 2 seconds } // Splash damage if (self.splashRadius > 0) { for (var i = 0; i < bugs.length; i++) { var bug = bugs[i]; if (bug !== self.target) { var dx = bug.x - self.target.x; var dy = bug.y - self.target.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist <= self.splashRadius) { if (bug.takeDamage(self.damage * 0.6, damageType)) { // Play bugdeath sound for splash damage kills too var bugDeathSound = LK.getSound('bugDeath'); if (bugDeathSound) bugDeathSound.play(); self.killBug(bug); } } } } } }; self.killBug = function (bug) { coins += bug.reward; bugsKilled++; updateUI(); for (var i = bugs.length - 1; i >= 0; i--) { if (bugs[i] === bug) { bug.destroy(); bugs.splice(i, 1); break; } } }; return self; }); var Colonist = Container.expand(function () { var self = Container.call(this); self.speed = 1; self.pathIndex = 0; self.isSafe = false; var colonistGraphics = self.attachAsset('colonist', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { if (self.isSafe) return; if (self.pathIndex < colonistPath.length) { var target = colonistPath[self.pathIndex]; var dx = target.x - self.x; var dy = target.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < 20) { self.pathIndex++; if (self.pathIndex >= colonistPath.length) { self.isSafe = true; colonistsSaved++; updateUI(); } } else { self.x += dx / distance * self.speed; self.y += dy / distance * self.speed; } } }; return self; }); var MainMenu = Container.expand(function () { var self = Container.call(this); // Main menu background var menuBg = self.attachAsset('menu', { anchorX: 0.5, anchorY: 0.5 }); menuBg.x = 1024; menuBg.y = 1366; menuBg.width = 2048; menuBg.height = 2732; menuBg.alpha = 0.7; // Title text var titleText = new Text2('COLONY DEFENSE', { size: 120, fill: 0xFFFF00 }); titleText.anchor.set(0.5, 0.5); titleText.x = 1024; titleText.y = 800; self.addChild(titleText); // Subtitle text var subtitleText = new Text2('Defend the colonies from alien bugs!', { size: 60, fill: 0x00FFFF }); subtitleText.anchor.set(0.5, 0.5); subtitleText.x = 1024; subtitleText.y = 950; self.addChild(subtitleText); // Start button var startButton = self.attachAsset('playbutton', { anchorX: 0.5, anchorY: 0.5 }); startButton.x = 1024; startButton.y = 1400; startButton.width = 300; startButton.height = 150; startButton.tint = 0x00AA00; var startText = new Text2('START GAME', { size: 50, fill: 0xFFFF00 }); startText.anchor.set(0.5, 0.5); startText.x = 1024; startText.y = 1400; self.addChild(startText); // Instructions text var instructText = new Text2('Use robot towers to stop the alien invasion!\nSave the colonists and defend your colonies!', { size: 40, fill: 0xFFFFFF }); instructText.anchor.set(0.5, 0.5); instructText.x = 1024; instructText.y = 1800; self.addChild(instructText); // High scores display for main menu var menuHighScores = storage.highScores || []; var scoreText = 'TOP 5 SCORES:\n'; for (var i = 0; i < Math.min(5, menuHighScores.length); i++) { scoreText += i + 1 + '. ' + menuHighScores[i] + '\n'; } // Fill empty spots for (var i = menuHighScores.length; i < 5; i++) { scoreText += i + 1 + '. ---\n'; } var menuScoreDisplay = new Text2(scoreText, { size: 45, fill: 0xFFFF00 }); menuScoreDisplay.anchor.set(0.5, 0.5); menuScoreDisplay.x = 1024; menuScoreDisplay.y = 2200; self.addChild(menuScoreDisplay); // Add pulsing animation to start button tween(startButton, { scaleX: 1.1, scaleY: 1.1 }, { duration: 1000, easing: tween.easeInOut, onFinish: function onFinish() { tween(startButton, { scaleX: 1, scaleY: 1 }, { duration: 1000, easing: tween.easeInOut, onFinish: arguments.callee.caller }); } }); self.down = function (x, y, obj) { // Check if clicked on start button area var dx = x - startButton.x; var dy = y - startButton.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance <= 150) { startGame(); } }; return self; }); var Tower = Container.expand(function (towerType) { var self = Container.call(this); self.type = towerType || 'basic'; self.range = 150; self.damage = 1; self.fireRate = 30; self.lastShot = 0; self.level = 1; self.maxLevel = 5; self.upgradeCost = 20; self.sellValue = 15; // Set base stats based on tower type switch (self.type) { case 'basic': self.range = 150; self.damage = 8; self.fireRate = 40; self.upgradeCost = 20; break; case 'rapid': self.range = 120; self.damage = 4; self.fireRate = 15; self.upgradeCost = 30; break; case 'sniper': self.range = 250; self.damage = 25; self.fireRate = 80; self.upgradeCost = 50; break; case 'cannon': self.range = 140; self.damage = 20; self.fireRate = 60; self.upgradeCost = 40; break; case 'freeze': self.range = 130; self.damage = 6; self.fireRate = 35; self.upgradeCost = 35; break; case 'poison': self.range = 140; self.damage = 12; self.fireRate = 45; self.upgradeCost = 45; break; } var towerGraphics = self.attachAsset('tower', { anchorX: 0.5, anchorY: 0.5 }); // Ensure proper scaling for visibility towerGraphics.width = 80; towerGraphics.height = 80; towerGraphics.alpha = 1.0; // Move tower up 10 spaces towerGraphics.y = -10; // Set tower color based on type switch (self.type) { case 'rapid': towerGraphics.tint = 0x00AAFF; break; case 'sniper': towerGraphics.tint = 0xFF4444; break; case 'cannon': towerGraphics.tint = 0xFF8800; break; case 'freeze': towerGraphics.tint = 0x88CCFF; break; case 'poison': towerGraphics.tint = 0x00FF00; break; default: towerGraphics.tint = 0x4169E1; } self.canShoot = function () { return LK.ticks - self.lastShot >= self.fireRate; }; self.findTarget = function () { var bestTarget = null; var bestScore = -1; for (var i = 0; i < bugs.length; i++) { var bug = bugs[i]; var dx = bug.x - self.x; var dy = bug.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance <= self.range) { // Enhanced targeting priority system var score = 0; // Base score: progress along path (higher = closer to end) score += bug.pathIndex * 1000; // Boss priority bonus if (bug.isBoss) score += 2000; // Flying bug priority (harder to hit) if (bug.isFlying) score += 800; // Armored bug priority for certain tower types if (bug.isArmored && self.type === 'sniper') score += 1500; // Low health targets for quick kills if (bug.health <= self.damage) score += 1200; // Distance penalty (closer = higher priority) score -= distance; // Type-specific targeting if (self.type === 'poison' && bug.poisonTimer <= 0) score += 600; if (self.type === 'freeze' && bug.slowEffect >= 0.8) score += 400; if (score > bestScore) { bestScore = score; bestTarget = bug; } } } return bestTarget; }; self.shoot = function (target) { if (!self.canShoot()) return; var bullet = new Bullet(self.type, self); bullet.x = self.x; bullet.y = self.y; bullet.target = target; bullet.damage = self.damage; bullets.push(bullet); game.addChild(bullet); self.lastShot = LK.ticks; var shootSound = LK.getSound('shoot'); if (shootSound) shootSound.play(); // Visual muzzle flash towerGraphics.alpha = 1.5; tween(towerGraphics, { alpha: 1 }, { duration: 100 }); }; self.upgrade = function () { if (self.level >= self.maxLevel) return false; if (coins >= self.upgradeCost) { coins -= self.upgradeCost; self.level++; // Upgrade stats self.damage = Math.floor(self.damage * 1.3); self.range += 15; if (self.type === 'rapid') { self.fireRate = Math.max(8, self.fireRate - 3); } else { self.fireRate = Math.max(15, self.fireRate - 5); } self.sellValue += Math.floor(self.upgradeCost * 0.7); self.upgradeCost = Math.floor(self.upgradeCost * 1.5); towerGraphics.tint = 0x00FF00; tween(towerGraphics, { tint: self.type === 'rapid' ? 0x00AAFF : self.type === 'sniper' ? 0xFF4444 : self.type === 'cannon' ? 0xFF8800 : self.type === 'freeze' ? 0x88CCFF : self.type === 'poison' ? 0x00FF00 : 0x4169E1 }, { duration: 500 }); updateUI(); return true; } return false; }; self.sell = function () { coins += self.sellValue; selectedTower = null; for (var i = towers.length - 1; i >= 0; i--) { if (towers[i] === self) { towers.splice(i, 1); break; } } self.destroy(); updateUI(); }; self.update = function () { var target = self.findTarget(); if (target) { self.shoot(target); } }; self.down = function (x, y, obj) { // Clear any existing range indicators for (var i = game.children.length - 1; i >= 0; i--) { if (game.children[i].isTowerRange) { game.children[i].destroy(); } } selectedTower = self; showTowerInfo(); // Create range indicator for selected tower var towerRangeIndicator = new Container(); towerRangeIndicator.isTowerRange = true; game.addChild(towerRangeIndicator); var rangeCircle = towerRangeIndicator.attachAsset('tower', { anchorX: 0.5, anchorY: 0.5 }); towerRangeIndicator.x = self.x; towerRangeIndicator.y = self.y; rangeCircle.width = self.range * 2; rangeCircle.height = self.range * 2; rangeCircle.alpha = 0.3; rangeCircle.tint = 0x00FF00; }; return self; }); var TowerButton = Container.expand(function (towerType, cost) { var self = Container.call(this); self.towerType = towerType; self.cost = cost; var buttonBg = self.attachAsset('tower', { anchorX: 0.5, anchorY: 0.5 }); buttonBg.width = 120; buttonBg.height = 120; // Set button color based on tower type switch (towerType) { case 'rapid': buttonBg.tint = 0x00AAFF; break; case 'sniper': buttonBg.tint = 0xFF4444; break; case 'cannon': buttonBg.tint = 0xFF8800; break; case 'freeze': buttonBg.tint = 0x88CCFF; break; case 'poison': buttonBg.tint = 0x00FF00; break; default: buttonBg.tint = 0x4169E1; } var costText = new Text2('$' + cost, { size: 30, fill: 0xFFFF00 }); costText.anchor.set(0.5, 0.5); costText.y = 50; self.addChild(costText); var typeText = new Text2(towerType.toUpperCase(), { size: 25, fill: 0xFFFFFF }); typeText.anchor.set(0.5, 0.5); typeText.y = -50; self.addChild(typeText); self.update = function () { var canAfford = coins >= self.cost; self.alpha = canAfford ? 1 : 0.5; }; self.down = function (x, y, obj) { if (coins >= self.cost) { placingTowerType = self.towerType; selectedTower = null; updateUI(); } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x2F4F2F }); /**** * Game Code ****/ var bugs = []; var towers = []; var bullets = []; var colonists = []; var coins = 80; var wave = 1; var maxWaves = 500; // 250 levels Ć 2 waves per level = 500 total waves var bugsKilled = 0; var colonistsSaved = 0; var selectedTower = null; var placingTowerType = null; var waveTimer = 0; var waveDelay = 300; var bugsToSpawn = 5; var bugsSpawned = 0; var gameWon = false; var towerButtons = []; var gameState = 'menu'; // 'menu' or 'playing' var mainMenu = null; var gameElements = []; // Tower costs var towerCosts = { basic: 15, rapid: 25, sniper: 40, cannon: 35, freeze: 30, poison: 45 }; // High score management var highScores = storage.highScores || []; var scoreDisplay = null; function calculateScore() { return bugsKilled * 10 + colonistsSaved * 50 + wave * 100; } function saveHighScore(score) { // Add current score highScores.push(score); // Sort in descending order highScores.sort(function (a, b) { return b - a; }); // Keep only top 5 if (highScores.length > 5) { highScores = highScores.slice(0, 5); } // Save to storage storage.highScores = highScores; updateScoreDisplay(); } function updateScoreDisplay() { if (!scoreDisplay) return; var scoreText = 'TOP 5 SCORES:\n'; for (var i = 0; i < Math.min(5, highScores.length); i++) { scoreText += i + 1 + '. ' + highScores[i] + '\n'; } // Fill empty spots for (var i = highScores.length; i < 5; i++) { scoreText += i + 1 + '. ---\n'; } scoreDisplay.setText(scoreText); } function createScoreDisplay() { scoreDisplay = new Text2('TOP 5 SCORES:\n1. ---\n2. ---\n3. ---\n4. ---\n5. ---', { size: 40, fill: 0xFFFF00 }); scoreDisplay.anchor.set(0.5, 1); scoreDisplay.x = 0; scoreDisplay.y = -20; scoreDisplay.visible = false; LK.gui.bottom.addChild(scoreDisplay); updateScoreDisplay(); } // Game path for bugs var gamePath = [{ x: 0, y: 1366 }, { x: 400, y: 1366 }, { x: 400, y: 800 }, { x: 800, y: 800 }, { x: 800, y: 1366 }, { x: 1200, y: 1366 }, { x: 1200, y: 600 }, { x: 1600, y: 600 }, { x: 1600, y: 1000 }, { x: 2048, y: 1000 }]; // Colonist path to bunker - updated to connect colonies better var colonistPath = [{ x: 500, // Start near colony1 y: 700 }, { x: 900, y: 900 }, { x: 1200, y: 900 }, { x: 1400, y: 800 }, { x: 1600, y: 1000 }, { x: 1800, y: 1400 }]; // Create colonies array and bunker variable var colonies = []; var bunker = null; // Initialize main menu mainMenu = new MainMenu(); game.addChild(mainMenu); // UI Elements var coinText = new Text2('Coins: 50', { size: 60, fill: 0xFFFF00 }); coinText.anchor.set(0, 0); coinText.visible = false; LK.gui.topRight.addChild(coinText); var waveText = new Text2('Wave: 1', { size: 60, fill: 0xFFFFFF }); waveText.anchor.set(0.5, 0); waveText.visible = false; LK.gui.top.addChild(waveText); var infoText = new Text2('Tap empty space to place tower ($15)', { size: 40, fill: 0x00FFFF }); infoText.anchor.set(0.5, 1); infoText.visible = false; LK.gui.bottom.addChild(infoText); var killsText = new Text2('Bugs Killed: 0', { size: 50, fill: 0xFF0000 }); killsText.anchor.set(0, 0); killsText.visible = false; LK.gui.left.addChild(killsText); var savedText = new Text2('Colonists Saved: 0', { size: 50, fill: 0x00FF00 }); savedText.anchor.set(0, 0); savedText.y = 80; savedText.visible = false; LK.gui.left.addChild(savedText); // Create score display createScoreDisplay(); // Create tower selection buttons var towerTypes = ['basic', 'rapid', 'sniper', 'cannon', 'freeze', 'poison']; var buttonSpacing = 140; var startX = 100; for (var i = 0; i < towerTypes.length; i++) { var towerButton = new TowerButton(towerTypes[i], towerCosts[towerTypes[i]]); towerButton.x = startX + i * buttonSpacing; towerButton.y = 2600; towerButton.visible = false; game.addChild(towerButton); towerButtons.push(towerButton); } function startGame() { if (gameState === 'playing') return; gameState = 'playing'; // Hide main menu if (mainMenu) { mainMenu.destroy(); mainMenu = null; } // Reset game variables bugs = []; towers = []; bullets = []; colonists = []; colonies = []; coins = 80; wave = 1; bugsKilled = 0; colonistsSaved = 0; selectedTower = null; placingTowerType = null; waveTimer = 0; bugsToSpawn = 5; bugsSpawned = 0; gameWon = false; // Destroy existing tower buttons for (var i = 0; i < towerButtons.length; i++) { if (towerButtons[i] && towerButtons[i].parent) { towerButtons[i].destroy(); } } towerButtons = []; // Recreate tower selection buttons var towerTypes = ['basic', 'rapid', 'sniper', 'cannon', 'freeze', 'poison']; var buttonSpacing = 140; var startX = 100; for (var i = 0; i < towerTypes.length; i++) { var towerButton = new TowerButton(towerTypes[i], towerCosts[towerTypes[i]]); towerButton.x = startX + i * buttonSpacing; towerButton.y = 2600; towerButton.visible = true; towerButton.alpha = 1.0; game.addChild(towerButton); towerButtons.push(towerButton); } // Initialize game elements initializeGameElements(); // Show UI elements coinText.visible = true; waveText.visible = true; infoText.visible = true; killsText.visible = true; savedText.visible = true; // Keep score display hidden during gameplay if (scoreDisplay) scoreDisplay.visible = false; // Make tower buttons visible and ensure proper positioning for (var i = 0; i < towerButtons.length; i++) { if (towerButtons[i]) { towerButtons[i].visible = true; // Ensure buttons are positioned at bottom of screen for visibility towerButtons[i].y = 2600; towerButtons[i].alpha = 1.0; // Make sure they're on top of other game elements game.setChildIndex(towerButtons[i], game.children.length - 1); } } // Ensure we start at level 1 and begin first wave wave = 0; // Start at 0 so first call to startNewWave makes it 1 waveText.setText('Level: 1 | Wave: 1 | Colonies: ' + colonies.length); LK.setTimeout(function () { startNewWave(); }, 3000); } function initializeGameElements() { // Add background image var backgroundImage = game.addChild(LK.getAsset('background', { anchorX: 0.5, anchorY: 0.5 })); backgroundImage.x = 1024; backgroundImage.y = 1366; backgroundImage.width = 2048; backgroundImage.height = 2732; gameElements.push(backgroundImage); // Create initial colony var colony1 = game.addChild(LK.getAsset('colony', { anchorX: 0.5, anchorY: 0.5 })); colony1.x = 400; colony1.y = 600; colonies.push(colony1); gameElements.push(colony1); // Create bunker bunker = game.addChild(LK.getAsset('bunker', { anchorX: 0.5, anchorY: 0.5 })); bunker.x = 1800; bunker.y = 1400; gameElements.push(bunker); // Show initial instructions var instructionText = new Text2('Defend the colonies from alien bugs!\nUse robot towers to stop them!', { size: 60, fill: 0x00FFFF }); instructionText.anchor.set(0.5, 0.5); instructionText.x = 1024; instructionText.y = 600; game.addChild(instructionText); gameElements.push(instructionText); tween(instructionText, { alpha: 0 }, { duration: 4000, onFinish: function onFinish() { instructionText.destroy(); } }); // Play background music var bgMusic = LK.getMusic ? LK.getMusic('gameMusic') : null; if (bgMusic || LK.playMusic) { LK.playMusic('gameMusic'); } } function updateUI() { if (gameState !== 'playing') return; coinText.setText('Coins: ' + coins); killsText.setText('Bugs Killed: ' + bugsKilled); savedText.setText('Colonists Saved: ' + colonistsSaved); if (selectedTower) { var upgradeText = selectedTower.level >= selectedTower.maxLevel ? 'MAX LEVEL' : 'Upgrade ($' + selectedTower.upgradeCost + ')'; infoText.setText('Tower Lv.' + selectedTower.level + ' - ' + upgradeText + ' | Sell ($' + selectedTower.sellValue + ')'); } else if (placingTowerType) { infoText.setText('Placing ' + placingTowerType.toUpperCase() + ' tower ($' + towerCosts[placingTowerType] + ') - Tap open area'); } else { infoText.setText('Select a tower type below to place'); } } function showTowerInfo() { updateUI(); } function spawnBug() { if (bugsSpawned >= bugsToSpawn) return; var bugType; // Random chance for queenbug (boss) to appear in any wave - no set limit if (Math.random() < 0.15) { // 15% chance for queenbug to spawn bugType = 'boss'; } else if (wave >= 15) { var advancedTypes = ['medium', 'large', 'fast', 'armored', 'flying']; bugType = advancedTypes[Math.floor(Math.random() * advancedTypes.length)]; } else if (wave >= 10) { var midTypes = ['small', 'medium', 'fast', 'flying']; bugType = midTypes[Math.floor(Math.random() * midTypes.length)]; } else if (wave >= 5) { var earlyTypes = ['small', 'medium', 'fast']; bugType = earlyTypes[Math.floor(Math.random() * earlyTypes.length)]; } else { var basicTypes = ['small', 'small', 'medium']; bugType = basicTypes[Math.floor(Math.random() * basicTypes.length)]; } var bug = new Bug(bugType, wave); bug.x = gamePath[0].x; bug.y = gamePath[0].y; bugs.push(bug); game.addChild(bug); bugsSpawned++; // Play bug crawling sound when bug spawns var crawlingSound = LK.getSound('bugcrawling'); if (crawlingSound) crawlingSound.play(); } function spawnNewColony() { // Only spawn if we have fewer than 8 colonies total if (colonies.length >= 8) return; // Generate random position for new colony in safe areas var attempts = 0; var newColony = null; while (attempts < 50 && !newColony) { var x = 300 + Math.random() * 1400; // Random X between 300-1700 var y = 500 + Math.random() * 800; // Random Y between 500-1300 var canPlace = true; attempts++; // Ensure we're not too close to screen edges if (x < 200 || x > 1848 || y < 200 || y > 2532) { canPlace = false; continue; } // Check distance from path for (var i = 0; i < gamePath.length; i++) { var dx = x - gamePath[i].x; var dy = y - gamePath[i].y; if (Math.sqrt(dx * dx + dy * dy) < 150) { canPlace = false; break; } } if (!canPlace) continue; // Check distance from existing colonies and bunker var structures = colonies.slice(); structures.push(bunker); for (var i = 0; i < structures.length; i++) { var dx = x - structures[i].x; var dy = y - structures[i].y; if (Math.sqrt(dx * dx + dy * dy) < 200) { canPlace = false; break; } } if (!canPlace) continue; // Check distance from existing towers for (var i = 0; i < towers.length; i++) { var dx = x - towers[i].x; var dy = y - towers[i].y; if (Math.sqrt(dx * dx + dy * dy) < 150) { canPlace = false; break; } } if (canPlace) { newColony = game.addChild(LK.getAsset('colony', { anchorX: 0.5, anchorY: 0.5 })); newColony.x = x; newColony.y = y; colonies.push(newColony); gameElements.push(newColony); // Flash effect for new colony LK.effects.flashObject(newColony, 0x00FF00, 1000); break; } } } function startNewWave() { // Only increment wave if this isn't the initial call if (wave === 1 && bugsSpawned > 0) { wave++; } else if (wave > 1) { wave++; } // Calculate current level (1-250) based on wave progression // Level 1: waves 1-2, Level 2: waves 3-4, Level 3: waves 5-6, etc. var currentLevel = Math.ceil(wave / 2); var expectedColonies = currentLevel; // Add colonies to match the current level (1 colony per level) while (colonies.length < expectedColonies && colonies.length < 8) { spawnNewColony(); } bugsToSpawn = Math.min(15, 3 + wave * 2); bugsSpawned = 0; waveTimer = 0; waveText.setText('Level: ' + currentLevel + ' | Wave: ' + wave + ' | Colonies: ' + colonies.length); // Spawn fleeing colonists and male colonists with dramatic animations if (wave <= 15 && Math.random() < 0.7) { // Spawn regular colonists fleeing from random colonies var colonistsToSpawn = Math.min(colonies.length, Math.ceil(wave / 2)); for (var i = 0; i < colonistsToSpawn; i++) { var randomColony = colonies[Math.floor(Math.random() * colonies.length)]; var colonist = new Colonist(); colonist.x = randomColony.x + (Math.random() - 0.5) * 150; colonist.y = randomColony.y + (Math.random() - 0.5) * 150; colonists.push(colonist); game.addChild(colonist); // Add fleeing animation - quick movement toward first waypoint tween(colonist, { x: colonistPath[0].x + (Math.random() - 0.5) * 50, y: colonistPath[0].y + (Math.random() - 0.5) * 50 }, { duration: 1000 + Math.random() * 1000, easing: tween.easeOut }); } // Spawn male colonists fleeing from random colonies if (Math.random() < 0.5 && colonies.length > 1) { var randomColony = colonies[Math.floor(Math.random() * colonies.length)]; var maleColonist = game.addChild(LK.getAsset('colonistmale', { anchorX: 0.5, anchorY: 0.5 })); maleColonist.x = randomColony.x + (Math.random() - 0.5) * 150; maleColonist.y = randomColony.y + (Math.random() - 0.5) * 150; maleColonist.speed = 1.2; maleColonist.pathIndex = 0; maleColonist.isSafe = false; maleColonist.isMale = true; // Add to colonists array for tracking colonists.push(maleColonist); // Add panic animation - shake then flee tween(maleColonist, { x: maleColonist.x + 20 }, { duration: 100, easing: tween.easeInOut, onFinish: function onFinish() { tween(maleColonist, { x: maleColonist.x - 40 }, { duration: 100, easing: tween.easeInOut, onFinish: function onFinish() { tween(maleColonist, { x: colonistPath[Math.floor(colonistPath.length / 2)].x, y: colonistPath[Math.floor(colonistPath.length / 2)].y }, { duration: 2000 + Math.random() * 1500, easing: tween.easeOut }); } }); } }); // Add custom update method for male colonist maleColonist.update = function () { if (maleColonist.isSafe) return; if (maleColonist.pathIndex < colonistPath.length) { var target = colonistPath[maleColonist.pathIndex]; var dx = target.x - maleColonist.x; var dy = target.y - maleColonist.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < 20) { maleColonist.pathIndex++; if (maleColonist.pathIndex >= colonistPath.length) { maleColonist.isSafe = true; colonistsSaved++; updateUI(); } } else { maleColonist.x += dx / distance * maleColonist.speed; maleColonist.y += dy / distance * maleColonist.speed; } } }; } } } var towerPreview = null; var rangeIndicator = null; game.down = function (x, y, obj) { if (gameState !== 'playing') return; // First check if we clicked on a tower button var clickedTowerButton = false; for (var i = 0; i < towerButtons.length; i++) { var button = towerButtons[i]; if (button && button.visible) { var dx = x - button.x; var dy = y - button.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance <= 60) { // Button click radius clickedTowerButton = true; if (coins >= button.cost) { placingTowerType = button.towerType; selectedTower = null; updateUI(); } break; } } } if (clickedTowerButton) return; // Don't process other clicks if we clicked a button // Handle tower upgrade/sell if tower is selected if (selectedTower && x > 1500 && y > 2400) { // Clicked in UI area if (y > 2500) { // Sell button area selectedTower.sell(); } else { // Upgrade button area selectedTower.upgrade(); } updateUI(); return; } // Handle tower placement - allow placement anywhere except near UI elements if (placingTowerType && y < 2500) { // Don't place towers in bottom UI area var canPlace = true; var cost = towerCosts[placingTowerType]; // Check if we have enough coins if (coins < cost) { canPlace = false; } // Check distance from path for (var i = 0; i < gamePath.length; i++) { var dx = x - gamePath[i].x; var dy = y - gamePath[i].y; if (Math.sqrt(dx * dx + dy * dy) < 80) { canPlace = false; break; } } // Check distance from existing towers for (var i = 0; i < towers.length; i++) { var dx = x - towers[i].x; var dy = y - towers[i].y; if (Math.sqrt(dx * dx + dy * dy) < 100) { canPlace = false; break; } } // Check distance from colonies and bunker var structures = colonies.slice(); // Copy colonies array structures.push(bunker); for (var i = 0; i < structures.length; i++) { var dx = x - structures[i].x; var dy = y - structures[i].y; if (Math.sqrt(dx * dx + dy * dy) < 120) { canPlace = false; break; } } if (canPlace) { var tower = new Tower(placingTowerType); tower.x = x; tower.y = y; towers.push(tower); game.addChild(tower); coins -= cost; placingTowerType = null; // Clean up preview elements if (towerPreview) { towerPreview.destroy(); towerPreview = null; } if (rangeIndicator) { rangeIndicator.destroy(); rangeIndicator = null; } updateUI(); } } else if (!placingTowerType) { // Clear selection only if we're not placing a tower selectedTower = null; // Clean up any remaining preview elements if (towerPreview) { towerPreview.destroy(); towerPreview = null; } if (rangeIndicator) { rangeIndicator.destroy(); rangeIndicator = null; } // Clear tower range indicators for (var i = game.children.length - 1; i >= 0; i--) { if (game.children[i].isTowerRange) { game.children[i].destroy(); } } } updateUI(); }; game.update = function () { if (gameState !== 'playing') return; if (gameWon) return; // Spawn bugs waveTimer++; if (waveTimer % 45 === 0 && bugsSpawned < bugsToSpawn) { spawnBug(); } // Check if wave is complete if (bugsSpawned >= bugsToSpawn && bugs.length === 0) { var currentLevel = Math.ceil(wave / 2); if (currentLevel >= 250) { gameWon = true; var finalScore = calculateScore(); saveHighScore(finalScore); LK.setTimeout(function () { LK.showYouWin(); }, 1000); } else { // Properly advance to next wave/level LK.setTimeout(function () { startNewWave(); }, 2000); } } // Clean up bullets for (var i = bullets.length - 1; i >= 0; i--) { if (!bullets[i].parent) { bullets.splice(i, 1); } } // Update towers to shoot at bugs for (var i = 0; i < towers.length; i++) { var tower = towers[i]; if (tower.update && typeof tower.update === 'function') { tower.update(); } } // Update colonists that have update methods for (var i = 0; i < colonists.length; i++) { var colonist = colonists[i]; if (colonist.update && typeof colonist.update === 'function') { colonist.update(); } } // Check for bug-colonist intersections for (var i = bugs.length - 1; i >= 0; i--) { var bug = bugs[i]; for (var j = colonists.length - 1; j >= 0; j--) { var colonist = colonists[j]; if (!colonist.isSafe && colonist.intersects && colonist.intersects(bug)) { // Play colonist scream sound when killed by bug var screamSound = LK.getSound('colonistscream'); if (screamSound) screamSound.play(); // Remove the colonist colonist.destroy(); colonists.splice(j, 1); break; // One bug can only kill one colonist per frame } } } // Check for bugs reaching the end var bugsReachedEnd = 0; for (var i = bugs.length - 1; i >= 0; i--) { var bug = bugs[i]; if (bug.pathIndex >= gamePath.length) { bug.destroy(); bugs.splice(i, 1); bugsReachedEnd++; if (bug.isBoss) { bugsReachedEnd += 4; // Boss counts as 5 bugs reaching end } } } // Check lose condition if (bugsReachedEnd >= 3) { var finalScore = calculateScore(); saveHighScore(finalScore); LK.showGameOver(); } // Update UI periodically if (LK.ticks % 60 === 0) { updateUI(); } }; game.move = function (x, y, obj) { if (gameState !== 'playing') return; if (placingTowerType && y < 2500) { // Remove existing preview and range indicator if (towerPreview) { towerPreview.destroy(); towerPreview = null; } if (rangeIndicator) { rangeIndicator.destroy(); rangeIndicator = null; } // Create tower preview towerPreview = game.addChild(LK.getAsset('tower', { anchorX: 0.5, anchorY: 0.5 })); towerPreview.x = x; towerPreview.y = y; towerPreview.width = 80; towerPreview.height = 80; towerPreview.alpha = 0.7; // Set preview color based on tower type switch (placingTowerType) { case 'rapid': towerPreview.tint = 0x00AAFF; break; case 'sniper': towerPreview.tint = 0xFF4444; break; case 'cannon': towerPreview.tint = 0xFF8800; break; case 'freeze': towerPreview.tint = 0x88CCFF; break; case 'poison': towerPreview.tint = 0x00FF00; break; default: towerPreview.tint = 0x4169E1; } // Create range indicator rangeIndicator = new Container(); game.addChild(rangeIndicator); var rangeCircle = rangeIndicator.attachAsset('tower', { anchorX: 0.5, anchorY: 0.5 }); // Set range based on tower type var range = 150; switch (placingTowerType) { case 'basic': range = 150; break; case 'rapid': range = 120; break; case 'sniper': range = 250; break; case 'cannon': range = 140; break; case 'freeze': range = 130; break; case 'poison': range = 140; break; } rangeIndicator.x = x; rangeIndicator.y = y; rangeCircle.width = range * 2; rangeCircle.height = range * 2; rangeCircle.alpha = 0.2; rangeCircle.tint = 0xFFFFFF; // Check if placement is valid var canPlace = true; var cost = towerCosts[placingTowerType]; if (coins < cost) { canPlace = false; } // Check distance from path for (var i = 0; i < gamePath.length; i++) { var dx = x - gamePath[i].x; var dy = y - gamePath[i].y; if (Math.sqrt(dx * dx + dy * dy) < 80) { canPlace = false; break; } } // Check distance from existing towers for (var i = 0; i < towers.length; i++) { var dx = x - towers[i].x; var dy = y - towers[i].y; if (Math.sqrt(dx * dx + dy * dy) < 100) { canPlace = false; break; } } // Check distance from colonies and bunker var structures = colonies.slice(); structures.push(bunker); for (var i = 0; i < structures.length; i++) { var dx = x - structures[i].x; var dy = y - structures[i].y; if (Math.sqrt(dx * dx + dy * dy) < 120) { canPlace = false; break; } } // Update preview colors based on validity if (!canPlace) { towerPreview.tint = 0xFF0000; rangeCircle.tint = 0xFF0000; } } };
===================================================================
--- original.js
+++ change.js
@@ -506,10 +506,25 @@
var dx = bug.x - self.x;
var dy = bug.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance <= self.range) {
- // Prioritize based on progress along path and bug type
- var score = bug.pathIndex * 1000 + (bug.isBoss ? 500 : 0) - distance;
+ // Enhanced targeting priority system
+ var score = 0;
+ // Base score: progress along path (higher = closer to end)
+ score += bug.pathIndex * 1000;
+ // Boss priority bonus
+ if (bug.isBoss) score += 2000;
+ // Flying bug priority (harder to hit)
+ if (bug.isFlying) score += 800;
+ // Armored bug priority for certain tower types
+ if (bug.isArmored && self.type === 'sniper') score += 1500;
+ // Low health targets for quick kills
+ if (bug.health <= self.damage) score += 1200;
+ // Distance penalty (closer = higher priority)
+ score -= distance;
+ // Type-specific targeting
+ if (self.type === 'poison' && bug.poisonTimer <= 0) score += 600;
+ if (self.type === 'freeze' && bug.slowEffect >= 0.8) score += 400;
if (score > bestScore) {
bestScore = score;
bestTarget = bug;
}
@@ -581,10 +596,30 @@
self.shoot(target);
}
};
self.down = function (x, y, obj) {
+ // Clear any existing range indicators
+ for (var i = game.children.length - 1; i >= 0; i--) {
+ if (game.children[i].isTowerRange) {
+ game.children[i].destroy();
+ }
+ }
selectedTower = self;
showTowerInfo();
+ // Create range indicator for selected tower
+ var towerRangeIndicator = new Container();
+ towerRangeIndicator.isTowerRange = true;
+ game.addChild(towerRangeIndicator);
+ var rangeCircle = towerRangeIndicator.attachAsset('tower', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ towerRangeIndicator.x = self.x;
+ towerRangeIndicator.y = self.y;
+ rangeCircle.width = self.range * 2;
+ rangeCircle.height = self.range * 2;
+ rangeCircle.alpha = 0.3;
+ rangeCircle.tint = 0x00FF00;
};
return self;
});
var TowerButton = Container.expand(function (towerType, cost) {
@@ -1173,8 +1208,10 @@
};
}
}
}
+var towerPreview = null;
+var rangeIndicator = null;
game.down = function (x, y, obj) {
if (gameState !== 'playing') return;
// First check if we clicked on a tower button
var clickedTowerButton = false;
@@ -1255,13 +1292,37 @@
towers.push(tower);
game.addChild(tower);
coins -= cost;
placingTowerType = null;
+ // Clean up preview elements
+ if (towerPreview) {
+ towerPreview.destroy();
+ towerPreview = null;
+ }
+ if (rangeIndicator) {
+ rangeIndicator.destroy();
+ rangeIndicator = null;
+ }
updateUI();
}
} else if (!placingTowerType) {
// Clear selection only if we're not placing a tower
selectedTower = null;
+ // Clean up any remaining preview elements
+ if (towerPreview) {
+ towerPreview.destroy();
+ towerPreview = null;
+ }
+ if (rangeIndicator) {
+ rangeIndicator.destroy();
+ rangeIndicator = null;
+ }
+ // Clear tower range indicators
+ for (var i = game.children.length - 1; i >= 0; i--) {
+ if (game.children[i].isTowerRange) {
+ game.children[i].destroy();
+ }
+ }
}
updateUI();
};
game.update = function () {
@@ -1347,5 +1408,124 @@
// Update UI periodically
if (LK.ticks % 60 === 0) {
updateUI();
}
+};
+game.move = function (x, y, obj) {
+ if (gameState !== 'playing') return;
+ if (placingTowerType && y < 2500) {
+ // Remove existing preview and range indicator
+ if (towerPreview) {
+ towerPreview.destroy();
+ towerPreview = null;
+ }
+ if (rangeIndicator) {
+ rangeIndicator.destroy();
+ rangeIndicator = null;
+ }
+ // Create tower preview
+ towerPreview = game.addChild(LK.getAsset('tower', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ }));
+ towerPreview.x = x;
+ towerPreview.y = y;
+ towerPreview.width = 80;
+ towerPreview.height = 80;
+ towerPreview.alpha = 0.7;
+ // Set preview color based on tower type
+ switch (placingTowerType) {
+ case 'rapid':
+ towerPreview.tint = 0x00AAFF;
+ break;
+ case 'sniper':
+ towerPreview.tint = 0xFF4444;
+ break;
+ case 'cannon':
+ towerPreview.tint = 0xFF8800;
+ break;
+ case 'freeze':
+ towerPreview.tint = 0x88CCFF;
+ break;
+ case 'poison':
+ towerPreview.tint = 0x00FF00;
+ break;
+ default:
+ towerPreview.tint = 0x4169E1;
+ }
+ // Create range indicator
+ rangeIndicator = new Container();
+ game.addChild(rangeIndicator);
+ var rangeCircle = rangeIndicator.attachAsset('tower', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ // Set range based on tower type
+ var range = 150;
+ switch (placingTowerType) {
+ case 'basic':
+ range = 150;
+ break;
+ case 'rapid':
+ range = 120;
+ break;
+ case 'sniper':
+ range = 250;
+ break;
+ case 'cannon':
+ range = 140;
+ break;
+ case 'freeze':
+ range = 130;
+ break;
+ case 'poison':
+ range = 140;
+ break;
+ }
+ rangeIndicator.x = x;
+ rangeIndicator.y = y;
+ rangeCircle.width = range * 2;
+ rangeCircle.height = range * 2;
+ rangeCircle.alpha = 0.2;
+ rangeCircle.tint = 0xFFFFFF;
+ // Check if placement is valid
+ var canPlace = true;
+ var cost = towerCosts[placingTowerType];
+ if (coins < cost) {
+ canPlace = false;
+ }
+ // Check distance from path
+ for (var i = 0; i < gamePath.length; i++) {
+ var dx = x - gamePath[i].x;
+ var dy = y - gamePath[i].y;
+ if (Math.sqrt(dx * dx + dy * dy) < 80) {
+ canPlace = false;
+ break;
+ }
+ }
+ // Check distance from existing towers
+ for (var i = 0; i < towers.length; i++) {
+ var dx = x - towers[i].x;
+ var dy = y - towers[i].y;
+ if (Math.sqrt(dx * dx + dy * dy) < 100) {
+ canPlace = false;
+ break;
+ }
+ }
+ // Check distance from colonies and bunker
+ var structures = colonies.slice();
+ structures.push(bunker);
+ for (var i = 0; i < structures.length; i++) {
+ var dx = x - structures[i].x;
+ var dy = y - structures[i].y;
+ if (Math.sqrt(dx * dx + dy * dy) < 120) {
+ canPlace = false;
+ break;
+ }
+ }
+ // Update preview colors based on validity
+ if (!canPlace) {
+ towerPreview.tint = 0xFF0000;
+ rangeCircle.tint = 0xFF0000;
+ }
+ }
};
\ No newline at end of file
Modern App Store icon, high definition, square with rounded corners, for a game titled "Klingon Defense: Outer Rim Survival" and with the description "Defend human colonies on planet Klingon from alien bug invasions using strategic robot tower placement. Earn coins by eliminating bugs and upgrade defenses to protect settlements across multiple cities.". No text on icon!
Fullscreen modern App Store art style with futuristic laser bullet, 16:9, high definition. No text captions!
Front facing icon Fullscreen modern App Store art style with futuristic bunker, 16:9, high definition. No text captions!
Front-facing icon, Fullscreen modern App Store art style with futuristic male colonist, 16:9, high definition. No text captions!
Front-facing icon, Fullscreen modern App Store art style with futuristic colony, 16:9, high definition. No text captions!
Front-facing icon, Fullscreen modern App Store art style with futuristic tower defense, 16:9, high definition. No text captions!
Front-facing icon, Fullscreen modern App Store art style with futuristic alien bug , 16:9, high definition. No text captions!
Front-facing icon, Fullscreen modern App Store art style with futuristic medium alien bug , 16:9, high definition. No text captions!
Front-facing icon, Fullscreen modern App Store art style with futuristic small flying alien bug , 16:9, high definition. No text captions!
Fullscreen modern App Store landscape banner, 16:9, high definition, red sand with blue rocks jutting out No text on banner!
Front-facing icon, Fullscreen modern App Store art style with futuristic alien queenbug , 16:9, high definition. No text captions!