User prompt
enemys coming from right should face left
User prompt
reverse the enemy images
User prompt
reverse the image for the enemies spawn from the left, and reverse the bullet image for the left turrets
User prompt
add a new image asset for the new BigEnemy class
User prompt
add a new enemy type, bigger and has more health but doesnt deal much damage
User prompt
move upgrade button's image 50 px up
User prompt
move upgrade button's image asset 5 px up
Code edit (1 edits merged)
Please save this source code
User prompt
move the health bar 50px up, make it green, add a contour
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change the healthbar asset, make it a bar just goes left from right when getting damage, not an image
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make waves longer and decrease the chance of winning gold, make it more playable
User prompt
make waves harder, and the enemys slower
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add image assets for the repair and upgrade functions, add new bought turrets above and under the others
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add a outline for the healthbar
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add a health bar above the base
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'setText')' in or related to this line: 'baseHealthTxt.setText("HP: " + base.hp);' Line Number: 400
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add a asset for the background, reverse the image for the left turret, remove the bottom ground
Code edit (1 edits merged)
Please save this source code
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Please fix the bug: 'ground is not defined' in or related to this line: 'game.addChild(ground);' Line Number: 216
Code edit (1 edits merged)
Please save this source code
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add a background for the market
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remove the hp text and make the hp bar work, showing the remaining health with a green bar inside of the gray one and add a platform ground
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make hp a bar, visible on the top of the base
User prompt
make the buttons and texts far from each other
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'containsPoint')' in or related to this line: 'if (t && LK.util.containsPoint(t, {' Line Number: 373
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Base class var Base = Container.expand(function () { var self = Container.call(this); // Attach base asset (ellipse, blue) var baseGraphics = self.attachAsset('base', { anchorX: 0.5, anchorY: 0.5 }); baseGraphics.width = 180; baseGraphics.height = 180; baseGraphics.color = 0x3399ff; self.maxHp = 20; self.hp = self.maxHp; // Flash on hit self.hit = function () { LK.effects.flashObject(self, 0xff0000, 400); }; // Repair self.repair = function () { self.hp = Math.min(self.maxHp, self.hp + 5); }; // Upgrade self.upgrade = function () { self.maxHp += 10; self.hp = self.maxHp; baseGraphics.scaleX += 0.1; baseGraphics.scaleY += 0.1; }; return self; }); // Bullet class var Bullet = Container.expand(function () { var self = Container.call(this); // Attach bullet asset (box, yellow) var bulletGraphics = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); bulletGraphics.width = 40; bulletGraphics.height = 40; bulletGraphics.color = 0xb8b031; self.speed = 24; self.target = null; self.side = 1; self.damage = 1; self.update = function () { if (!self.target || self.target.destroyed) { self.destroy(); return; } var dx = self.target.x - self.x; var dy = self.target.y - self.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist < 40) { // Hit! self.target.hp -= self.damage; LK.effects.flashObject(self.target, 0xffff00, 200); self.destroy(); return; } var step = self.speed; self.x += dx / dist * step; self.y += dy / dist * step; }; return self; }); // Enemy class var Enemy = Container.expand(function () { var self = Container.call(this); // Attach enemy asset (ellipse, red) var enemyGraphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5 }); // Set size and color enemyGraphics.width = 90; enemyGraphics.height = 90; enemyGraphics.color = 0xd83318; // Enemy properties self.speed = 3 + Math.random() * 1.5; // Will be set per wave self.hp = 1; // Will be set per wave self.direction = 1; // 1 for right-to-left, -1 for left-to-right // Update method self.update = function () { self.x += self.speed * self.direction; }; return self; }); // Turret class var Turret = Container.expand(function () { var self = Container.call(this); // Attach turret asset (box, green) var turretGraphics = self.attachAsset('turret', { anchorX: 0.5, anchorY: 0.5 }); turretGraphics.width = 100; turretGraphics.height = 100; turretGraphics.color = 0x83de44; // Turret properties self.range = 500; self.fireRate = 60; // frames between shots self.cooldown = 0; self.level = 1; self.side = 1; // 1 = right, -1 = left // Upgrade method self.upgrade = function () { if (self.level < 3) { self.level += 1; self.range += 100; self.fireRate = Math.max(30, self.fireRate - 10); turretGraphics.scaleX += 0.1; turretGraphics.scaleY += 0.1; } }; // Update method self.update = function () { if (self.cooldown > 0) { self.cooldown--; return; } // Find closest enemy in range on this side var closest = null; var minDist = self.range + 1; for (var i = 0; i < enemies.length; i++) { var e = enemies[i]; if (self.side === 1 && e.x > base.x || self.side === -1 && e.x < base.x) { var dx = e.x - self.x; var dy = e.y - self.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist < minDist && dist <= self.range) { minDist = dist; closest = e; } } } if (closest) { // Fire at enemy var b = new Bullet(); b.x = self.x; b.y = self.y; b.target = closest; b.side = self.side; b.damage = self.level; bullets.push(b); game.addChild(b); self.cooldown = self.fireRate; } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x181818 }); /**** * Game Code ****/ // Game state variables var base = new Base(); base.x = 2048 / 2; base.y = 2732 / 2; game.addChild(base); var turrets = []; var enemies = []; var bullets = []; var gold = 50; var wave = 1; var enemiesToSpawn = 0; var enemiesSpawned = 0; var enemiesPerWave = 6; var waveInProgress = false; var spawnTimer = 0; var nextWaveTimer = 0; var baseHealthTxt, goldTxt, waveTxt; var selectedTurret = null; // HP Bar for base var baseHpBarBg = LK.getAsset('base', { anchorX: 0.5, anchorY: 0.5, x: base.x, y: base.y - 140, width: 200, height: 32, color: 0x222222 }); var baseHpBar = LK.getAsset('base', { anchorX: 0, anchorY: 0.5, x: base.x - 100, y: base.y - 140, width: 200, height: 32, color: 0x44ff44 }); game.addChild(baseHpBarBg); game.addChild(baseHpBar); // GUI baseHealthTxt = new Text2("HP: " + base.hp, { size: 80, fill: "#fff" }); baseHealthTxt.anchor.set(0, 0); LK.gui.top.addChild(baseHealthTxt); goldTxt = new Text2("Gold: " + gold, { size: 80, fill: 0xFFD700 }); goldTxt.anchor.set(1, 0); LK.gui.topRight.addChild(goldTxt); waveTxt = new Text2("Wave: " + wave, { size: 80, fill: "#fff" }); waveTxt.anchor.set(0.5, 0); LK.gui.top.addChild(waveTxt); // Turret placement buttons (left and right) // Space out the buttons and texts at the bottom of the screen for better separation var bottomY = 2732 - 180; var leftTurretBtn = LK.getAsset('turret', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2 - 700, y: bottomY, scaleX: 1.2, scaleY: 1.2 }); var rightTurretBtn = LK.getAsset('turret', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2 + 700, y: bottomY, scaleX: 1.2, scaleY: 1.2 }); game.addChild(leftTurretBtn); game.addChild(rightTurretBtn); var leftTurretCostTxt = new Text2("Buy: 30", { size: 60, fill: "#fff" }); leftTurretCostTxt.anchor.set(0.5, 0); leftTurretCostTxt.x = leftTurretBtn.x; leftTurretCostTxt.y = leftTurretBtn.y + 100; game.addChild(leftTurretCostTxt); var rightTurretCostTxt = new Text2("Buy: 30", { size: 60, fill: "#fff" }); rightTurretCostTxt.anchor.set(0.5, 0); rightTurretCostTxt.x = rightTurretBtn.x; rightTurretCostTxt.y = rightTurretBtn.y + 100; game.addChild(rightTurretCostTxt); // Base repair and upgrade buttons var repairBtn = LK.getAsset('base', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2 - 350, y: bottomY, scaleX: 0.7, scaleY: 0.7 }); var upgradeBtn = LK.getAsset('base', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2 + 350, y: bottomY, scaleX: 0.7, scaleY: 0.7 }); game.addChild(repairBtn); game.addChild(upgradeBtn); var repairCostTxt = new Text2("Repair: 15", { size: 60, fill: "#fff" }); repairCostTxt.anchor.set(0.5, 0); repairCostTxt.x = repairBtn.x; repairCostTxt.y = repairBtn.y + 100; game.addChild(repairCostTxt); var upgradeCostTxt = new Text2("Upgrade: 40", { size: 60, fill: "#fff" }); upgradeCostTxt.anchor.set(0.5, 0); upgradeCostTxt.x = upgradeBtn.x; upgradeCostTxt.y = upgradeBtn.y + 100; game.addChild(upgradeCostTxt); // Turret upgrade buttons (appear above turrets) function showTurretUpgradeBtn(turret) { if (turret.upgradeBtn) return; var btn = LK.getAsset('turret', { anchorX: 0.5, anchorY: 0.5, x: turret.x, y: turret.y - 120, scaleX: 0.6, scaleY: 0.6 }); var txt = new Text2("Upgrade: 25", { size: 50, fill: "#fff" }); txt.anchor.set(0.5, 0); txt.x = btn.x; txt.y = btn.y + 50; btn._upgradeTxt = txt; game.addChild(btn); game.addChild(txt); turret.upgradeBtn = btn; turret.upgradeTxt = txt; } // Remove upgrade button function hideTurretUpgradeBtn(turret) { if (turret.upgradeBtn) { turret.upgradeBtn.destroy(); turret.upgradeTxt.destroy(); turret.upgradeBtn = null; turret.upgradeTxt = null; } } // Place initial turrets function placeTurret(side) { var x = base.x + (side === 1 ? 300 : -300); var y = base.y; var t = new Turret(); t.x = x; t.y = y; t.side = side; turrets.push(t); game.addChild(t); return t; } // Initial turrets placeTurret(-1); placeTurret(1); // Handle turret placement leftTurretBtn.down = function (x, y, obj) { if (gold >= 30) { var t = placeTurret(-1); gold -= 30; goldTxt.setText("Gold: " + gold); } }; rightTurretBtn.down = function (x, y, obj) { if (gold >= 30) { var t = placeTurret(1); gold -= 30; goldTxt.setText("Gold: " + gold); } }; // Handle base repair/upgrade repairBtn.down = function (x, y, obj) { if (gold >= 15 && base.hp < base.maxHp) { base.repair(); gold -= 15; goldTxt.setText("Gold: " + gold); baseHealthTxt.setText("HP: " + base.hp); } }; upgradeBtn.down = function (x, y, obj) { if (gold >= 40) { base.upgrade(); gold -= 40; goldTxt.setText("Gold: " + gold); baseHealthTxt.setText("HP: " + base.hp); } }; // Handle turret upgrade game.down = function (x, y, obj) { // Check if a turret was tapped for (var i = 0; i < turrets.length; i++) { var t = turrets[i]; if (t && LK.util && typeof LK.util.containsPoint === "function" && LK.util.containsPoint(t, { x: x, y: y })) { selectedTurret = t; showTurretUpgradeBtn(t); return; } } // Check if upgrade button was tapped for (var i = 0; i < turrets.length; i++) { var t = turrets[i]; if (t && t.upgradeBtn && LK.util && typeof LK.util.containsPoint === "function" && LK.util.containsPoint(t.upgradeBtn, { x: x, y: y })) { if (gold >= 25 && t.level < 3) { t.upgrade(); gold -= 25; goldTxt.setText("Gold: " + gold); if (t.level >= 3) { hideTurretUpgradeBtn(t); } } return; } } // Deselect turret if tap elsewhere for (var i = 0; i < turrets.length; i++) { hideTurretUpgradeBtn(turrets[i]); } selectedTurret = null; }; // Enemy spawn logic function startWave() { waveInProgress = true; enemiesToSpawn = enemiesPerWave + (wave - 1) * 2; enemiesSpawned = 0; spawnTimer = 0; waveTxt.setText("Wave: " + wave); } function endWave() { waveInProgress = false; nextWaveTimer = 120; // 2 seconds gold += 20 + wave * 5; goldTxt.setText("Gold: " + gold); enemiesPerWave += 1; wave += 1; } // Main update loop game.update = function () { // Update base health baseHealthTxt.setText("HP: " + base.hp); // Update HP bar position and width baseHpBarBg.x = base.x; baseHpBarBg.y = base.y - 140; baseHpBar.x = base.x - 100; baseHpBar.y = base.y - 140; baseHpBar.width = 200 * Math.max(0, base.hp) / base.maxHp; // Update turrets for (var i = 0; i < turrets.length; i++) { turrets[i].update(); } // Update enemies for (var i = enemies.length - 1; i >= 0; i--) { var e = enemies[i]; e.update(); // Check if reached base if (e.direction === 1 && e.x >= base.x - 90 || e.direction === -1 && e.x <= base.x + 90) { base.hp -= 1; base.hit(); e.destroy(); enemies.splice(i, 1); if (base.hp <= 0) { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); return; } continue; } // Check if dead if (e.hp <= 0) { e.destroy(); enemies.splice(i, 1); gold += 5; goldTxt.setText("Gold: " + gold); continue; } } // Update bullets for (var i = bullets.length - 1; i >= 0; i--) { var b = bullets[i]; b.update(); if (b.destroyed) { b.destroy(); bullets.splice(i, 1); } } // Wave logic if (waveInProgress) { if (enemiesSpawned < enemiesToSpawn) { if (spawnTimer <= 0) { // Spawn enemy from left or right var side = Math.random() < 0.5 ? -1 : 1; var e = new Enemy(); e.direction = side; e.x = side === 1 ? 0 : 2048; e.y = base.y - 200 + Math.random() * 400; e.speed = 3 + wave * 0.3 + Math.random(); e.hp = 1 + Math.floor(wave / 2); enemies.push(e); game.addChild(e); enemiesSpawned++; spawnTimer = 30 + Math.floor(Math.random() * 20); } else { spawnTimer--; } } else if (enemies.length === 0) { endWave(); } } else { if (nextWaveTimer > 0) { nextWaveTimer--; if (nextWaveTimer === 0) { startWave(); } } } }; // Start first wave startWave();
===================================================================
--- original.js
+++ change.js
@@ -185,8 +185,29 @@
var spawnTimer = 0;
var nextWaveTimer = 0;
var baseHealthTxt, goldTxt, waveTxt;
var selectedTurret = null;
+// HP Bar for base
+var baseHpBarBg = LK.getAsset('base', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ x: base.x,
+ y: base.y - 140,
+ width: 200,
+ height: 32,
+ color: 0x222222
+});
+var baseHpBar = LK.getAsset('base', {
+ anchorX: 0,
+ anchorY: 0.5,
+ x: base.x - 100,
+ y: base.y - 140,
+ width: 200,
+ height: 32,
+ color: 0x44ff44
+});
+game.addChild(baseHpBarBg);
+game.addChild(baseHpBar);
// GUI
baseHealthTxt = new Text2("HP: " + base.hp, {
size: 80,
fill: "#fff"
@@ -414,8 +435,14 @@
// Main update loop
game.update = function () {
// Update base health
baseHealthTxt.setText("HP: " + base.hp);
+ // Update HP bar position and width
+ baseHpBarBg.x = base.x;
+ baseHpBarBg.y = base.y - 140;
+ baseHpBar.x = base.x - 100;
+ baseHpBar.y = base.y - 140;
+ baseHpBar.width = 200 * Math.max(0, base.hp) / base.maxHp;
// Update turrets
for (var i = 0; i < turrets.length; i++) {
turrets[i].update();
}
2d turret. In-Game asset. 2d. High contrast. No shadows
a 2d turret base. In-Game asset. 2d. High contrast. No shadows
a 2d upgrade button png. In-Game asset. 2d. High contrast. No shadows
purple zombie 2d. In-Game asset. 2d. High contrast. No shadows
add a grass background, empty middle, grass and trees around. In-Game asset. 2d. High contrast. No shadows