User prompt
ensure all monster types use their asset instead of tinting
User prompt
make purple moster use monster_shadow asset I just created
User prompt
make fast monster use monster_fast asset
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✅ Attach unique monster asset per type in Monster class
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make each monster use its own asset
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they are still not appearing
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please make other variations of mobs appear
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make all monster assets show on map
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I cant see other monsters fix that
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other variations are not showing fix that and make them show
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do not combine them into a single object give them their own asset
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combine monsters with their specific assets
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combine monsters with theirs assets
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give each monster and timer bar different asset
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if you dont shoot a moster in 5 seconds they will turn red and vibrate after 2 more seconds they will explode and will take your 5 seconds
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decrease it to 1.2x faster each stage and add 2 more variations.
User prompt
when stage goes up make the timer go down 1.5x faster and make the mosters go 1.5x faster
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remove progress bar and add 2 more variation
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there will be a screen duration on right top. and under screen duration there will be 5 stages: Very easy, easy, medium, hard, very hard. every 20 seconds it will go harder and harder
User prompt
there will be a screen time on right top. and under screen 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. do not touch timer
User prompt
Please fix the bug: 'Timeout.tick error: Cannot set properties of undefined (setting 'fill')' in or related to this line: 'stageTexts[i].style.fill = i === currentStageIndex ? "#fff" : "#aaa";' Line Number: 363
User prompt
there will be a screen 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
let the timer go back to its place. instead put screen time on there
User prompt
Timer will stay normal. I said add normal time that goes up like normal. dont touch timer
/**** * 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", "giant", "tiny" 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 monsterSprite.width = 160; monsterSprite.height = 160; } else if (self.type === "slow") { monsterSprite.tint = 0xcfb53e; // gold for slow monsterSprite.width = 160; monsterSprite.height = 160; } else if (self.type === "giant") { monsterSprite.tint = 0x8e44ad; // purple for giant monsterSprite.width = 240; monsterSprite.height = 240; } else if (self.type === "tiny") { monsterSprite.tint = 0xffffff; // white for tiny monsterSprite.width = 80; monsterSprite.height = 80; } else { monsterSprite.tint = 0x3ecf4c; // green for normal monsterSprite.width = 160; monsterSprite.height = 160; } }; var _oldSetType = self.setType; self.setType = function (type) { _oldSetType(type); self.updateTypeVisual(); }; // Movement speed (pixels per tick) self.speed = 0; // Store base speed for stage scaling self.speedBase = 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 if (type === "giant") { // Giant monsters: 1-2 px/tick (slow, big) self.speed = 1 + Math.random(); } else if (type === "tiny") { // Tiny monsters: 7 + Math.random() * 4; self.speed = 7 + Math.random() * 4; } else { // Normal monsters: 2-6 px/tick self.speed = 2 + Math.random() * 4; } // Store base speed and apply stage multiplier self.speedBase = self.speed; var speedMultiplier = 1 + (typeof stage !== "undefined" ? stage : 0) * 0.5; self.speed = self.speedBase * speedMultiplier; }; // Set random movement self.setRandomMovement = function () { // Randomly assign type var r = Math.random(); if (r < 0.16) { self.setType("fast"); } else if (r < 0.32) { self.setType("slow"); } else if (r < 0.48) { self.setType("giant"); } else if (r < 0.64) { self.setType("tiny"); } 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 hitColor = 0xff4444; if (self.type === "fast") hitColor = 0x3e8ecf;else if (self.type === "slow") hitColor = 0xcfb53e;else if (self.type === "giant") hitColor = 0x8e44ad;else if (self.type === "tiny") hitColor = 0xffffff; var hit = LK.getAsset('monsterHit', { anchorX: 0.5, anchorY: 0.5, x: 0, y: 0, scaleX: 1, scaleY: 1, alpha: 1, tint: hitColor }); 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 if (self.type === "giant") { addTime(5); // giant: +5s } else if (self.type === "tiny") { addTime(0.5); // tiny: +0.5s } 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 ****/ // Global variables // Monster: green ellipse, 160x160 // Monster hit effect: red ellipse, 160x160 // Tap effect: yellow ellipse, 100x100 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; // Stage system var stage = 0; // 0: Very Easy, 1: Easy, 2: Medium, 3: Hard, 4: Very Hard var stageNames = ["Very Easy", "Easy", "Medium", "Hard", "Very Hard"]; var stageText = null; var stageBarBg = null; var stageBar = null; var stageTime = 0; // seconds since game start var stageDuration = 20; // seconds per stage // 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(); // Store base speed and apply stage multiplier m.speedBase = m.speed; var speedMultiplier = 1 + stage * 0.5; m.speed = m.speedBase * speedMultiplier; 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; // GUI: Stage label and progress bar (right top, under timer bar) stageText = new Text2(stageNames[stage], { size: 70, fill: "#fff" }); stageText.anchor.set(1, 0); // right align stageText.x = 2048 - 40; stageText.y = 160; game.addChild(stageText); // Spawn initial monsters for (var i = 0; i < 3; ++i) { spawnMonster(); } // Timer tick function timerTick() { // Timer speed multiplier: 1.0 at stage 0, 1.5 at stage 1, 2.0 at stage 2, etc. var timerSpeedMultiplier = 1 + stage * 0.5; timer -= 0.1 * timerSpeedMultiplier; if (timer < 0) timer = 0; updateTimerText(); updateTimerBar(); if (timer <= 0) { // Game over LK.showGameOver(); } // --- Stage progression logic --- stageTime += 0.1; var newStage = Math.floor(stageTime / stageDuration); if (newStage > 4) newStage = 4; if (newStage !== stage) { stage = newStage; stageText.setText(stageNames[stage]); // Optionally: make game harder here (e.g. increase monsterMax, spawn rate, etc) // Example: increase monsterMax by 1 per stage monsterMax = 6 + stage; // Increase monster speed for all alive monsters var speedMultiplier = 1 + stage * 0.5; for (var i = 0; i < monsters.length; ++i) { if (monsters[i].alive) { monsters[i].speed = monsters[i].speedBase * speedMultiplier; } } } } // 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(); // Reset stage system stage = 0; stageTime = 0; stageText.setText(stageNames[stage]); monsterMax = 6; });
===================================================================
--- original.js
+++ change.js
@@ -46,8 +46,10 @@
self.updateTypeVisual();
};
// Movement speed (pixels per tick)
self.speed = 0;
+ // Store base speed for stage scaling
+ self.speedBase = 0;
// Movement direction (radians)
self.direction = 0;
// Is monster alive
self.alive = true;
@@ -63,14 +65,18 @@
} else if (type === "giant") {
// Giant monsters: 1-2 px/tick (slow, big)
self.speed = 1 + Math.random();
} else if (type === "tiny") {
- // Tiny monsters: 7-11 px/tick (very fast, small)
+ // Tiny monsters: 7 + Math.random() * 4;
self.speed = 7 + Math.random() * 4;
} else {
// Normal monsters: 2-6 px/tick
self.speed = 2 + Math.random() * 4;
}
+ // Store base speed and apply stage multiplier
+ self.speedBase = self.speed;
+ var speedMultiplier = 1 + (typeof stage !== "undefined" ? stage : 0) * 0.5;
+ self.speed = self.speedBase * speedMultiplier;
};
// Set random movement
self.setRandomMovement = function () {
// Randomly assign type
@@ -277,8 +283,12 @@
m.x = margin + Math.random() * (2048 - margin * 2);
m.y = margin + Math.random() * (2732 - margin * 2);
m.setRandomMovement();
m.updateTypeVisual && m.updateTypeVisual();
+ // Store base speed and apply stage multiplier
+ m.speedBase = m.speed;
+ var speedMultiplier = 1 + stage * 0.5;
+ m.speed = m.speedBase * speedMultiplier;
monsters.push(m);
game.addChild(m);
}
// GUI: Score
@@ -337,9 +347,11 @@
spawnMonster();
}
// Timer tick
function timerTick() {
- timer -= 0.1;
+ // Timer speed multiplier: 1.0 at stage 0, 1.5 at stage 1, 2.0 at stage 2, etc.
+ var timerSpeedMultiplier = 1 + stage * 0.5;
+ timer -= 0.1 * timerSpeedMultiplier;
if (timer < 0) timer = 0;
updateTimerText();
updateTimerBar();
if (timer <= 0) {
@@ -355,8 +367,15 @@
stageText.setText(stageNames[stage]);
// Optionally: make game harder here (e.g. increase monsterMax, spawn rate, etc)
// Example: increase monsterMax by 1 per stage
monsterMax = 6 + stage;
+ // Increase monster speed for all alive monsters
+ var speedMultiplier = 1 + stage * 0.5;
+ for (var i = 0; i < monsters.length; ++i) {
+ if (monsters[i].alive) {
+ monsters[i].speed = monsters[i].speedBase * speedMultiplier;
+ }
+ }
}
}
// Start timer interval
timerInterval = LK.setInterval(timerTick, 100);
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