User prompt
Damage: Increases the base damage of each bullet.
User prompt
Fire Rate: Decreases the time between shots (e.g., from 1 second to 0.9, then 0.8, etc.).
User prompt
Resource Drops: When enemies are defeated, they have a chance to drop "Scrap Metal" (a new collectible resource). Different enemy types could drop varying amounts of Scrap Metal, with Bosses dropping significant quantities.
User prompt
Please fix the bug: 'playerData is not defined' in or related to this line: 'var fireRateBonus = (playerData.fireRateLevel - 1) * 0.15; // 15% faster per level' Line Number: 1300 βͺπ‘ Consider importing and using the following plugins: @upit/storage.v1
User prompt
Score & Economy: "Score increases based on enemy type defeated" is good. We could also introduce a currency dropped by enemies that players can collect (like the power-ups) to purchase permanent upgrades for their castle (e.g., increased fire rate, more health, faster movement speed, or unlocking new targeting priorities). This would add a much-needed long-term progression system beyond just survival. βͺπ‘ Consider importing and using the following plugins: @upit/storage.v1
User prompt
Enemy Scaling: Instead of just "stronger, faster," let's specify. For example, "Enemies gain +5% health and +2% speed per wave."
User prompt
Reward Spawning & Expiration: "Maximum 3 rewards can exist on screen at once" and "Rewards expire after 7 seconds if not collected" are great constraints. We can introduce a visual cue for expiring rewards (e.g., flashing, fading). The spawn rate of rewards should be balanced β perhaps tied to enemy defeats or time elapsed. βͺπ‘ Consider importing and using the following plugins: @upit/tween.v1
User prompt
Green Bullets Reward (70% chance): This is a direct damage increase. Let's define the increment: does it add 1 more bullet, or double the current bullets? We could also introduce a duration for this power-up, or make it a permanent upgrade that stacks. If it stacks, there should be a maximum number of bullets the castle can fire simultaneously.
User prompt
Enemy Waves & Progression: The 30-second wave timer is a good start. We can make the wave progression more engaging by introducing "mini-boss" waves every few waves (e.g., every 5th or 10th wave) where a Boss Enemy or a high concentration of Tank/Shield enemies appears. This provides a clear milestone for players. The "stronger, faster enemies" can be quantified: perhaps enemies gain a certain percentage more health and speed with each new wave.
User prompt
Castle Movement: The ability to move the castle is key for strategic positioning. The "smooth walking animation" is a great visual cue. We should also define the movement speed of the castle and consider if it can be upgraded. This movement will be crucial for dodging, collecting power-ups, and escaping high-density enemy areas. βͺπ‘ Consider importing and using the following plugins: @upit/tween.v1
User prompt
Auto-Fire Defense: The core remains that your castle automatically shoots at the closest enemy every second. To add a layer of depth, let's introduce a targeting priority system. Instead of always the closest, the castle could prioritize enemies based on danger level (e.g., Snipers or Bombers first, then Fast Enemies, then Basic). This could even be a toggle or upgrade the player unlocks.
User prompt
Optimize the game's running speed
User prompt
add nickname login screen before game start βͺπ‘ Consider importing and using the following plugins: @upit/storage.v1
User prompt
When you pick up the bomb, make its radius small and when it explodes, make its radius larger. βͺπ‘ Consider importing and using the following plugins: @upit/tween.v1
User prompt
the killing radius of the bomb is **1000 pixels**
User prompt
Add another reward item, when it is taken, a bomb will appear where the character is after 3 seconds, and only clear the enemies in a certain radius. βͺπ‘ Consider importing and using the following plugins: @upit/tween.v1
User prompt
increase movement speed
User prompt
Apply realistic walking effect to character. Don't move like teleportation βͺπ‘ Consider importing and using the following plugins: @upit/tween.v1
User prompt
double the size of the grid
User prompt
make the grid in the background random and make it look natural as it looks crooked
User prompt
creating a visual for the game background
User prompt
add award receiving sound effect
User prompt
create simple 8 bit exciting theme music
User prompt
If no reward is received, it will disappear after 7 seconds.
User prompt
If no reward is received, it will disappear after 2 seconds. βͺπ‘ Consider importing and using the following plugins: @upit/tween.v1
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var BomberEnemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('bomberEnemy', { anchorX: 0.5, anchorY: 0.5 }); self.health = 3; self.maxHealth = 3; self.speed = 1.2; self.damage = 12; self.explosionRadius = 100; self.lastX = 0; self.lastY = 0; self.lastCastleDistance = Infinity; self.update = function () { var dx = castle.x - self.x; var dy = castle.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 60) { var moveX = dx / distance * self.speed; var moveY = dy / distance * self.speed; self.x += moveX; self.y += moveY; } var currentDistance = Math.sqrt(dx * dx + dy * dy); if (self.lastCastleDistance > 60 && currentDistance <= 60) { castle.takeDamage(self.damage); self.explode(); } self.lastX = self.x; self.lastY = self.y; self.lastCastleDistance = currentDistance; }; self.explode = function () { LK.effects.flashScreen(0xFF8800, 300); // Damage nearby enemies for (var i = 0; i < enemies.length; i++) { var enemy = enemies[i]; if (enemy !== self) { var dx = enemy.x - self.x; var dy = enemy.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance <= self.explosionRadius) { enemy.takeDamage(2); } } } self.destroy(); for (var i = enemies.length - 1; i >= 0; i--) { if (enemies[i] === self) { enemies.splice(i, 1); break; } } }; self.takeDamage = function (damage) { self.health -= damage; LK.effects.flashObject(self, 0xFFFFFF, 200); if (self.health <= 0) { LK.setScore(LK.getScore() + 30); scoreText.setText(LK.getScore()); LK.getSound('hit').play(); self.explode(); } }; return self; }); var BossEnemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('bossEnemy', { anchorX: 0.5, anchorY: 0.5 }); self.health = 15; self.maxHealth = 15; self.speed = 0.6; self.damage = 30; self.spawnCooldown = 0; self.spawnInterval = 300; // Spawns minions every 5 seconds self.lastX = 0; self.lastY = 0; self.lastCastleDistance = Infinity; self.update = function () { var dx = castle.x - self.x; var dy = castle.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 60) { var moveX = dx / distance * self.speed; var moveY = dy / distance * self.speed; self.x += moveX; self.y += moveY; } // Spawn minion enemies if (self.spawnCooldown > 0) { self.spawnCooldown--; } if (self.spawnCooldown <= 0 && enemies.length < 15) { var minion = new Enemy(); var angle = Math.random() * Math.PI * 2; minion.x = self.x + Math.cos(angle) * 60; minion.y = self.y + Math.sin(angle) * 60; minion.lastX = minion.x; minion.lastY = minion.y; var dx2 = castle.x - minion.x; var dy2 = castle.y - minion.y; minion.lastCastleDistance = Math.sqrt(dx2 * dx2 + dy2 * dy2); enemies.push(minion); game.addChild(minion); self.spawnCooldown = self.spawnInterval; } 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) { var reducedDamage = damage * 0.7; // Boss takes 30% less damage self.health -= reducedDamage; LK.effects.flashObject(self, 0xFFFFFF, 200); if (self.health <= 0) { LK.setScore(LK.getScore() + 100); scoreText.setText(LK.getScore()); LK.getSound('hit').play(); LK.effects.flashScreen(0x440044, 1000); self.destroy(); for (var i = enemies.length - 1; i >= 0; i--) { if (enemies[i] === self) { enemies.splice(i, 1); break; } } } }; return self; }); var Bullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 50; self.velocityX = 0; self.velocityY = 0; self.damage = 1.01; 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; // Add spinning animation self.rotation += 0.2; // 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; // Set bullet rotation to match direction bullet.rotation = angle; 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 FastEnemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('fastEnemy', { anchorX: 0.5, anchorY: 0.5 }); self.health = 1; self.maxHealth = 1; self.speed = 3; self.damage = 5; self.lastX = 0; self.lastY = 0; self.lastCastleDistance = Infinity; self.update = function () { // Move toward castle with higher speed var dx = castle.x - self.x; var dy = castle.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 60) { 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() + 15); 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 HealerEnemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('healerEnemy', { anchorX: 0.5, anchorY: 0.5 }); self.health = 4; self.maxHealth = 4; self.speed = 0.8; self.damage = 8; self.healCooldown = 0; self.healInterval = 180; // Heals every 3 seconds self.healRadius = 150; self.lastX = 0; self.lastY = 0; self.lastCastleDistance = Infinity; self.update = function () { var dx = castle.x - self.x; var dy = castle.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 60) { var moveX = dx / distance * self.speed; var moveY = dy / distance * self.speed; self.x += moveX; self.y += moveY; } // Heal nearby enemies if (self.healCooldown > 0) { self.healCooldown--; } if (self.healCooldown <= 0) { for (var i = 0; i < enemies.length; i++) { var enemy = enemies[i]; if (enemy !== self && enemy.health < enemy.maxHealth) { var dx2 = enemy.x - self.x; var dy2 = enemy.y - self.y; var healDistance = Math.sqrt(dx2 * dx2 + dy2 * dy2); if (healDistance <= self.healRadius) { enemy.health = Math.min(enemy.maxHealth, enemy.health + 1); LK.effects.flashObject(enemy, 0x88FF00, 200); } } } self.healCooldown = self.healInterval; } 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() + 35); 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.lifetime = 420; // 7 seconds at 60fps self.update = function () { // Gentle bobbing animation self.y = self.baseY + Math.sin(LK.ticks * 0.1 + self.bobOffset) * 5; // Decrease lifetime self.lifetime--; // Start fading when close to expiring if (self.lifetime <= 120) { var alpha = self.lifetime / 120; rewardGraphics.alpha = alpha; } // Remove when lifetime expires if (self.lifetime <= 0) { tween(self, { scaleX: 0, scaleY: 0 }, { duration: 200, onFinish: function onFinish() { self.destroy(); for (var i = rewards.length - 1; i >= 0; i--) { if (rewards[i] === self) { rewards.splice(i, 1); break; } } } }); } }; self.down = function (x, y, obj) { castle.bulletsPerShot++; bulletsText.setText('Bullets: ' + castle.bulletsPerShot); LK.getSound('award').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; }); var ShieldEnemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('shieldEnemy', { anchorX: 0.5, anchorY: 0.5 }); self.health = 6; self.maxHealth = 6; self.speed = 0.7; self.damage = 15; self.shieldRadius = 80; self.lastX = 0; self.lastY = 0; self.lastCastleDistance = Infinity; self.update = function () { var dx = castle.x - self.x; var dy = castle.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 60) { var moveX = dx / distance * self.speed; var moveY = dy / distance * self.speed; self.x += moveX; self.y += moveY; } 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() + 40); 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 SniperEnemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('sniperEnemy', { anchorX: 0.5, anchorY: 0.5 }); self.health = 2; self.maxHealth = 2; self.speed = 1.5; self.damage = 15; self.shootCooldown = 0; self.shootInterval = 120; // Shoots every 2 seconds self.lastX = 0; self.lastY = 0; self.lastCastleDistance = Infinity; self.update = function () { var dx = castle.x - self.x; var dy = castle.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); // Move toward castle until in range (300 pixels) if (distance > 300) { var moveX = dx / distance * self.speed; var moveY = dy / distance * self.speed; self.x += moveX; self.y += moveY; } else { // In range, shoot at castle if (self.shootCooldown > 0) { self.shootCooldown--; } if (self.shootCooldown <= 0) { castle.takeDamage(self.damage); LK.effects.flashObject(self, 0x00FFFF, 300); self.shootCooldown = self.shootInterval; } } self.lastX = self.x; self.lastY = self.y; self.lastCastleDistance = distance; }; self.takeDamage = function (damage) { self.health -= damage; LK.effects.flashObject(self, 0xFFFFFF, 200); if (self.health <= 0) { LK.setScore(LK.getScore() + 20); 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 SplitterEnemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('splitterEnemy', { anchorX: 0.5, anchorY: 0.5 }); self.health = 5; self.maxHealth = 5; self.speed = 0.9; self.damage = 18; self.splitCount = 2; self.lastX = 0; self.lastY = 0; self.lastCastleDistance = Infinity; self.update = function () { var dx = castle.x - self.x; var dy = castle.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 60) { var moveX = dx / distance * self.speed; var moveY = dy / distance * self.speed; self.x += moveX; self.y += moveY; } 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.split = function () { for (var i = 0; i < self.splitCount; i++) { var smallEnemy = new FastEnemy(); var angle = Math.PI * 2 / self.splitCount * i; smallEnemy.x = self.x + Math.cos(angle) * 30; smallEnemy.y = self.y + Math.sin(angle) * 30; smallEnemy.lastX = smallEnemy.x; smallEnemy.lastY = smallEnemy.y; var dx = castle.x - smallEnemy.x; var dy = castle.y - smallEnemy.y; smallEnemy.lastCastleDistance = Math.sqrt(dx * dx + dy * dy); enemies.push(smallEnemy); game.addChild(smallEnemy); } }; self.takeDamage = function (damage) { self.health -= damage; LK.effects.flashObject(self, 0xFFFFFF, 200); if (self.health <= 0) { LK.setScore(LK.getScore() + 50); scoreText.setText(LK.getScore()); LK.getSound('hit').play(); self.split(); self.destroy(); for (var i = enemies.length - 1; i >= 0; i--) { if (enemies[i] === self) { enemies.splice(i, 1); break; } } } }; return self; }); var TankEnemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('tankEnemy', { anchorX: 0.5, anchorY: 0.5 }); self.health = 8; self.maxHealth = 8; self.speed = 0.5; self.damage = 20; self.armor = 0.5; // Takes 50% less damage self.lastX = 0; self.lastY = 0; self.lastCastleDistance = Infinity; self.update = function () { // Move toward castle slowly var dx = castle.x - self.x; var dy = castle.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 60) { 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) { var reducedDamage = damage * (1 - self.armor); self.health -= reducedDamage; LK.effects.flashObject(self, 0xFFFFFF, 200); if (self.health <= 0) { LK.setScore(LK.getScore() + 25); 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 TeleporterEnemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('teleporterEnemy', { anchorX: 0.5, anchorY: 0.5 }); self.health = 2; self.maxHealth = 2; self.speed = 1; self.damage = 12; self.teleportCooldown = 0; self.teleportInterval = 240; // Teleports every 4 seconds self.lastX = 0; self.lastY = 0; self.lastCastleDistance = Infinity; self.update = function () { var dx = castle.x - self.x; var dy = castle.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 60) { var moveX = dx / distance * self.speed; var moveY = dy / distance * self.speed; self.x += moveX; self.y += moveY; } // Teleport randomly if (self.teleportCooldown > 0) { self.teleportCooldown--; } if (self.teleportCooldown <= 0) { var angle = Math.random() * Math.PI * 2; var teleportDistance = 200 + Math.random() * 200; self.x = castle.x + Math.cos(angle) * teleportDistance; self.y = castle.y + Math.sin(angle) * teleportDistance; // Keep within bounds self.x = Math.max(50, Math.min(1998, self.x)); self.y = Math.max(50, Math.min(2682, self.y)); LK.effects.flashObject(self, 0xFF00FF, 400); self.teleportCooldown = self.teleportInterval; } var currentDistance = Math.sqrt((castle.x - self.x) * (castle.x - self.x) + (castle.y - self.y) * (castle.y - self.y)); 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() + 25); 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; }); /**** * 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; // Create background pattern function createBackground() { var bgContainer = new Container(); // Create random grid pattern for (var x = 0; x <= 2048; x += 240) { for (var y = 0; y <= 2732; y += 240) { // Add random offset to make grid look natural and crooked var offsetX = (Math.random() - 0.5) * 40; // Random offset up to Β±20 pixels var offsetY = (Math.random() - 0.5) * 40; // Random offset up to Β±20 pixels var finalX = x + offsetX; var finalY = y + offsetY; // Main background tiles var tile = LK.getAsset('bgTile', { anchorX: 0.5, anchorY: 0.5 }); tile.x = finalX; tile.y = finalY; // Add random rotation for more natural look tile.rotation = (Math.random() - 0.5) * 0.3; // Add slight scale variation var scaleVariation = 0.8 + Math.random() * 0.4; // Scale between 0.8 and 1.2 tile.scaleX = scaleVariation; tile.scaleY = scaleVariation; bgContainer.addChild(tile); // Add accent squares at random positions (not just alternate) if (Math.random() < 0.4) { // 40% chance instead of checkerboard pattern var accent = LK.getAsset('bgAccent', { anchorX: 0.5, anchorY: 0.5 }); var accentOffsetX = (Math.random() - 0.5) * 30; var accentOffsetY = (Math.random() - 0.5) * 30; accent.x = finalX + accentOffsetX; accent.y = finalY + accentOffsetY; accent.rotation = (Math.random() - 0.5) * 0.5; accent.alpha = 0.3 + Math.random() * 0.4; // Random alpha between 0.3 and 0.7 bgContainer.addChild(accent); } // Add decorative circles at random positions if (Math.random() < 0.25) { // 25% chance for circles var circle = LK.getAsset('bgCircle', { anchorX: 0.5, anchorY: 0.5 }); var circleOffsetX = (Math.random() - 0.5) * 60; var circleOffsetY = (Math.random() - 0.5) * 60; circle.x = finalX + circleOffsetX; circle.y = finalY + circleOffsetY; var circleScale = 0.5 + Math.random() * 0.8; // Random size variation circle.scaleX = circleScale; circle.scaleY = circleScale; circle.alpha = 0.2 + Math.random() * 0.4; // Random alpha between 0.2 and 0.6 bgContainer.addChild(circle); } } } // Set background container to lowest z-index game.addChildAt(bgContainer, 0); } // Initialize background createBackground(); // 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; // Start background music LK.playMusic('bgmusic'); // Spawn functions function spawnEnemy() { var enemy; var enemyType = Math.random(); // Different probabilities for different enemy types if (enemyType < 0.3) { enemy = new Enemy(); } else if (enemyType < 0.45) { enemy = new FastEnemy(); } else if (enemyType < 0.55) { enemy = new TankEnemy(); } else if (enemyType < 0.65) { enemy = new SniperEnemy(); } else if (enemyType < 0.73) { enemy = new BomberEnemy(); } else if (enemyType < 0.8) { enemy = new HealerEnemy(); } else if (enemyType < 0.86) { enemy = new ShieldEnemy(); } else if (enemyType < 0.92) { enemy = new TeleporterEnemy(); } else if (enemyType < 0.97) { enemy = new SplitterEnemy(); } else { enemy = new BossEnemy(); } // 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 var healthBonus = Math.floor(waveNumber / 3); var speedBonus = waveNumber * 0.1; var damageBonus = Math.floor(waveNumber / 2); enemy.health += healthBonus; enemy.maxHealth = enemy.health; enemy.speed += speedBonus; enemy.damage += damageBonus; 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 further away from the castle var angle = Math.random() * Math.PI * 2; var distance = 400 + Math.random() * 500; 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; } // Check castle-reward collisions for pickup for (var r = rewards.length - 1; r >= 0; r--) { var reward = rewards[r]; if (castle.intersects(reward)) { castle.bulletsPerShot++; bulletsText.setText('Bullets: ' + castle.bulletsPerShot); LK.getSound('award').play(); LK.effects.flashObject(castle, 0x00FF00, 500); reward.destroy(); rewards.splice(r, 1); } } // Update UI healthText.setText('Health: ' + castle.health); scoreText.setText(LK.getScore()); };
===================================================================
--- original.js
+++ change.js
@@ -843,10 +843,10 @@
// Create background pattern
function createBackground() {
var bgContainer = new Container();
// Create random grid pattern
- for (var x = 0; x <= 2048; x += 120) {
- for (var y = 0; y <= 2732; y += 120) {
+ for (var x = 0; x <= 2048; x += 240) {
+ for (var y = 0; y <= 2732; y += 240) {
// Add random offset to make grid look natural and crooked
var offsetX = (Math.random() - 0.5) * 40; // Random offset up to Β±20 pixels
var offsetY = (Math.random() - 0.5) * 40; // Random offset up to Β±20 pixels
var finalX = x + offsetX;
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