User prompt
haz que cuando la base enemiga este a 1 de vida aparezca un triangulo gigante que mande todas las unidades que ya habias mandado al inicio de su base y que este triangulo gigante tenga mucha, mucha, mucha vida y mucho daño y que pueda invocar a otros enemigos para que los ayuden
User prompt
añade 3 nuevos enemigos y 2 nuevas unidades y a todos los enemigos agregales mas vida
User prompt
haz que los enemigos y unidades que disparan tenga un radio de detencion mas alto y una vida mas baja y tambien puedan disparar en un eje de 360 grados
User prompt
haz que encima de los enemigos y unidades aparezca una barra de vida
User prompt
añade una unidad cube que dispare desde lejos y haz que las unidades y enemigos que disparan desde la distancia al detectar un enemigo se quedan quietas disparandoles desde lejos y cuando ven que el enemigo o unidad esta muy cerca, comienzan a atacar cuerpo a cuerpo
User prompt
haz que cuando las unidades o enemigos se dectenten entre si, dejen de ir a la base contraria y vayan a pelearse entre si
User prompt
haz que las unidades no se detengan literalmente, que solo se detengan de ir a la base enemiga y que ahora vayan a pelear con las unidades o enemigos
User prompt
aumenta el rango de deteccion de todas las unidades y enemigos
User prompt
haz que las unidades y enemigos solo se detengan cuando detecten una unidad o enemigo en su radio de deteccion
User prompt
haz que los enemigos de el mismo tipo tambien salgan de unas imagenes como las unidades de nuestro equipo y en la Wave 3 añade un nuevo enemigo que sea un triangulo que dispare
User prompt
haz que las unidades tengan un rango de deteccion para poder ver a los enemigos y que solo puedan avanzar hacia delante y esto tambien aplica para los enemigos
User prompt
haz que las unidades tengan un tiempo de recarga para colocarla de nuevo y que conforme avanzes en las oleadas aparezcan nuevos enemigos y te den nuevas unidades ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
haz que en la imagen de la unidad aparezca el precio y que la unidad salga de la imagen y que no tengas que clickear donde quieres que aparezca
User prompt
haz que las unidades normales y enemigos normales tengan la misma vida y daño y que para colocar unidades tengas que clickear una imagen de la unidad que quieres mandar y que tambien aparezca su precio
User prompt
haz que se gane Coins constantemente y que las unidades y enemigos vayan directamente a pelearse pada poder destruir las bases y que cada unidad y enemigo tenga su cantidad de vida y de daño
User prompt
haz que los enemigos tambien tengan su base y tengas que destruirla mandando a tus unidades a la base enemiga y que tus unidades no disparen, que ataquen cuerpo a cuerpo
Code edit (1 edits merged)
Please save this source code
User prompt
Cube Wars: Triangle Defense
Initial prompt
crea un juego estilo The Battle Cats pero en vertical y que sea de cubos vs triangulos
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
var Cube = Container.expand(function () {
var self = Container.call(this);
var cubeGraphics = self.attachAsset('cube', {
anchorX: 0.5,
anchorY: 0.5
});
self.health = 3;
self.maxHealth = 3;
self.attackCooldown = 0;
self.attackRate = 60; // 1 second at 60fps
self.cost = 50;
self.speed = 1;
self.damage = 1;
self.update = function () {
if (self.attackCooldown > 0) {
self.attackCooldown--;
}
// Move toward enemy base (top of screen)
self.y -= self.speed;
// Check for melee combat with triangles
var attackedTriangle = null;
for (var i = 0; i < triangles.length; i++) {
var triangle = triangles[i];
if (self.intersects(triangle)) {
attackedTriangle = triangle;
break;
}
}
// Attack triangle in melee range
if (attackedTriangle && self.attackCooldown <= 0) {
attackedTriangle.takeDamage(self.damage);
self.attackCooldown = self.attackRate;
LK.getSound('hit').play();
}
// Check if reached enemy base
if (self.y < 100) {
enemyBaseHealth--;
enemyBaseHealthText.setText('Enemy Base: ' + enemyBaseHealth);
if (enemyBaseHealth <= 0) {
LK.showYouWin();
}
self.destroy();
for (var j = cubes.length - 1; j >= 0; j--) {
if (cubes[j] === self) {
cubes.splice(j, 1);
break;
}
}
}
};
self.takeDamage = function (damage) {
self.health -= damage;
LK.effects.flashObject(self, 0xFF0000, 200);
if (self.health <= 0) {
self.destroy();
for (var i = cubes.length - 1; i >= 0; i--) {
if (cubes[i] === self) {
cubes.splice(i, 1);
break;
}
}
}
};
return self;
});
var Triangle = Container.expand(function () {
var self = Container.call(this);
var triangleGraphics = self.attachAsset('triangle', {
anchorX: 0.5,
anchorY: 0.5
});
triangleGraphics.rotation = Math.PI; // Point downward
self.health = 2;
self.maxHealth = 2;
self.speed = 1;
self.damage = 1;
self.coinValue = 25;
self.attackCooldown = 0;
self.attackRate = 60;
self.update = function () {
if (self.attackCooldown > 0) {
self.attackCooldown--;
}
self.y += self.speed;
// Check for melee combat with cubes
var attackedCube = null;
for (var i = 0; i < cubes.length; i++) {
var cube = cubes[i];
if (self.intersects(cube)) {
attackedCube = cube;
break;
}
}
// Attack cube in melee range
if (attackedCube && self.attackCooldown <= 0) {
attackedCube.takeDamage(self.damage);
self.attackCooldown = self.attackRate;
LK.getSound('hit').play();
}
// Check if reached player base
if (self.y > 2632) {
// Near bottom of screen
baseHealth--;
baseHealthText.setText('Base Health: ' + baseHealth);
if (baseHealth <= 0) {
LK.showGameOver();
}
self.destroy();
for (var k = triangles.length - 1; k >= 0; k--) {
if (triangles[k] === self) {
triangles.splice(k, 1);
break;
}
}
}
};
self.takeDamage = function (damage) {
self.health -= damage;
LK.effects.flashObject(self, 0xFFFFFF, 100);
if (self.health <= 0) {
// Drop coin
var coin = LK.getAsset('coin', {
anchorX: 0.5,
anchorY: 0.5,
x: self.x,
y: self.y
});
game.addChild(coin);
// Animate coin collection
tween(coin, {
y: coin.y + 100,
alpha: 0
}, {
duration: 800,
onFinish: function onFinish() {
coin.destroy();
}
});
currency += self.coinValue;
currencyText.setText('Coins: ' + currency);
LK.getSound('coin').play();
self.destroy();
for (var i = triangles.length - 1; i >= 0; i--) {
if (triangles[i] === self) {
triangles.splice(i, 1);
break;
}
}
}
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x1A1A2E
});
/****
* Game Code
****/
// Game state variables
var cubes = [];
var triangles = [];
var currency = 100;
var baseHealth = 10;
var enemyBaseHealth = 10;
var waveNumber = 1;
var trianglesSpawned = 0;
var trianglesPerWave = 5;
var spawnTimer = 0;
var spawnDelay = 120; // 2 seconds at 60fps
var cubeDeployDelay = 0;
// Create player base
var base = game.addChild(LK.getAsset('base', {
anchorX: 0.5,
anchorY: 1,
x: 1024,
y: 2732
}));
// Create enemy base
var enemyBase = game.addChild(LK.getAsset('base', {
anchorX: 0.5,
anchorY: 0,
x: 1024,
y: 0
}));
// Create UI
var currencyText = new Text2('Coins: ' + currency, {
size: 60,
fill: 0xFFD700
});
currencyText.anchor.set(0, 0);
currencyText.x = 120;
currencyText.y = 120;
LK.gui.topLeft.addChild(currencyText);
var baseHealthText = new Text2('Base Health: ' + baseHealth, {
size: 60,
fill: 0xFF4444
});
baseHealthText.anchor.set(1, 0);
LK.gui.topRight.addChild(baseHealthText);
var enemyBaseHealthText = new Text2('Enemy Base: ' + enemyBaseHealth, {
size: 60,
fill: 0xFF4444
});
enemyBaseHealthText.anchor.set(0, 0);
enemyBaseHealthText.x = 120;
enemyBaseHealthText.y = 200;
LK.gui.topLeft.addChild(enemyBaseHealthText);
var waveText = new Text2('Wave: ' + waveNumber, {
size: 60,
fill: 0x4A90E2
});
waveText.anchor.set(0.5, 0);
LK.gui.top.addChild(waveText);
var instructionText = new Text2('Tap to deploy cube defenders!', {
size: 40,
fill: 0xFFFFFF
});
instructionText.anchor.set(0.5, 1);
instructionText.y = -50;
LK.gui.bottom.addChild(instructionText);
// Game event handlers
game.down = function (x, y, obj) {
// Deploy cube if player has enough currency and no cooldown
if (currency >= 50 && cubeDeployDelay <= 0) {
var cube = new Cube();
cube.x = x;
cube.y = Math.max(y, 2400); // Keep cubes in lower part of screen
cubes.push(cube);
game.addChild(cube);
currency -= cube.cost;
currencyText.setText('Coins: ' + currency);
cubeDeployDelay = 30; // 0.5 second cooldown
LK.getSound('deploy').play();
}
};
// Spawn triangle enemies
function spawnTriangle() {
if (trianglesSpawned < trianglesPerWave) {
var triangle = new Triangle();
triangle.x = Math.random() * 1800 + 124; // Random X position
triangle.y = 100;
// Increase difficulty with wave number
triangle.health = Math.floor(1 + waveNumber * 0.5);
triangle.maxHealth = triangle.health;
triangle.speed = 0.5 + waveNumber * 0.2;
triangle.coinValue = 20 + waveNumber * 5;
triangles.push(triangle);
game.addChild(triangle);
trianglesSpawned++;
}
}
// Main game update loop
game.update = function () {
// Update cooldown
if (cubeDeployDelay > 0) {
cubeDeployDelay--;
}
// Spawn triangles
if (spawnTimer <= 0 && trianglesSpawned < trianglesPerWave) {
spawnTriangle();
spawnTimer = spawnDelay - waveNumber * 5; // Faster spawning each wave
spawnTimer = Math.max(spawnTimer, 30); // Minimum delay
} else {
spawnTimer--;
}
// Check for wave completion
if (trianglesSpawned >= trianglesPerWave && triangles.length === 0) {
waveNumber++;
trianglesSpawned = 0;
trianglesPerWave = Math.floor(5 + waveNumber * 1.5);
waveText.setText('Wave: ' + waveNumber);
// Bonus coins for completing wave
currency += 50;
currencyText.setText('Coins: ' + currency);
// Check for victory condition
if (waveNumber > 10) {
LK.showYouWin();
}
}
}; ===================================================================
--- original.js
+++ change.js
@@ -5,31 +5,8 @@
/****
* Classes
****/
-var Bullet = Container.expand(function () {
- var self = Container.call(this);
- var bulletGraphics = self.attachAsset('bullet', {
- anchorX: 0.5,
- anchorY: 0.5
- });
- self.speed = -8;
- self.damage = 1;
- self.update = function () {
- self.y += self.speed;
- // Remove if off screen
- if (self.y < -50) {
- self.destroy();
- for (var i = bullets.length - 1; i >= 0; i--) {
- if (bullets[i] === self) {
- bullets.splice(i, 1);
- break;
- }
- }
- }
- };
- return self;
-});
var Cube = Container.expand(function () {
var self = Container.call(this);
var cubeGraphics = self.attachAsset('cube', {
anchorX: 0.5,
@@ -39,44 +16,47 @@
self.maxHealth = 3;
self.attackCooldown = 0;
self.attackRate = 60; // 1 second at 60fps
self.cost = 50;
+ self.speed = 1;
+ self.damage = 1;
self.update = function () {
if (self.attackCooldown > 0) {
self.attackCooldown--;
}
- // Find nearest triangle to attack
- var nearestTriangle = null;
- var nearestDistance = Infinity;
+ // Move toward enemy base (top of screen)
+ self.y -= self.speed;
+ // Check for melee combat with triangles
+ var attackedTriangle = null;
for (var i = 0; i < triangles.length; i++) {
var triangle = triangles[i];
- var distance = Math.sqrt(Math.pow(triangle.x - self.x, 2) + Math.pow(triangle.y - self.y, 2));
- if (distance < nearestDistance && triangle.y > self.y) {
- nearestDistance = distance;
- nearestTriangle = triangle;
+ if (self.intersects(triangle)) {
+ attackedTriangle = triangle;
+ break;
}
}
- // Attack if target in range and cooldown ready
- if (nearestTriangle && nearestDistance < 200 && self.attackCooldown <= 0) {
- self.shoot(nearestTriangle);
+ // Attack triangle in melee range
+ if (attackedTriangle && self.attackCooldown <= 0) {
+ attackedTriangle.takeDamage(self.damage);
self.attackCooldown = self.attackRate;
+ LK.getSound('hit').play();
}
+ // Check if reached enemy base
+ if (self.y < 100) {
+ enemyBaseHealth--;
+ enemyBaseHealthText.setText('Enemy Base: ' + enemyBaseHealth);
+ if (enemyBaseHealth <= 0) {
+ LK.showYouWin();
+ }
+ self.destroy();
+ for (var j = cubes.length - 1; j >= 0; j--) {
+ if (cubes[j] === self) {
+ cubes.splice(j, 1);
+ break;
+ }
+ }
+ }
};
- self.shoot = function (target) {
- var bullet = new Bullet();
- bullet.x = self.x;
- bullet.y = self.y - 40;
- bullet.targetX = target.x;
- bullet.targetY = target.y;
- // Calculate direction
- var dx = target.x - bullet.x;
- var dy = target.y - bullet.y;
- var distance = Math.sqrt(dx * dx + dy * dy);
- bullet.speed = -8;
- bullets.push(bullet);
- game.addChild(bullet);
- LK.getSound('shoot').play();
- };
self.takeDamage = function (damage) {
self.health -= damage;
LK.effects.flashObject(self, 0xFF0000, 200);
if (self.health <= 0) {
@@ -102,26 +82,31 @@
self.maxHealth = 2;
self.speed = 1;
self.damage = 1;
self.coinValue = 25;
+ self.attackCooldown = 0;
+ self.attackRate = 60;
self.update = function () {
+ if (self.attackCooldown > 0) {
+ self.attackCooldown--;
+ }
self.y += self.speed;
- // Check collision with cubes
+ // Check for melee combat with cubes
+ var attackedCube = null;
for (var i = 0; i < cubes.length; i++) {
var cube = cubes[i];
if (self.intersects(cube)) {
- cube.takeDamage(self.damage);
- self.destroy();
- for (var j = triangles.length - 1; j >= 0; j--) {
- if (triangles[j] === self) {
- triangles.splice(j, 1);
- break;
- }
- }
- return;
+ attackedCube = cube;
+ break;
}
}
- // Check if reached base
+ // Attack cube in melee range
+ if (attackedCube && self.attackCooldown <= 0) {
+ attackedCube.takeDamage(self.damage);
+ self.attackCooldown = self.attackRate;
+ LK.getSound('hit').play();
+ }
+ // Check if reached player base
if (self.y > 2632) {
// Near bottom of screen
baseHealth--;
baseHealthText.setText('Base Health: ' + baseHealth);
@@ -186,24 +171,31 @@
****/
// Game state variables
var cubes = [];
var triangles = [];
-var bullets = [];
var currency = 100;
var baseHealth = 10;
+var enemyBaseHealth = 10;
var waveNumber = 1;
var trianglesSpawned = 0;
var trianglesPerWave = 5;
var spawnTimer = 0;
var spawnDelay = 120; // 2 seconds at 60fps
var cubeDeployDelay = 0;
-// Create base
+// Create player base
var base = game.addChild(LK.getAsset('base', {
anchorX: 0.5,
anchorY: 1,
x: 1024,
y: 2732
}));
+// Create enemy base
+var enemyBase = game.addChild(LK.getAsset('base', {
+ anchorX: 0.5,
+ anchorY: 0,
+ x: 1024,
+ y: 0
+}));
// Create UI
var currencyText = new Text2('Coins: ' + currency, {
size: 60,
fill: 0xFFD700
@@ -217,8 +209,16 @@
fill: 0xFF4444
});
baseHealthText.anchor.set(1, 0);
LK.gui.topRight.addChild(baseHealthText);
+var enemyBaseHealthText = new Text2('Enemy Base: ' + enemyBaseHealth, {
+ size: 60,
+ fill: 0xFF4444
+});
+enemyBaseHealthText.anchor.set(0, 0);
+enemyBaseHealthText.x = 120;
+enemyBaseHealthText.y = 200;
+LK.gui.topLeft.addChild(enemyBaseHealthText);
var waveText = new Text2('Wave: ' + waveNumber, {
size: 60,
fill: 0x4A90E2
});
@@ -275,24 +275,8 @@
spawnTimer = Math.max(spawnTimer, 30); // Minimum delay
} else {
spawnTimer--;
}
- // Check for bullet-triangle collisions
- for (var i = bullets.length - 1; i >= 0; i--) {
- var bullet = bullets[i];
- var hitTriangle = false;
- for (var j = 0; j < triangles.length; j++) {
- var triangle = triangles[j];
- if (bullet.intersects(triangle)) {
- triangle.takeDamage(bullet.damage);
- LK.getSound('hit').play();
- bullet.destroy();
- bullets.splice(i, 1);
- hitTriangle = true;
- break;
- }
- }
- }
// Check for wave completion
if (trianglesSpawned >= trianglesPerWave && triangles.length === 0) {
waveNumber++;
trianglesSpawned = 0;
triangulo. In-Game asset. 2d. High contrast. No shadows
cuadrado. In-Game asset. 2d. High contrast. No shadows
azul
triangulo rosa oscuro. In-Game asset. 2d. High contrast. No shadows
triangulo gris oscuro. In-Game asset. 2d. High contrast. No shadows
cuadrado celeste. In-Game asset. 2d. High contrast. No shadows
triangulo naranja con mecha de bomba. In-Game asset. 2d. High contrast. No shadows
un triangolo rojo oscuro con cuernos. In-Game asset. 2d. High contrast. No shadows