User prompt
Optimise the framerate by optimising all the code
User prompt
Improve the framerate with 10 new optimisation
User prompt
Improve all the code
User prompt
Improve all the code
User prompt
Improve the framerate with 10 new optimisation
User prompt
Improve a lot the framerate with 5 new optimisation
User prompt
optimise a lot the framerate
User prompt
double again the number of soldier at each wave
User prompt
double the number of soldier at each wave
User prompt
Improve a lot the framerate
User prompt
Optimise the framerate
User prompt
Migrate to the latest version of LK
Remix started
Copy Ask the AI to optimise the game
var FrameRateCounter = Container.expand(function () { var self = Container.call(this); self.lastTime = Date.now(); self.frameCount = 0; self.framerate = 0; self.display = new Text2('FPS: 0', { size: 150, fill: '#000000' }); self.display.anchor.set(1, 0); self.updateDisplay = function () { self.display.setText('FPS: ' + Math.round(self.framerate).toString()); }; self.update = function () { var currentTime = Date.now(); self.frameCount++; if (currentTime - self.lastTime >= 1000) { self.framerate = self.frameCount; self.updateDisplay(); self.frameCount = 0; self.lastTime = currentTime; } }; }); var Plain = Container.expand(function () { var self = Container.call(this); var plainGraphics = self.createAsset('correct_plain_asset_id', 'Correct Plain Graphics Description', .5, .5); plainGraphics.scale.x = 2; plainGraphics.scale.y = 2; plainGraphics.alpha = 0; self.shoot = function (enemies, bulletsContainer) { if (self.cooldownTimer <= 0 && enemies.length > 0) { var bullet = new Bullet(self); bullet.x = self.x; bullet.y = self.y; bulletsContainer.addChild(bullet); self.cooldownTimer = self.cooldown; } self.cooldownTimer--; }; }); var Tower = Container.expand(function (gameInstance) { var self = Container.call(this); self.game = gameInstance; self.game = gameInstance; var towerGraphics = self.createAsset('tower', 'Tower Graphics', .5, .5); self.cooldown = 0.625 / 0.7 * (1 / 0.6) * 1.3; self.cooldownTimer = 0; self.shoot = function (enemies, bullets) { if (self.cooldownTimer <= 0 && enemies.length > 0) { self.fireBullet(bullets); } self.cooldownTimer--; }; self.fireBullet = function (bullets) { var bullet = new Bullet(self.game); bullet.x = self.x; bullet.y = self.y; gameInstance.bulletsContainer.addChild(bullet); gameInstance.bullets.push(bullet); self.cooldownTimer = self.cooldown; }; }); var Enemy = Container.expand(function (gameInstance) { var self = Container.call(this); self.game = gameInstance; var enemyGraphics = self.createAsset('enemy', 'Enemy Graphics', .5, .5); self.move = function () { self.y += 25.6 * 0.7 * 0.6; if (self.y > 2732) { self.destroy(); } }; }); var Bullet = Container.expand(function (gameInstance) { var self = Container.call(this); self.game = gameInstance; self.game = gameInstance; var bulletGraphics = self.createAsset('bullet', 'Bullet Graphics', .5, .5); self.move = function () { self.x += 240; if (self.x > 2148) { self.destroy(); } }; }); var Game = Container.expand(function () { var self = Container.call(this); self.spawnEnemies = function () { enemiesSpawnedLastRound += 6; for (var i = 0; i < enemiesSpawnedLastRound; i++) { var newEnemy = new Enemy(); newEnemy.x = Math.random() * 2048; newEnemy.y = -50 * (i + 1); self.enemies.push(newEnemy); self.addChild(newEnemy); } self.enemyCounterTxt.setText('Enemies: ' + self.enemies.length.toString()); }; self.updateEnemyCounter = function () {}; self.score = 0; self.gold = 100; self.incrementScore = function () { this.score++; }; self.frameRateCounter = new FrameRateCounter(); LK.gui.topRight.addChild(self.frameRateCounter.display); var enemiesSpawnedLastRound = 1; self.scoreTxt = new Text2(self.score.toString(), { size: 150, fill: "#ffffff" }); self.scoreTxt.anchor.set(0.5, 0); LK.gui.topCenter.addChild(self.scoreTxt); self.goldTxt = new Text2(self.gold.toString(), { size: 150, fill: "#ffff00" }); self.goldTxt.anchor.set(0, 0); LK.gui.topLeft.addChild(self.goldTxt); self.enemies = []; self.enemyCounterTxt = new Text2('Enemies: ' + self.enemies.length.toString(), { size: 150, fill: "#ff0000" }); self.enemyCounterTxt.anchor.set(0, 1); LK.gui.bottomLeft.addChild(self.enemyCounterTxt); LK.stageContainer.setBackgroundColor(0xFFFFFF); var towers = []; self.bullets = []; self.bulletsContainer = self.addChild(new Container()); self.enemies = []; var initialTower = new Tower(self); initialTower.x = 0 + initialTower.width / 2 - 260; initialTower.y = 500 + initialTower.height / 2 + 300 + 800 + 500; towers.push(initialTower); self.addChild(initialTower); var plain = self.addChild(new Plain()); plain.x = 2048 / 2; plain.y = 2732 / 2; self.addChild(plain); var enemy = new Enemy(); enemy.x = 2048 / 2; enemy.y = -enemy.height / 2; self.enemies.push(enemy); self.addChild(enemy); stage.on('down', function (obj) { var event = obj.event; var pos = event.getLocalPosition(self); if (self.gold >= 50) { var newTower = new Tower(self); newTower.x = pos.x; newTower.y = pos.y; self.addChild(newTower); towers.push(newTower); self.gold -= 50; self.goldTxt.setText(self.gold.toString()); } }); LK.on('tick', function () { self.frameRateCounter.update(); if (self.enemies.length === 0) { self.spawnEnemies(); } else { towers.forEach(function (tower) { tower.shoot(self.enemies, self.bullets); }); } self.enemies.forEach(function (enemy) { enemy.move(); }); self.bullets.forEach(function (bullet, index) { bullet.move(); for (var j = self.enemies.length - 1; j >= 0; j--) { if (bullet.intersects(self.enemies[j])) { self.enemies[j].destroy(); self.enemies.splice(j, 1); self.incrementScore(); self.scoreTxt.setText(self.score.toString()); self.gold += 50; bullet.destroy(); self.enemyCounterTxt.setText('Enemies: ' + self.enemies.length.toString()); break; } } if (bullet.x > 2048) { bullet.destroy(); self.bullets.splice(index, 1); } }); }); });
var FrameRateCounter = Container.expand(function () {
var self = Container.call(this);
self.lastTime = Date.now();
self.frameCount = 0;
self.framerate = 0;
self.display = new Text2('FPS: 0', {
size: 150,
fill: '#000000'
});
self.display.anchor.set(1, 0);
self.updateDisplay = function () {
self.display.setText('FPS: ' + Math.round(self.framerate).toString());
};
self.update = function () {
var currentTime = Date.now();
self.frameCount++;
if (currentTime - self.lastTime >= 1000) {
self.framerate = self.frameCount;
self.updateDisplay();
self.frameCount = 0;
self.lastTime = currentTime;
}
};
});
var Plain = Container.expand(function () {
var self = Container.call(this);
var plainGraphics = self.createAsset('correct_plain_asset_id', 'Correct Plain Graphics Description', .5, .5);
plainGraphics.scale.x = 2;
plainGraphics.scale.y = 2;
plainGraphics.alpha = 0;
self.shoot = function (enemies, bulletsContainer) {
if (self.cooldownTimer <= 0 && enemies.length > 0) {
var bullet = new Bullet(self);
bullet.x = self.x;
bullet.y = self.y;
bulletsContainer.addChild(bullet);
self.cooldownTimer = self.cooldown;
}
self.cooldownTimer--;
};
});
var Tower = Container.expand(function (gameInstance) {
var self = Container.call(this);
self.game = gameInstance;
self.game = gameInstance;
var towerGraphics = self.createAsset('tower', 'Tower Graphics', .5, .5);
self.cooldown = 0.625 / 0.7 * (1 / 0.6) * 1.3;
self.cooldownTimer = 0;
self.shoot = function (enemies, bullets) {
if (self.cooldownTimer <= 0 && enemies.length > 0) {
self.fireBullet(bullets);
}
self.cooldownTimer--;
};
self.fireBullet = function (bullets) {
var bullet = new Bullet(self.game);
bullet.x = self.x;
bullet.y = self.y;
gameInstance.bulletsContainer.addChild(bullet);
gameInstance.bullets.push(bullet);
self.cooldownTimer = self.cooldown;
};
});
var Enemy = Container.expand(function (gameInstance) {
var self = Container.call(this);
self.game = gameInstance;
var enemyGraphics = self.createAsset('enemy', 'Enemy Graphics', .5, .5);
self.move = function () {
self.y += 25.6 * 0.7 * 0.6;
if (self.y > 2732) {
self.destroy();
}
};
});
var Bullet = Container.expand(function (gameInstance) {
var self = Container.call(this);
self.game = gameInstance;
self.game = gameInstance;
var bulletGraphics = self.createAsset('bullet', 'Bullet Graphics', .5, .5);
self.move = function () {
self.x += 240;
if (self.x > 2148) {
self.destroy();
}
};
});
var Game = Container.expand(function () {
var self = Container.call(this);
self.spawnEnemies = function () {
enemiesSpawnedLastRound += 6;
for (var i = 0; i < enemiesSpawnedLastRound; i++) {
var newEnemy = new Enemy();
newEnemy.x = Math.random() * 2048;
newEnemy.y = -50 * (i + 1);
self.enemies.push(newEnemy);
self.addChild(newEnemy);
}
self.enemyCounterTxt.setText('Enemies: ' + self.enemies.length.toString());
};
self.updateEnemyCounter = function () {};
self.score = 0;
self.gold = 100;
self.incrementScore = function () {
this.score++;
};
self.frameRateCounter = new FrameRateCounter();
LK.gui.topRight.addChild(self.frameRateCounter.display);
var enemiesSpawnedLastRound = 1;
self.scoreTxt = new Text2(self.score.toString(), {
size: 150,
fill: "#ffffff"
});
self.scoreTxt.anchor.set(0.5, 0);
LK.gui.topCenter.addChild(self.scoreTxt);
self.goldTxt = new Text2(self.gold.toString(), {
size: 150,
fill: "#ffff00"
});
self.goldTxt.anchor.set(0, 0);
LK.gui.topLeft.addChild(self.goldTxt);
self.enemies = [];
self.enemyCounterTxt = new Text2('Enemies: ' + self.enemies.length.toString(), {
size: 150,
fill: "#ff0000"
});
self.enemyCounterTxt.anchor.set(0, 1);
LK.gui.bottomLeft.addChild(self.enemyCounterTxt);
LK.stageContainer.setBackgroundColor(0xFFFFFF);
var towers = [];
self.bullets = [];
self.bulletsContainer = self.addChild(new Container());
self.enemies = [];
var initialTower = new Tower(self);
initialTower.x = 0 + initialTower.width / 2 - 260;
initialTower.y = 500 + initialTower.height / 2 + 300 + 800 + 500;
towers.push(initialTower);
self.addChild(initialTower);
var plain = self.addChild(new Plain());
plain.x = 2048 / 2;
plain.y = 2732 / 2;
self.addChild(plain);
var enemy = new Enemy();
enemy.x = 2048 / 2;
enemy.y = -enemy.height / 2;
self.enemies.push(enemy);
self.addChild(enemy);
stage.on('down', function (obj) {
var event = obj.event;
var pos = event.getLocalPosition(self);
if (self.gold >= 50) {
var newTower = new Tower(self);
newTower.x = pos.x;
newTower.y = pos.y;
self.addChild(newTower);
towers.push(newTower);
self.gold -= 50;
self.goldTxt.setText(self.gold.toString());
}
});
LK.on('tick', function () {
self.frameRateCounter.update();
if (self.enemies.length === 0) {
self.spawnEnemies();
} else {
towers.forEach(function (tower) {
tower.shoot(self.enemies, self.bullets);
});
}
self.enemies.forEach(function (enemy) {
enemy.move();
});
self.bullets.forEach(function (bullet, index) {
bullet.move();
for (var j = self.enemies.length - 1; j >= 0; j--) {
if (bullet.intersects(self.enemies[j])) {
self.enemies[j].destroy();
self.enemies.splice(j, 1);
self.incrementScore();
self.scoreTxt.setText(self.score.toString());
self.gold += 50;
bullet.destroy();
self.enemyCounterTxt.setText('Enemies: ' + self.enemies.length.toString());
break;
}
}
if (bullet.x > 2048) {
bullet.destroy();
self.bullets.splice(index, 1);
}
});
});
});
A plain in a comic style with a dirt road with 4 turn staring to top to the botom see from a top and 50 meter high view Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A tower shooting at enemy in a modern style Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A single soldat walking downard in a 16 bit style Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.