User prompt
timer will be on top. time will go up.
User prompt
Please fix the bug: 'Cannot set properties of undefined (setting 'fill')' in or related to this line: 'stageTexts[i].style.fill = i === stageActiveIndex ? "#fff" : "#888";' Line Number: 355
User prompt
there will be a time on right top. and under time there will be 5 stages: Very easy, easy, medium, hard, very hard. very easy will be between times of 0:00-0:15. easy; 0:15:0:45. medium; 0:45-1:30. hard; 1:30-2:30. very hard; 2:30-end of the game.
User prompt
over time timer will go faster and spawn rate will be faster
User prompt
make spawn rate higher sometimes and sometimes make it lower
User prompt
make different variations of mobs and make some of them faster and some of them slower
Code edit (1 edits merged)
Please save this source code
User prompt
Monster Tap Frenzy
Initial prompt
Random monsters will spawn on the map or will walk in the map and my mission is to kill them by clicking on them. there will be a timer and when I kill a mob timer will add some seconds
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
// Monster class
var Monster = Container.expand(function () {
var self = Container.call(this);
// Monster type: "normal", "fast", "slow"
self.type = "normal";
// Attach monster asset
var monsterSprite = self.attachAsset('monster', {
anchorX: 0.5,
anchorY: 0.5
});
// Color by type after setType is called
self.updateTypeVisual = function () {
if (self.type === "fast") {
monsterSprite.tint = 0x3e8ecf; // blue for fast
} else if (self.type === "slow") {
monsterSprite.tint = 0xcfb53e; // gold for slow
} else {
monsterSprite.tint = 0x3ecf4c; // green for normal
}
};
var _oldSetType = self.setType;
self.setType = function (type) {
_oldSetType(type);
self.updateTypeVisual();
};
// Movement speed (pixels per tick)
self.speed = 0;
// Movement direction (radians)
self.direction = 0;
// Is monster alive
self.alive = true;
// Set monster type and speed
self.setType = function (type) {
self.type = type;
if (type === "fast") {
// Fast monsters: 5-8 px/tick
self.speed = 5 + Math.random() * 3;
} else if (type === "slow") {
// Slow monsters: 1-2.5 px/tick
self.speed = 1 + Math.random() * 1.5;
} else {
// Normal monsters: 2-6 px/tick
self.speed = 2 + Math.random() * 4;
}
};
// Set random movement
self.setRandomMovement = function () {
// Randomly assign type
var r = Math.random();
if (r < 0.2) {
self.setType("fast");
} else if (r > 0.8) {
self.setType("slow");
} else {
self.setType("normal");
}
// Direction: 0-2PI
self.direction = Math.random() * Math.PI * 2;
};
// Move monster
self.update = function () {
if (!self.alive) return;
// Move
self.x += Math.cos(self.direction) * self.speed;
self.y += Math.sin(self.direction) * self.speed;
// Bounce off walls
// Left
if (self.x - monsterSprite.width / 2 < 0) {
self.x = monsterSprite.width / 2;
self.direction = Math.PI - self.direction;
}
// Right
if (self.x + monsterSprite.width / 2 > 2048) {
self.x = 2048 - monsterSprite.width / 2;
self.direction = Math.PI - self.direction;
}
// Top
if (self.y - monsterSprite.height / 2 < 100) {
// leave top 100px for menu
self.y = 100 + monsterSprite.height / 2;
self.direction = -self.direction;
}
// Bottom
if (self.y + monsterSprite.height / 2 > 2732) {
self.y = 2732 - monsterSprite.height / 2;
self.direction = -self.direction;
}
};
// Handle tap
self.down = function (x, y, obj) {
if (!self.alive) return;
self.alive = false;
// Show hit effect
var hit = LK.getAsset('monsterHit', {
anchorX: 0.5,
anchorY: 0.5,
x: 0,
y: 0,
scaleX: 1,
scaleY: 1,
alpha: 1,
tint: self.type === "fast" ? 0x3e8ecf : self.type === "slow" ? 0xcfb53e : 0xff4444
});
self.addChild(hit);
// Animate hit effect
tween(hit, {
scaleX: 1.5,
scaleY: 1.5,
alpha: 0
}, {
duration: 300,
easing: tween.easeOut,
onFinish: function onFinish() {
hit.destroy();
}
});
// Animate monster fade out
tween(monsterSprite, {
alpha: 0
}, {
duration: 200,
onFinish: function onFinish() {
self.destroy();
}
});
// Add time and score
if (self.type === "fast") {
addTime(3); // fast: +3s
} else if (self.type === "slow") {
addTime(1); // slow: +1s
} else {
addTime(2); // normal: +2s
}
setScore(getScore() + 1);
updateScoreText();
// Remove from monsters array
for (var i = 0; i < monsters.length; ++i) {
if (monsters[i] === self) {
monsters.splice(i, 1);
break;
}
}
};
return self;
});
// Tap effect class
var TapEffect = Container.expand(function () {
var self = Container.call(this);
var tap = self.attachAsset('tapEffect', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1,
scaleY: 1,
alpha: 0.7
});
// Animate
tween(tap, {
scaleX: 2,
scaleY: 2,
alpha: 0
}, {
duration: 300,
easing: tween.easeOut,
onFinish: function onFinish() {
self.destroy();
}
});
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x181c2a
});
/****
* Game Code
****/
// Tap effect: yellow ellipse, 100x100
// Monster hit effect: red ellipse, 160x160
// Monster: green ellipse, 160x160
// Global variables
var monsters = [];
var monsterSpawnInterval = 120; // ticks between spawns (2s)
var monsterSpawnIntervalTarget = 120; // target interval for smooth transitions
var monsterSpawnIntervalChangeTimer = 0; // ticks until next interval change
var monsterMax = 6; // max monsters on screen
var timerMax = 20; // seconds to start
var timer = timerMax; // current timer (seconds)
var timerInterval = null;
var timerBar = null;
var timerBarBg = null;
var timerText = null;
var score = 0;
var scoreText = null;
var lastTick = 0;
// Helper: get/set score
function getScore() {
return score;
}
function setScore(val) {
score = val;
}
function updateScoreText() {
scoreText.setText(score + "");
}
// Helper: add time
function addTime(sec) {
timer += sec;
if (timer > 99) timer = 99;
updateTimerText();
}
// Helper: update timer text
function updateTimerText() {
timerText.setText(timer > 0 ? Math.ceil(timer) + "" : "0");
}
// Helper: update timer bar
function updateTimerBar() {
var pct = Math.max(0, Math.min(1, timer / timerMax));
timerBar.width = 800 * pct;
if (pct > 0.5) timerBar.tint = 0x3ecf4c;else if (pct > 0.2) timerBar.tint = 0xffe066;else timerBar.tint = 0xff4444;
}
// Spawn a monster at random position
function spawnMonster() {
if (monsters.length >= monsterMax) return;
var m = new Monster();
// Avoid top 100px (menu)
var margin = 100 + 80;
m.x = margin + Math.random() * (2048 - margin * 2);
m.y = margin + Math.random() * (2732 - margin * 2);
m.setRandomMovement();
m.updateTypeVisual && m.updateTypeVisual();
monsters.push(m);
game.addChild(m);
}
// GUI: Score
scoreText = new Text2("0", {
size: 120,
fill: "#fff"
});
scoreText.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreText);
// GUI: Timer bar background
timerBarBg = LK.getAsset('monster', {
anchorX: 0,
anchorY: 0.5,
x: 624,
y: 100,
width: 800,
height: 40,
tint: 0x222222
});
timerBarBg.alpha = 0.5;
game.addChild(timerBarBg);
// GUI: Timer bar
timerBar = LK.getAsset('monster', {
anchorX: 0,
anchorY: 0.5,
x: 624,
y: 100,
width: 800,
height: 40,
tint: 0x3ecf4c
});
game.addChild(timerBar);
// GUI: Timer text
timerText = new Text2(timerMax + "", {
size: 90,
fill: "#fff"
});
timerText.anchor.set(0.5, 0.5);
timerText.x = 2048 / 2;
timerText.y = 100 + 20;
game.addChild(timerText);
// Position score at top center, below 100px
scoreText.x = 2048 / 2;
scoreText.y = 10 + 100;
// Spawn initial monsters
for (var i = 0; i < 3; ++i) {
spawnMonster();
}
// Timer tick
function timerTick() {
timer -= 0.1;
if (timer < 0) timer = 0;
updateTimerText();
updateTimerBar();
if (timer <= 0) {
// Game over
LK.showGameOver();
}
}
// Start timer interval
timerInterval = LK.setInterval(timerTick, 100);
// Game update
game.update = function () {
// Randomly change spawn interval every 3-6 seconds
if (monsterSpawnIntervalChangeTimer <= 0) {
// Pick a new target interval between 40 and 180 ticks (0.67s to 3s)
monsterSpawnIntervalTarget = 40 + Math.floor(Math.random() * 140);
// Next change in 180-360 ticks (3-6s)
monsterSpawnIntervalChangeTimer = 180 + Math.floor(Math.random() * 180);
}
monsterSpawnIntervalChangeTimer--;
// Smoothly approach target interval for a less abrupt change
if (monsterSpawnInterval !== monsterSpawnIntervalTarget) {
if (monsterSpawnInterval < monsterSpawnIntervalTarget) monsterSpawnInterval++;else monsterSpawnInterval--;
}
// Spawn monsters
if (LK.ticks - lastTick >= monsterSpawnInterval) {
spawnMonster();
lastTick = LK.ticks;
}
// Move monsters
for (var i = 0; i < monsters.length; ++i) {
monsters[i].update();
}
// Update timer bar
updateTimerBar();
};
// Handle tap on monsters or empty space
game.down = function (x, y, obj) {
// Check if tap hits a monster (from topmost to bottom)
var tapped = false;
for (var i = monsters.length - 1; i >= 0; --i) {
var m = monsters[i];
// Only alive monsters
if (!m.alive) continue;
// Convert tap to monster local coords
var local = m.toLocal(game.toGlobal({
x: x,
y: y
}));
// Check if inside monster ellipse
var rx = m.children[0].width / 2;
var ry = m.children[0].height / 2;
if (local.x * local.x / (rx * rx) + local.y * local.y / (ry * ry) <= 1) {
m.down(x, y, obj);
tapped = true;
break;
}
}
// Tap effect
var tapFx = new TapEffect();
tapFx.x = x;
tapFx.y = y;
game.addChild(tapFx);
};
// Clean up on game over
game.on('destroy', function () {
LK.clearInterval(timerInterval);
monsters = [];
score = 0;
timer = timerMax;
updateScoreText();
updateTimerText();
updateTimerBar();
}); ===================================================================
--- original.js
+++ change.js
@@ -191,8 +191,10 @@
// Monster: green ellipse, 160x160
// Global variables
var monsters = [];
var monsterSpawnInterval = 120; // ticks between spawns (2s)
+var monsterSpawnIntervalTarget = 120; // target interval for smooth transitions
+var monsterSpawnIntervalChangeTimer = 0; // ticks until next interval change
var monsterMax = 6; // max monsters on screen
var timerMax = 20; // seconds to start
var timer = timerMax; // current timer (seconds)
var timerInterval = null;
@@ -301,8 +303,20 @@
// Start timer interval
timerInterval = LK.setInterval(timerTick, 100);
// Game update
game.update = function () {
+ // Randomly change spawn interval every 3-6 seconds
+ if (monsterSpawnIntervalChangeTimer <= 0) {
+ // Pick a new target interval between 40 and 180 ticks (0.67s to 3s)
+ monsterSpawnIntervalTarget = 40 + Math.floor(Math.random() * 140);
+ // Next change in 180-360 ticks (3-6s)
+ monsterSpawnIntervalChangeTimer = 180 + Math.floor(Math.random() * 180);
+ }
+ monsterSpawnIntervalChangeTimer--;
+ // Smoothly approach target interval for a less abrupt change
+ if (monsterSpawnInterval !== monsterSpawnIntervalTarget) {
+ if (monsterSpawnInterval < monsterSpawnIntervalTarget) monsterSpawnInterval++;else monsterSpawnInterval--;
+ }
// Spawn monsters
if (LK.ticks - lastTick >= monsterSpawnInterval) {
spawnMonster();
lastTick = LK.ticks;
round shaped monster. his mouth is open and his tongue is out . No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
make it angry and blue
make it cocky and white
make it purple and suspicious
make it dark green and idiot
make it black and idioter
make it happy and cyan
skeletons, skull, death city, war, crime, illegal . No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat