User prompt
Upgrading towers should cost 50 gold. Also, there should be no need to click the "build tower" button to place a tower. Clicking anywhere on the roadside should automatically add a tower.
User prompt
Upgrading towers should cost 50 gold. Also, there should be no need to click the "build tower" button to place a tower. Clicking anywhere on the roadside should automatically add a tower.
User prompt
The initial power of the enemies should be reduced (a tower should be strong enough to kill an enemy with two hits at the beginning). Also, enemy waves should come automatically. To upgrade the towers, just double click on the towers. To place a tower, just click anywhere on the side of the screen.
User prompt
The initial power of the enemies should increase. Also, the waves should come automatically. To upgrade the towers, just double click on the towers.
User prompt
Our towers should have more initial power.
User prompt
When we kill an enemy, we should automatically earn 10 gold.
Code edit (1 edits merged)
Please save this source code
User prompt
Medieval Path Defenders
Initial prompt
I want to make a medieval-themed tower defense game. In this game, there should be paths, towers, enemies, and gold that drops when enemies are killed. We should start the game with 100 gold, and every time we place a tower, we should lose 50 gold. It should also be possible to upgrade towers (clicking on a placed tower again should upgrade it), which should cost 25 gold. When we kill an enemy, we should automatically earn 5 gold. Our total amount of gold should be displayed in the top right corner of the screen and should update according to the gold earned or spent. Enemies should attack in waves, and each wave should consist of 10 enemies. After a wave is defeated, another one should begin after a short delay — but each new wave should be stronger than the previous one.
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Enemy class var Enemy = Container.expand(function () { var self = Container.call(this); var sprite = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5 }); self.maxHp = 2 + waveNumber; self.hp = self.maxHp; self.speed = 2 + 0.2 * waveNumber; self.pathIndex = 0; self.progress = 0; // 0-1 between path points // For hit flash self.flash = function () { tween(sprite, { tint: 0xFFFFFF }, { duration: 60, onFinish: function onFinish() { tween(sprite, { tint: 0xB22222 }, { duration: 120 }); } }); }; // Called every tick self.update = function () { // Move along path if (self.pathIndex < pathPoints.length - 1) { var p0 = pathPoints[self.pathIndex]; var p1 = pathPoints[self.pathIndex + 1]; var dx = p1.x - p0.x; var dy = p1.y - p0.y; var dist = Math.sqrt(dx * dx + dy * dy); var step = self.speed; var move = step / dist; self.progress += move; if (self.progress >= 1) { self.pathIndex += 1; self.progress = 0; if (self.pathIndex >= pathPoints.length - 1) { // Reached end self.x = p1.x; self.y = p1.y; self.reachedEnd = true; return; } } var px = p0.x + dx * self.progress; var py = p0.y + dy * self.progress; self.x = px; self.y = py; } }; return self; }); // Projectile class var Projectile = Container.expand(function (x, y, angle, damage) { var self = Container.call(this); var sprite = self.attachAsset('projectile', { anchorX: 0.5, anchorY: 0.5 }); self.x = x; self.y = y; self.angle = angle; self.speed = 18; self.damage = damage; self.radius = 15; // Called every tick self.update = function () { self.x += Math.cos(self.angle) * self.speed; self.y += Math.sin(self.angle) * self.speed; }; return self; }); // Tower class var Tower = Container.expand(function () { var self = Container.call(this); // Attach base var base = self.attachAsset('towerBase', { anchorX: 0.5, anchorY: 0.5 }); // Attach cannon var cannon = self.attachAsset('towerCannon', { anchorX: 0.5, anchorY: 0.8, y: -20 }); // Range indicator (hidden by default) var rangeCircle = self.attachAsset('towerRange', { anchorX: 0.5, anchorY: 0.5, alpha: 0 }); // Tower stats self.range = 280; // Increased from 200 self.fireRate = 40; // Faster fire rate (was 60) self.cooldown = 0; self.level = 1; self.damage = 2; // Increased from 1 self.upgradeCost = 50; // For upgrade UI self.showRange = function (show) { rangeCircle.alpha = show ? 0.2 : 0; }; // Upgrade tower self.upgrade = function () { if (gold >= self.upgradeCost) { gold -= self.upgradeCost; self.level += 1; self.range += 40; self.damage += 1; self.fireRate = Math.max(30, self.fireRate - 10); self.upgradeCost += 50; updateGoldText(); // Animate upgrade tween(self, { scaleX: 1.2, scaleY: 1.2 }, { duration: 120, easing: tween.easeOut, onFinish: function onFinish() { tween(self, { scaleX: 1, scaleY: 1 }, { duration: 120, easing: tween.easeIn }); } }); } }; // Find nearest enemy in range self.findTarget = function () { var minDist = self.range; var target = null; for (var i = 0; i < enemies.length; ++i) { var e = enemies[i]; var dx = e.x - self.x; var dy = e.y - self.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist < minDist) { minDist = dist; target = e; } } return target; }; // Called every tick self.update = function () { if (self.cooldown > 0) { self.cooldown -= 1; } var target = self.findTarget(); if (target) { // Rotate cannon towards target var dx = target.x - self.x; var dy = target.y - self.y; var angle = Math.atan2(dy, dx); cannon.rotation = angle - Math.PI / 2; // Fire if ready if (self.cooldown <= 0) { self.cooldown = self.fireRate; var proj = new Projectile(self.x, self.y, angle, self.damage); projectiles.push(proj); game.addChild(proj); // LK.getSound('shoot').play(); } } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x2e2b1b }); /**** * Game Code ****/ // LK.init.sound('enemyDie', {volume:0.5}); // LK.init.sound('shoot', {volume:0.5}); // Sounds (not used in MVP, but ready for future) // Path // Projectiles // Enemies // For debug/upgrade, alpha set in code // Towers // Path definition (array of points) var pathPoints = [{ x: 200, y: 400 }, { x: 200, y: 1800 }, { x: 1000, y: 1800 }, { x: 1000, y: 600 }, { x: 1800, y: 600 }, { x: 1800, y: 2300 }]; // Gold, wave, etc. var gold = 100; var waveNumber = 1; var enemies = []; var towers = []; var projectiles = []; var lives = 10; var enemiesToSpawn = 0; var spawnTick = 0; var waveInProgress = false; // GUI: Gold display var goldText = new Text2('Gold: 100', { size: 90, fill: 0xFFD700 }); goldText.anchor.set(1, 0); // Top right LK.gui.topRight.addChild(goldText); function updateGoldText() { goldText.setText('Gold: ' + gold); } // GUI: Wave display var waveText = new Text2('Wave: 1', { size: 70, fill: 0xFFFFFF }); waveText.anchor.set(0.5, 0); LK.gui.top.addChild(waveText); function updateWaveText() { waveText.setText('Wave: ' + waveNumber); } // GUI: Lives display var livesText = new Text2('Lives: 10', { size: 70, fill: 0xFF4444 }); livesText.anchor.set(0, 0); LK.gui.top.addChild(livesText); function updateLivesText() { livesText.setText('Lives: ' + lives); } // Draw path tiles for (var i = 0; i < pathPoints.length - 1; ++i) { var p0 = pathPoints[i]; var p1 = pathPoints[i + 1]; var dx = p1.x - p0.x; var dy = p1.y - p0.y; var dist = Math.sqrt(dx * dx + dy * dy); var steps = Math.floor(dist / 100); for (var s = 0; s <= steps; ++s) { var px = p0.x + dx * (s / steps); var py = p0.y + dy * (s / steps); var tile = LK.getAsset('pathTile', { anchorX: 0.5, anchorY: 0.5, x: px, y: py }); game.addChild(tile); } } // Tower placement var placingTower = false; var towerGhost = null; var towerCost = 50; // Placeable area: not on path, not too close to other towers, not in top left 100x100 function canPlaceTower(x, y) { // Not in top left 100x100 if (x < 100 && y < 100) return false; // Not too close to path for (var i = 0; i < pathPoints.length - 1; ++i) { var p0 = pathPoints[i]; var p1 = pathPoints[i + 1]; var dx = p1.x - p0.x; var dy = p1.y - p0.y; var dist = Math.sqrt(dx * dx + dy * dy); var steps = Math.floor(dist / 40); for (var s = 0; s <= steps; ++s) { var px = p0.x + dx * (s / steps); var py = p0.y + dy * (s / steps); var d = Math.sqrt((x - px) * (x - px) + (y - py) * (y - py)); if (d < 100) return false; } } // Not too close to other towers for (var t = 0; t < towers.length; ++t) { var tw = towers[t]; var d = Math.sqrt((x - tw.x) * (x - tw.x) + (y - tw.y) * (y - tw.y)); if (d < 180) return false; } return true; } // Tower placement button (bottom right) var placeBtn = new Text2('Build Tower\n(50)', { size: 80, fill: 0x8B6F47 }); placeBtn.anchor.set(1, 1); LK.gui.bottomRight.addChild(placeBtn); // Tower upgrade UI var upgradeBtn = new Text2('Upgrade\n(50)', { size: 70, fill: 0x44BB44 }); upgradeBtn.anchor.set(0.5, 1); // Not added to GUI yet; will be added near selected tower var selectedTower = null; // Handle placing tower placeBtn.down = function (x, y, obj) { if (gold < towerCost) return; placingTower = true; if (!towerGhost) { towerGhost = new Tower(); towerGhost.alpha = 0.5; towerGhost.showRange(true); game.addChild(towerGhost); } }; // Handle upgrade button upgradeBtn.down = function (x, y, obj) { if (selectedTower) { selectedTower.upgrade(); // Update upgrade button cost upgradeBtn.setText('Upgrade\n(' + selectedTower.upgradeCost + ')'); } }; // Handle game touch events game.down = function (x, y, obj) { // If placing tower if (placingTower) { if (canPlaceTower(x, y) && gold >= towerCost) { var t = new Tower(); t.x = x; t.y = y; towers.push(t); game.addChild(t); gold -= towerCost; updateGoldText(); placingTower = false; if (towerGhost) { towerGhost.destroy(); towerGhost = null; } } return; } // If clicking on a tower, select it var found = null; for (var i = 0; i < towers.length; ++i) { var tw = towers[i]; var dx = x - tw.x; var dy = y - tw.y; if (Math.abs(dx) < 60 && Math.abs(dy) < 60) { found = tw; break; } } if (found) { if (selectedTower && selectedTower !== found) { selectedTower.showRange(false); } selectedTower = found; selectedTower.showRange(true); // Show upgrade button near tower (above) upgradeBtn.setText('Upgrade\n(' + selectedTower.upgradeCost + ')'); LK.gui.bottom.addChild(upgradeBtn); return; } // Deselect tower if clicking elsewhere if (selectedTower) { selectedTower.showRange(false); selectedTower = null; if (upgradeBtn.parent) upgradeBtn.parent.removeChild(upgradeBtn); } }; // Move handler for tower ghost game.move = function (x, y, obj) { if (placingTower && towerGhost) { towerGhost.x = x; towerGhost.y = y; if (canPlaceTower(x, y) && gold >= towerCost) { towerGhost.alpha = 0.5; } else { towerGhost.alpha = 0.2; } } }; // Remove ghost on up game.up = function (x, y, obj) { if (placingTower && towerGhost) { if (towerGhost.parent) { towerGhost.parent.removeChild(towerGhost); } towerGhost = null; placingTower = false; } }; // Start wave button (bottom center) var startBtn = new Text2('Start Wave', { size: 90, fill: 0x44AAFF }); startBtn.anchor.set(0.5, 1); LK.gui.bottom.addChild(startBtn); startBtn.down = function (x, y, obj) { if (!waveInProgress) { startWave(); } }; // Start a new wave function startWave() { waveInProgress = true; enemiesToSpawn = 10 + (waveNumber - 1) * 2; spawnTick = 0; updateWaveText(); } // Main update loop game.update = function () { // Spawn enemies if (waveInProgress && enemiesToSpawn > 0) { if (LK.ticks % 30 === 0) { var e = new Enemy(); var p = pathPoints[0]; e.x = p.x; e.y = p.y; enemies.push(e); game.addChild(e); enemiesToSpawn -= 1; } } // Update enemies for (var i = enemies.length - 1; i >= 0; --i) { var e = enemies[i]; e.update(); // Check if reached end if (e.reachedEnd) { lives -= 1; updateLivesText(); e.destroy(); enemies.splice(i, 1); if (lives <= 0) { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); return; } continue; } } // Update towers for (var i = 0; i < towers.length; ++i) { towers[i].update(); } // Update projectiles for (var i = projectiles.length - 1; i >= 0; --i) { var p = projectiles[i]; p.update(); // Remove if out of bounds if (p.x < 0 || p.x > 2048 || p.y < 0 || p.y > 2732) { p.destroy(); projectiles.splice(i, 1); continue; } // Check collision with enemies var hit = false; for (var j = enemies.length - 1; j >= 0; --j) { var e = enemies[j]; var dx = p.x - e.x; var dy = p.y - e.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist < 50) { e.hp -= p.damage; e.flash(); if (e.hp <= 0) { // Enemy dies gold += 10; updateGoldText(); // LK.getSound('enemyDie').play(); e.destroy(); enemies.splice(j, 1); } p.destroy(); projectiles.splice(i, 1); hit = true; break; } } if (hit) continue; } // Check if wave is over if (waveInProgress && enemiesToSpawn === 0 && enemies.length === 0) { waveInProgress = false; waveNumber += 1; updateWaveText(); // Win condition: survive 10 waves if (waveNumber > 10) { LK.effects.flashScreen(0x44ff44, 1000); LK.showYouWin(); return; } } };
===================================================================
--- original.js
+++ change.js
@@ -104,13 +104,13 @@
anchorY: 0.5,
alpha: 0
});
// Tower stats
- self.range = 200;
- self.fireRate = 60; // ticks between shots
+ self.range = 280; // Increased from 200
+ self.fireRate = 40; // Faster fire rate (was 60)
self.cooldown = 0;
self.level = 1;
- self.damage = 1;
+ self.damage = 2; // Increased from 1
self.upgradeCost = 50;
// For upgrade UI
self.showRange = function (show) {
rangeCircle.alpha = show ? 0.2 : 0;