User prompt
The reward will appear a little further away from the character's location.
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Let the bullet spin according to the direction it goes βͺπ‘ Consider importing and using the following plugins: @upit/tween.v1
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Add nine more new enemy types
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oyun devam ederken sanki bir melodi koy
User prompt
Make the green object available for pickup and increase the bullet size by 3 percent and the damage radius by 1 percent
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bullet speed 50
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set the physical diameter of the character to the image
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add character redirection feature
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add redirection by clicking on character
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bullet speed 20
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bullet speed 5
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bullet speed 1.5
Code edit (1 edits merged)
Please save this source code
User prompt
Castle Defense: Auto-Fire Tower
Initial prompt
The AI needs to be able to monitor and track the following for its decision-making and game simulation: Player State: Player_Health: Integer. Represents the castle's current health. Game ends when this reaches 0. Current_Bullets_Per_Shot: Integer. The number of projectiles fired in a single shot. Starts at 1. Increases by 1 for each collected Reward_Object. Time_Since_Last_Shot: Float. Tracks the time elapsed since the player's last shot. Used to determine when the next shot can be fired based on the Firing_Rate. Player_Score: Integer. Optional, for tracking performance. Enemy State (List of Enemy Objects): Each enemy object will have: Enemy_ID: Unique identifier. Enemy_Type: String/Enum (e.g., "Basic_Grunt", "Fast_Scout", "Heavy_Armored"). Different types may have different Health, Speed, and Damage_Dealt. Enemy_Health: Integer. Current health of the individual enemy. Enemy_Position: (X, Y) Coordinates. Represents the enemy's current location on the game map. Enemy_Speed: Float. How many units per second the enemy moves. Distance_To_Castle: Float. Calculated distance from the enemy's current position to the castle's fixed position. This is crucial for target prioritization. Reward Object State (List of Reward Objects): Each reward object will have: Reward_ID: Unique identifier. Reward_Position: (X, Y) Coordinates. Current location on the game map. Time_To_Despawn: Float. If rewards have a limited lifespan. Global Game State: Game_Time: Float. Total time elapsed since the start of the round. Wave_Number: Integer. Current wave of enemies. Increases as waves are cleared. Next_Enemy_Spawn_Time: Float. Time at which the next enemy will spawn. Next_Reward_Spawn_Time: Float. Time at which the next reward will spawn. Castle_Position: (X, Y) Coordinates. Fixed position of the castle on the map. Map_Boundaries: (Min_X, Max_X, Min_Y, Max_Y). Defines the playable area. II. Game Mechanics (Rules for AI Simulation): The AI needs to understand how the game evolves and how its actions affect the state. Spawning: Enemies: Spawn at a designated Spawn_Point (e.g., top of the screen/map). Spawn Gradually_and_Randomly: This implies a Spawn_Rate (e.g., every X seconds) and a Random_Enemy_Type_Selection (from a predefined pool of enemy types). The Spawn_Rate can decrease and the variety/strength of enemies can increase with Wave_Number. Movement: Enemies move towards the Castle_Position at their Enemy_Speed. Rewards: Spawn In_Between enemy spawns, also Randomly in terms of position within a designated area. Spawn Reward_Rate: Defines how often rewards appear. Movement: Rewards do not move unless specified (e.g., they might float down slowly). They may have a Time_To_Despawn. Player Actions (or lack thereof, since it's automated): Shooting: Automatic_Targeting: The player (castle) does not need to aim. Firing_Rate: The castle fires automatically at a fixed interval (e.g., every 1 second). This is a constant Time_Between_Shots. Projectile_Spread: When Current_Bullets_Per_Shot is greater than 1, the bullets are dispersed around the automatically selected target. This could be: Cone Spread: Bullets fire within an angular cone centered on the primary target. Random Spread: Bullets deviate randomly by a certain radius from the primary target. Closest Target Spread: Each additional bullet targets the next closest enemy within a certain range of the primary target. (This is more complex and usually explicitly stated). For simplicity, assume a cone spread for initial setup. Bullet_Damage: Each individual bullet deals a fixed amount of damage (e.g., 1 damage per bullet). Bullet_Travel_Time: Bullets have a speed and take time to reach their targets. Interactions: Bullet-Enemy Collision: When a bullet hits an enemy: Enemy_Health is reduced by Bullet_Damage. If Enemy_Health <= 0, the enemy is destroyed. Optionally, Player_Score increases. Enemy-Castle Collision: If an enemy reaches the Castle_Position: Player_Health is reduced by Enemy_Damage_Dealt. The enemy is removed from the game (destroyed). Player-Reward Collision (Collection): When a reward object comes within a certain Collection_Radius of the castle (or the castle's "front" area): Current_Bullets_Per_Shot increases by 1. The Reward_Object is removed from the game. Game End Conditions: Player_Health <= 0: Game Over (Player loses). (Optional) All waves cleared: Game Win (Player wins). III. AI's Role (Setup for AI's Internal Logic): The AI needs to understand its role within this simulation. Given the description, the "player" (the castle) is largely automated. The AI's setup would involve: Simulating the Game World: The AI needs to be able to run the game mechanics forward in time based on the defined rules and current game state variables. This is crucial for: Predicting Enemy Movement: Where will enemies be in the next frame/tick? Predicting Bullet Trajectories: Where will bullets land? Predicting Collisions: When will bullets hit enemies? When will enemies hit the castle? When will rewards be collected? Targeting Logic (Pre-defined for this game): The primary target for the automatic shot is the closest enemy to the castle. This is a critical rule for the AI to implement. If multiple enemies are equidistant, a tie-breaking rule (e.g., highest health, lowest ID) might be needed. Reward Prioritization (Implicitly Handled): Rewards contribute directly to player power. The AI needs to understand that collecting rewards is beneficial as it increases Current_Bullets_Per_Shot, leading to more damage output. The game's design passively handles reward collection by making them spawn in accessible areas. Performance Metrics for AI Evaluation: Survival Time: How long did the castle last? Enemies Destroyed: How many enemies were defeated? Max Bullets Per Shot Achieved: What was the highest Current_Bullets_Per_Shot reached? Score: If a scoring system is implemented. IV. Data Structures for AI (How to represent the above): Game Map: A grid or continuous coordinate system. Entity Lists: Python lists or similar data structures to hold Enemy_Objects and Reward_Objects. Each object in the list is a dictionary or custom class with its attributes. Constants: Defined values for Firing_Rate, Bullet_Damage, Spawn_Rates, Castle_Position, Map_Boundaries, etc. V. Example Scenario for AI Understanding: Imagine the AI is observing the game: Initial State: Player_Health = 100, Current_Bullets_Per_Shot = 1. No enemies or rewards. Time Passes: Game_Time increases. Enemy Spawns: An Enemy_Object (e.g., Enemy_ID=1, Type="Basic_Grunt", Health=5, Position=(X_spawn, Y_spawn)) appears. Enemy Moves: AI updates Enemy_Position based on Enemy_Speed and Game_Time. Shooting Interval Reached: Time_Since_Last_Shot > Firing_Rate. Target Selection: AI identifies Enemy_ID=1 as the Closest_Enemy_To_Castle. Bullet Fired: A single bullet is spawned from Castle_Position towards Enemy_ID=1. Bullet Travels: AI updates Bullet_Position. Bullet Hits: Bullet_Position intersects Enemy_ID=1's collision box. Enemy_Health for Enemy_ID=1 becomes 4. Reward Spawns: A Reward_Object appears. Reward Reaches Castle: Reward_Position is within Collection_Radius of Castle_Position. Current_Bullets_Per_Shot becomes 2. Reward_Object is removed. Next Shot: When the next firing interval is reached, Current_Bullets_Per_Shot = 2, so two bullets will be fired. The AI needs to calculate the spread based on the primary target.
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var Bullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 20; self.velocityX = 0; self.velocityY = 0; self.damage = 1; self.lastX = 0; self.lastY = 0; self.update = function () { self.lastX = self.x; self.lastY = self.y; self.x += self.velocityX; self.y += self.velocityY; // Remove if off screen if (self.x < -50 || self.x > 2098 || self.y < -50 || self.y > 2782) { self.destroy(); for (var i = bullets.length - 1; i >= 0; i--) { if (bullets[i] === self) { bullets.splice(i, 1); break; } } } }; return self; }); var Castle = Container.expand(function () { var self = Container.call(this); var castleGraphics = self.attachAsset('castle', { anchorX: 0.5, anchorY: 0.5 }); // Set physical diameter to match image dimensions self.width = castleGraphics.width; self.height = castleGraphics.height; self.health = 100; self.maxHealth = 100; self.bulletsPerShot = 1; self.shootCooldown = 0; self.shootInterval = 60; // Fire every second at 60fps self.update = function () { if (self.shootCooldown > 0) { self.shootCooldown--; } // Auto-fire at closest enemy if (self.shootCooldown <= 0 && enemies.length > 0) { var closestEnemy = null; var closestDistance = Infinity; for (var i = 0; i < enemies.length; i++) { var enemy = enemies[i]; var dx = enemy.x - self.x; var dy = enemy.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < closestDistance) { closestDistance = distance; closestEnemy = enemy; } } if (closestEnemy) { self.fireAtTarget(closestEnemy); self.shootCooldown = self.shootInterval; } } }; self.fireAtTarget = function (target) { var baseAngle = Math.atan2(target.y - self.y, target.x - self.x); var spreadAngle = Math.PI / 6; // 30 degrees spread for (var i = 0; i < self.bulletsPerShot; i++) { var bullet = new Bullet(); bullet.x = self.x; bullet.y = self.y; var offset = 0; if (self.bulletsPerShot > 1) { offset = (i - (self.bulletsPerShot - 1) / 2) * (spreadAngle / Math.max(1, self.bulletsPerShot - 1)); } var angle = baseAngle + offset; bullet.velocityX = Math.cos(angle) * bullet.speed; bullet.velocityY = Math.sin(angle) * bullet.speed; bullets.push(bullet); game.addChild(bullet); } LK.getSound('shoot').play(); }; self.takeDamage = function (damage) { self.health -= damage; LK.effects.flashObject(self, 0xFF0000, 300); if (self.health <= 0) { LK.showGameOver(); } }; return self; }); var Enemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5 }); self.health = 3; self.maxHealth = 3; self.speed = 1; self.damage = 10; self.lastX = 0; self.lastY = 0; self.lastCastleDistance = Infinity; self.update = function () { // Move toward castle var dx = castle.x - self.x; var dy = castle.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 60) { // Don't overlap with castle var moveX = dx / distance * self.speed; var moveY = dy / distance * self.speed; self.x += moveX; self.y += moveY; } // Check if reached castle var currentDistance = Math.sqrt(dx * dx + dy * dy); if (self.lastCastleDistance > 60 && currentDistance <= 60) { castle.takeDamage(self.damage); self.destroy(); for (var i = enemies.length - 1; i >= 0; i--) { if (enemies[i] === self) { enemies.splice(i, 1); break; } } } self.lastX = self.x; self.lastY = self.y; self.lastCastleDistance = currentDistance; }; self.takeDamage = function (damage) { self.health -= damage; LK.effects.flashObject(self, 0xFFFFFF, 200); if (self.health <= 0) { LK.setScore(LK.getScore() + 10); scoreText.setText(LK.getScore()); LK.getSound('hit').play(); self.destroy(); for (var i = enemies.length - 1; i >= 0; i--) { if (enemies[i] === self) { enemies.splice(i, 1); break; } } } }; return self; }); var Reward = Container.expand(function () { var self = Container.call(this); var rewardGraphics = self.attachAsset('reward', { anchorX: 0.5, anchorY: 0.5 }); self.bobOffset = Math.random() * Math.PI * 2; self.baseY = 0; self.update = function () { // Gentle bobbing animation self.y = self.baseY + Math.sin(LK.ticks * 0.1 + self.bobOffset) * 5; }; self.down = function (x, y, obj) { castle.bulletsPerShot++; bulletsText.setText('Bullets: ' + castle.bulletsPerShot); LK.getSound('pickup').play(); LK.effects.flashObject(castle, 0x00FF00, 500); self.destroy(); for (var i = rewards.length - 1; i >= 0; i--) { if (rewards[i] === self) { rewards.splice(i, 1); break; } } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x2F4F2F }); /**** * Game Code ****/ // Game variables var castle; var enemies = []; var bullets = []; var rewards = []; var waveTimer = 0; var enemySpawnTimer = 0; var rewardSpawnTimer = 0; var waveNumber = 1; // UI elements var scoreText = new Text2('0', { size: 60, fill: 0xFFFFFF }); scoreText.anchor.set(0.5, 0); LK.gui.top.addChild(scoreText); var bulletsText = new Text2('Bullets: 1', { size: 50, fill: 0x00FF00 }); bulletsText.anchor.set(0, 0); bulletsText.x = 50; bulletsText.y = 50; LK.gui.topLeft.addChild(bulletsText); var healthText = new Text2('Health: 100', { size: 50, fill: 0xFF0000 }); healthText.anchor.set(1, 0); LK.gui.topRight.addChild(healthText); // Initialize castle castle = game.addChild(new Castle()); castle.x = 1024; castle.y = 1366; // Spawn functions function spawnEnemy() { var enemy = new Enemy(); // Spawn from random edge var side = Math.floor(Math.random() * 4); switch (side) { case 0: // Top enemy.x = Math.random() * 2048; enemy.y = -20; break; case 1: // Right enemy.x = 2068; enemy.y = Math.random() * 2732; break; case 2: // Bottom enemy.x = Math.random() * 2048; enemy.y = 2752; break; case 3: // Left enemy.x = -20; enemy.y = Math.random() * 2732; break; } // Scale enemy stats with wave number enemy.health = 3 + Math.floor(waveNumber / 3); enemy.maxHealth = enemy.health; enemy.speed = 1 + waveNumber * 0.1; enemy.damage = 10 + Math.floor(waveNumber / 2); enemy.lastX = enemy.x; enemy.lastY = enemy.y; enemy.lastCastleDistance = Math.sqrt((castle.x - enemy.x) * (castle.x - enemy.x) + (castle.y - enemy.y) * (castle.y - enemy.y)); enemies.push(enemy); game.addChild(enemy); } function spawnReward() { var reward = new Reward(); // Spawn in accessible areas around the castle var angle = Math.random() * Math.PI * 2; var distance = 200 + Math.random() * 300; reward.x = castle.x + Math.cos(angle) * distance; reward.y = castle.y + Math.sin(angle) * distance; // Keep within bounds reward.x = Math.max(100, Math.min(1948, reward.x)); reward.y = Math.max(100, Math.min(2632, reward.y)); reward.baseY = reward.y; rewards.push(reward); game.addChild(reward); } // Mouse/touch handlers for castle redirection var isDragging = false; game.down = function (x, y, obj) { isDragging = true; castle.x = x; castle.y = y; }; game.move = function (x, y, obj) { if (isDragging) { castle.x = x; castle.y = y; } }; game.up = function (x, y, obj) { isDragging = false; }; // Game update loop game.update = function () { // Update wave timer waveTimer++; // Spawn enemies enemySpawnTimer++; var spawnRate = Math.max(30, 120 - waveNumber * 5); // Faster spawning each wave if (enemySpawnTimer >= spawnRate) { spawnEnemy(); enemySpawnTimer = 0; } // Spawn rewards occasionally rewardSpawnTimer++; if (rewardSpawnTimer >= 600 && rewards.length < 3) { // Every 10 seconds, max 3 rewards spawnReward(); rewardSpawnTimer = 0; } // Advance wave every 30 seconds if (waveTimer >= 1800) { // 30 seconds at 60fps waveNumber++; waveTimer = 0; LK.effects.flashScreen(0x0066FF, 500); } // Check bullet-enemy collisions for (var b = bullets.length - 1; b >= 0; b--) { var bullet = bullets[b]; var bulletHit = false; for (var e = enemies.length - 1; e >= 0; e--) { var enemy = enemies[e]; if (bullet.intersects(enemy)) { enemy.takeDamage(bullet.damage); bullet.destroy(); bullets.splice(b, 1); bulletHit = true; break; } } if (bulletHit) continue; } // Update UI healthText.setText('Health: ' + castle.health); scoreText.setText(LK.getScore()); };
===================================================================
--- original.js
+++ change.js
@@ -41,8 +41,11 @@
var castleGraphics = self.attachAsset('castle', {
anchorX: 0.5,
anchorY: 0.5
});
+ // Set physical diameter to match image dimensions
+ self.width = castleGraphics.width;
+ self.height = castleGraphics.height;
self.health = 100;
self.maxHealth = 100;
self.bulletsPerShot = 1;
self.shootCooldown = 0;
square smiley face thick eyebrows. In-Game asset
pink stone round. In-Game asset
purple square crab. In-Game asset
round mouse face. In-Game asset
bright green fat star. In-Game asset
round red lava stone. In-Game asset
square yellow poisonous stone top view. In-Game asset
yellow flame ze poisonous bead top view. In-Game asset
grass top view. In-Game asset. 2d. High contrast. No shadows
bomb in green star