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 = 45; // Faster attack rate
self.cost = 50;
self.speed = 1.5;
self.damage = 1;
self.update = function () {
if (self.attackCooldown > 0) {
self.attackCooldown--;
}
// Detection range for enemies
var detectionRange = 200;
// Check for melee combat with triangles first
var attackedTriangle = null;
var nearestTriangle = null;
var nearestDistance = Infinity;
for (var i = 0; i < triangles.length; i++) {
var triangle = triangles[i];
var distance = Math.abs(self.x - triangle.x) + Math.abs(self.y - triangle.y);
if (self.intersects(triangle)) {
attackedTriangle = triangle;
break;
} else if (distance < nearestDistance && distance <= detectionRange) {
nearestTriangle = triangle;
nearestDistance = distance;
}
}
// Attack triangle in melee range
if (attackedTriangle && self.attackCooldown <= 0) {
attackedTriangle.takeDamage(self.damage);
self.attackCooldown = self.attackRate;
LK.getSound('hit').play();
} else {
// Move toward nearest triangle or enemy base
if (nearestTriangle) {
if (nearestTriangle.x < self.x) {
self.x -= self.speed * 0.5;
} else if (nearestTriangle.x > self.x) {
self.x += self.speed * 0.5;
}
if (nearestTriangle.y > self.y) {
self.y += self.speed * 0.5;
} else {
self.y -= self.speed;
}
} else {
// Move toward enemy base (only forward)
self.y -= self.speed;
}
}
// Check if reached enemy base
if (self.y < 100) {
enemyBaseHealth -= self.damage;
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 HeavyCube = Container.expand(function () {
var self = Container.call(this);
var cubeGraphics = self.attachAsset('cube', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.3,
scaleY: 1.3,
tint: 0x4444FF
});
self.health = 6;
self.maxHealth = 6;
self.attackCooldown = 0;
self.attackRate = 35; // Faster attack rate
self.cost = 120;
self.speed = 1.0;
self.damage = 2;
self.update = function () {
if (self.attackCooldown > 0) {
self.attackCooldown--;
}
// Detection range for enemies (larger for heavy unit)
var detectionRange = 250;
// Check for melee combat with triangles first
var attackedTriangle = null;
var nearestTriangle = null;
var nearestDistance = Infinity;
for (var i = 0; i < triangles.length; i++) {
var triangle = triangles[i];
var distance = Math.abs(self.x - triangle.x) + Math.abs(self.y - triangle.y);
if (self.intersects(triangle)) {
attackedTriangle = triangle;
break;
} else if (distance < nearestDistance && distance <= detectionRange) {
nearestTriangle = triangle;
nearestDistance = distance;
}
}
// Attack triangle in melee range
if (attackedTriangle && self.attackCooldown <= 0) {
attackedTriangle.takeDamage(self.damage);
self.attackCooldown = self.attackRate;
LK.getSound('hit').play();
} else {
// Move toward nearest triangle or enemy base
if (nearestTriangle) {
if (nearestTriangle.x < self.x) {
self.x -= self.speed * 0.5;
} else if (nearestTriangle.x > self.x) {
self.x += self.speed * 0.5;
}
if (nearestTriangle.y > self.y) {
self.y += self.speed * 0.5;
} else {
self.y -= self.speed;
}
} else {
// Move toward enemy base (only forward)
self.y -= self.speed;
}
}
// Check if reached enemy base
if (self.y < 100) {
enemyBaseHealth -= self.damage;
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 HeavyTriangle = Container.expand(function () {
var self = Container.call(this);
var triangleGraphics = self.attachAsset('triangle', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.5,
scaleY: 1.5,
tint: 0xFF4444
});
triangleGraphics.rotation = Math.PI; // Point downward
self.health = 6;
self.maxHealth = 6;
self.speed = 0.8;
self.damage = 2;
self.coinValue = 60;
self.attackCooldown = 0;
self.attackRate = 40;
self.update = function () {
if (self.attackCooldown > 0) {
self.attackCooldown--;
}
// Detection range for enemies (larger for heavy unit)
var detectionRange = 220;
// Check for melee combat with cubes first
var attackedCube = null;
var nearestCube = null;
var nearestDistance = Infinity;
for (var i = 0; i < cubes.length; i++) {
var cube = cubes[i];
var distance = Math.abs(self.x - cube.x) + Math.abs(self.y - cube.y);
if (self.intersects(cube)) {
attackedCube = cube;
break;
} else if (distance < nearestDistance && distance <= detectionRange) {
nearestCube = cube;
nearestDistance = distance;
}
}
// Attack cube in melee range
if (attackedCube && self.attackCooldown <= 0) {
attackedCube.takeDamage(self.damage);
self.attackCooldown = self.attackRate;
LK.getSound('hit').play();
} else {
// Move toward nearest cube or player base
if (nearestCube) {
if (nearestCube.x < self.x) {
self.x -= self.speed * 0.5;
} else if (nearestCube.x > self.x) {
self.x += self.speed * 0.5;
}
if (nearestCube.y < self.y) {
self.y -= self.speed * 0.5;
} else {
self.y += self.speed;
}
} else {
// Move toward player base (only forward)
self.y += self.speed;
}
}
// Check if reached player base
if (self.y > 2632) {
// Near bottom of screen
baseHealth -= self.damage;
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;
});
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 = 3;
self.maxHealth = 3;
self.speed = 1.2;
self.damage = 1;
self.coinValue = 30;
self.attackCooldown = 0;
self.attackRate = 50;
self.update = function () {
if (self.attackCooldown > 0) {
self.attackCooldown--;
}
// Detection range for enemies
var detectionRange = 180;
// Check for melee combat with cubes first
var attackedCube = null;
var nearestCube = null;
var nearestDistance = Infinity;
for (var i = 0; i < cubes.length; i++) {
var cube = cubes[i];
var distance = Math.abs(self.x - cube.x) + Math.abs(self.y - cube.y);
if (self.intersects(cube)) {
attackedCube = cube;
break;
} else if (distance < nearestDistance && distance <= detectionRange) {
nearestCube = cube;
nearestDistance = distance;
}
}
// Attack cube in melee range
if (attackedCube && self.attackCooldown <= 0) {
attackedCube.takeDamage(self.damage);
self.attackCooldown = self.attackRate;
LK.getSound('hit').play();
} else {
// Move toward nearest cube or player base
if (nearestCube) {
if (nearestCube.x < self.x) {
self.x -= self.speed * 0.5;
} else if (nearestCube.x > self.x) {
self.x += self.speed * 0.5;
}
if (nearestCube.y < self.y) {
self.y -= self.speed * 0.5;
} else {
self.y += self.speed;
}
} else {
// Move toward player base (only forward)
self.y += self.speed;
}
}
// Check if reached player base
if (self.y > 2632) {
// Near bottom of screen
baseHealth -= self.damage;
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 = 20;
var enemyBaseHealth = 20;
var waveNumber = 1;
var trianglesSpawned = 0;
var trianglesPerWave = 5;
var spawnTimer = 0;
var spawnDelay = 120; // 2 seconds at 60fps
var cubeDeployDelay = 0;
var deploymentMode = false;
// 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 cube button to spawn cube!', {
size: 40,
fill: 0xFFFFFF
});
instructionText.anchor.set(0.5, 1);
instructionText.y = -120;
LK.gui.bottom.addChild(instructionText);
// Create cube deployment button
var cubeButton = LK.getAsset('cubeButton', {
anchorX: 0.5,
anchorY: 1,
x: 0,
y: -20
});
LK.gui.bottom.addChild(cubeButton);
// Add cube icon to button
var cubeIcon = LK.getAsset('cube', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.6,
scaleY: 0.6
});
cubeButton.addChild(cubeIcon);
// Add price text to button
var cubePriceText = new Text2('50', {
size: 24,
fill: 0xFFD700
});
cubePriceText.anchor.set(0.5, 0);
cubePriceText.y = 35;
cubeButton.addChild(cubePriceText);
// Add cooldown text to button
var cubeCooldownText = new Text2('', {
size: 20,
fill: 0xFF4444
});
cubeCooldownText.anchor.set(0.5, 0);
cubeCooldownText.y = 55;
cubeButton.addChild(cubeCooldownText);
// Create heavy cube deployment button
var heavyCubeButton = LK.getAsset('cubeButton', {
anchorX: 0.5,
anchorY: 1,
x: 200,
y: -20,
tint: 0x4444FF
});
LK.gui.bottom.addChild(heavyCubeButton);
// Add heavy cube icon to button
var heavyCubeIcon = LK.getAsset('cube', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.8,
scaleY: 0.8,
tint: 0x4444FF
});
heavyCubeButton.addChild(heavyCubeIcon);
// Add price text to heavy cube button
var heavyCubePriceText = new Text2('120', {
size: 24,
fill: 0xFFD700
});
heavyCubePriceText.anchor.set(0.5, 0);
heavyCubePriceText.y = 35;
heavyCubeButton.addChild(heavyCubePriceText);
// Add cooldown text to heavy cube button
var heavyCubeCooldownText = new Text2('', {
size: 20,
fill: 0xFF4444
});
heavyCubeCooldownText.anchor.set(0.5, 0);
heavyCubeCooldownText.y = 55;
heavyCubeButton.addChild(heavyCubeCooldownText);
// Heavy cube button click handler
var heavyCubeDeployDelay = 0;
heavyCubeButton.down = function (x, y, obj) {
if (currency >= 120 && heavyCubeDeployDelay <= 0 && waveNumber >= 3) {
// Spawn heavy cube directly from button position
var buttonGlobalPos = heavyCubeButton.toGlobal({
x: 0,
y: 0
});
var gameLocalPos = game.toLocal(buttonGlobalPos);
var cube = new HeavyCube();
cube.x = gameLocalPos.x;
cube.y = Math.max(gameLocalPos.y, 2400); // Keep cubes in lower part of screen
cubes.push(cube);
game.addChild(cube);
currency -= cube.cost;
currencyText.setText('Coins: ' + currency);
heavyCubeDeployDelay = 240; // 4 second cooldown
LK.getSound('deploy').play();
}
};
// Button click handler
cubeButton.down = function (x, y, obj) {
if (currency >= 50 && cubeDeployDelay <= 0) {
// Spawn cube directly from button position
var buttonGlobalPos = cubeButton.toGlobal({
x: 0,
y: 0
});
var gameLocalPos = game.toLocal(buttonGlobalPos);
var cube = new Cube();
cube.x = gameLocalPos.x;
cube.y = Math.max(gameLocalPos.y, 2400); // Keep cubes in lower part of screen
cubes.push(cube);
game.addChild(cube);
currency -= cube.cost;
currencyText.setText('Coins: ' + currency);
cubeDeployDelay = 180; // 3 second cooldown
LK.getSound('deploy').play();
}
};
// Game event handlers
game.down = function (x, y, obj) {
// No deployment mode needed - cubes spawn directly from button
};
// Spawn triangle enemies
function spawnTriangle() {
if (trianglesSpawned < trianglesPerWave) {
var triangle;
// Spawn heavy triangles starting from wave 4, with increasing frequency
if (waveNumber >= 4 && Math.random() < 0.3 + (waveNumber - 4) * 0.1) {
triangle = new HeavyTriangle();
} else {
triangle = new Triangle();
}
triangle.x = Math.random() * 1800 + 124; // Random X position
triangle.y = 100;
// Increase difficulty with wave number for regular triangles
if (triangle instanceof Triangle && !(triangle instanceof HeavyTriangle)) {
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 () {
// Generate coins constantly (every 2 seconds)
if (LK.ticks % 120 === 0) {
currency += 10;
currencyText.setText('Coins: ' + currency);
}
// Update cooldowns and display
if (cubeDeployDelay > 0) {
cubeDeployDelay--;
cubeCooldownText.setText(Math.ceil(cubeDeployDelay / 60) + 's');
cubeButton.alpha = 0.5;
} else {
cubeCooldownText.setText('');
cubeButton.alpha = currency >= 50 ? 1.0 : 0.7;
}
if (heavyCubeDeployDelay > 0) {
heavyCubeDeployDelay--;
heavyCubeCooldownText.setText(Math.ceil(heavyCubeDeployDelay / 60) + 's');
heavyCubeButton.alpha = 0.5;
} else {
heavyCubeCooldownText.setText('');
if (waveNumber >= 3) {
heavyCubeButton.alpha = currency >= 120 ? 1.0 : 0.7;
} else {
heavyCubeButton.alpha = 0.3;
}
}
// 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
@@ -22,8 +22,10 @@
self.update = function () {
if (self.attackCooldown > 0) {
self.attackCooldown--;
}
+ // Detection range for enemies
+ var detectionRange = 200;
// Check for melee combat with triangles first
var attackedTriangle = null;
var nearestTriangle = null;
var nearestDistance = Infinity;
@@ -32,9 +34,9 @@
var distance = Math.abs(self.x - triangle.x) + Math.abs(self.y - triangle.y);
if (self.intersects(triangle)) {
attackedTriangle = triangle;
break;
- } else if (distance < nearestDistance) {
+ } else if (distance < nearestDistance && distance <= detectionRange) {
nearestTriangle = triangle;
nearestDistance = distance;
}
}
@@ -56,9 +58,9 @@
} else {
self.y -= self.speed;
}
} else {
- // Move toward enemy base (top of screen)
+ // Move toward enemy base (only forward)
self.y -= self.speed;
}
}
// Check if reached enemy base
@@ -111,8 +113,10 @@
self.update = function () {
if (self.attackCooldown > 0) {
self.attackCooldown--;
}
+ // Detection range for enemies (larger for heavy unit)
+ var detectionRange = 250;
// Check for melee combat with triangles first
var attackedTriangle = null;
var nearestTriangle = null;
var nearestDistance = Infinity;
@@ -121,9 +125,9 @@
var distance = Math.abs(self.x - triangle.x) + Math.abs(self.y - triangle.y);
if (self.intersects(triangle)) {
attackedTriangle = triangle;
break;
- } else if (distance < nearestDistance) {
+ } else if (distance < nearestDistance && distance <= detectionRange) {
nearestTriangle = triangle;
nearestDistance = distance;
}
}
@@ -145,9 +149,9 @@
} else {
self.y -= self.speed;
}
} else {
- // Move toward enemy base (top of screen)
+ // Move toward enemy base (only forward)
self.y -= self.speed;
}
}
// Check if reached enemy base
@@ -201,8 +205,10 @@
self.update = function () {
if (self.attackCooldown > 0) {
self.attackCooldown--;
}
+ // Detection range for enemies (larger for heavy unit)
+ var detectionRange = 220;
// Check for melee combat with cubes first
var attackedCube = null;
var nearestCube = null;
var nearestDistance = Infinity;
@@ -211,9 +217,9 @@
var distance = Math.abs(self.x - cube.x) + Math.abs(self.y - cube.y);
if (self.intersects(cube)) {
attackedCube = cube;
break;
- } else if (distance < nearestDistance) {
+ } else if (distance < nearestDistance && distance <= detectionRange) {
nearestCube = cube;
nearestDistance = distance;
}
}
@@ -235,9 +241,9 @@
} else {
self.y += self.speed;
}
} else {
- // Move toward player base (bottom of screen)
+ // Move toward player base (only forward)
self.y += self.speed;
}
}
// Check if reached player base
@@ -310,8 +316,10 @@
self.update = function () {
if (self.attackCooldown > 0) {
self.attackCooldown--;
}
+ // Detection range for enemies
+ var detectionRange = 180;
// Check for melee combat with cubes first
var attackedCube = null;
var nearestCube = null;
var nearestDistance = Infinity;
@@ -320,9 +328,9 @@
var distance = Math.abs(self.x - cube.x) + Math.abs(self.y - cube.y);
if (self.intersects(cube)) {
attackedCube = cube;
break;
- } else if (distance < nearestDistance) {
+ } else if (distance < nearestDistance && distance <= detectionRange) {
nearestCube = cube;
nearestDistance = distance;
}
}
@@ -344,9 +352,9 @@
} else {
self.y += self.speed;
}
} else {
- // Move toward player base (bottom of screen)
+ // Move toward player base (only forward)
self.y += self.speed;
}
}
// Check if reached player base
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