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Double the health of enemies
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make double enemys heal
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When an ice bullet hits an enemy, the enemy should visually turn blue. This indicates that the enemy has been slowed or frozen. Please update the enemy's appearance (e.g., apply a blue tint or replace the texture) immediately upon collision with an ice bullet. The blue effect should last for a limited duration (e.g., 2 seconds) and then revert back to normal. Ensure this only happens when the ice bullet successfully hits an enemy and not during normal movement. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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put arcer,ice and cannon buton down corner
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when i click with my mouse to that three buttons i will choose other towers
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when i clicked button i will chose tat tower make it
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when i clicked button i will chose tat tower make it
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when i clicket arcer , ice or cannon write i want choose put that tower
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when i clicked arcer, ice or Cannon i will make spawn it
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I'm developing a 2D tower defense game using a JavaScript-based engine (Live Kod or similar). I've implemented towers (archer, ice, cannon), enemies (basic, fast, tank), bullets, a path system, GUI buttons for tower selection, a grid-based map, and wave management. The full game logic includes: - Bullet logic with tracking and damage - Enemy types with health, speed, and rewards - Towers that track targets in range and shoot periodically - A grid system for tower placement and path indication - UI for money/lives/waves - Tower selection with GUI buttons (e.g. Buton1, Buton2, Buton3) - Game states like "playing", "gameOver", and "victory" Everything displays and functions visually: - I can place towers on valid grid cells. - Enemies spawn and follow the path properly. - Bullets are defined with speed, type, and target. - The tower upgrade UI appears correctly. However, **I have a critical issue:** Even though the towers are placed and selected using GUI buttons, **they do not shoot** at enemies during gameplay. No bullets are created, and the `shoot()` method seems unused during runtime. I suspect that: 1. I'm **not calling the `update()` methods** of towers or bullets inside my main `game.update` loop. 2. This might be why towers never acquire targets or fire. My `game.update` currently handles enemy spawning and wave control, but seems to miss running per-frame logic for towers and bullets. Please review this architecture and help me: - Identify why towers aren’t shooting bullets - Suggest exactly **where and how** to call `tower.update()` and `bullet.update()` each frame - Confirm if my assumption is correct (i.e., updates not running) - Give me the fixed version of the relevant `game.update` loop All class logic (`Tower`, `Bullet`, `Enemy`, etc.) has proper `.update()` methods implemented. Let me know if anything else might cause this behavior. You can assume the rest of the code is functional. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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put the buttons right corner
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when i clicked the writes Arcer , İce or cannon i will choose put it ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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use buton1 buton2 buton3 for choose put archer ice or Cannon ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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There are 3 buttons at the bottom, and the purpose of these buttons is to select these 3 tower types. Whichever one I click on, I can place that type of tower. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Please fix the bug: 'Cannot set properties of undefined (setting 'fill')' in or related to this line: 'archerButton.style.fill = 0x8B4513;' Line Number: 571
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There are 3 buttons at the bottom, and the purpose of these buttons is to select these 3 tower types. Whichever one I click on, I can place that type of tower.
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make the entire path of the character pathcell
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Goal: In a 2D tower defense game written in a JavaScript-like language (possibly using a game engine like LK or similar), the player should be able to place towers on the grid by clicking on a non-path, unoccupied tile. Issue: When the player clicks on a valid, empty tile, the tower does not appear. The game.down function executes, but the tower is not placed visually or logically. There may be an issue with coordinate conversions or grid checks. Code Provided: Below is the full game code, including the game.down function that handles tower placement. It uses helper functions like worldToGrid, gridToWorld, and checks grid occupancy and path status. Request: Analyze the code and explain why towers are not being placed correctly where the player clicks. Check if coordinate conversions (toLocal, worldToGrid) are working as expected. Add debug outputs (like console.log) to help verify where the clicks are being registered and how they translate to grid positions. Provide a working fix if possible.
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Create a 2D tower defence game using JavaScript with a simple game engine similar to LK.js. Here are the game features and requirements: **Game Overview:** - The player defends a base by placing towers on a grid next to a predefined enemy path. - Enemies spawn in waves and follow this path. - Each enemy killed gives the player money. - If too many enemies reach the base, the game ends. - The background is a flat green field, and the style is flat and minimalistic. **Towers:** - The player can select from 3 types of towers: Archer, Ice, and Cannon. - Each tower has its own damage, range, fire rate, cost, and upgrade cost. - Towers can be upgraded to higher levels, increasing their stats. - Each tower shoots bullets (ice bullets can slow, cannonballs deal splash damage). **Enemies:** - Enemies follow a fixed path defined by grid coordinates. - 3 types of enemies: Basic, Fast, and Tank. - Each type has different health, speed, and reward. - Enemies can be slowed or damaged by splash effects. - A health bar above each enemy shows current health and color changes with HP level. **UI Elements:** - Top-left: Player's money and tower shop (Archer $50, Ice $75, Cannon $100) - Top-right: Remaining lives - Top-center: Current wave number - Center screen: Upgrade info when a tower is selected - The UI is clear and shows tower stats and upgrade cost when applicable. **Assets:** - Use basic shapes for most elements (e.g., ellipse or box). - One image is used for the Archer Tower. - Shapes are initialized via `LK.init.shape()` and image with `LK.init.image()`. **Code Notes:** - Bullets, enemies, and towers are each implemented as extended Container classes. - Each tower finds the nearest target in range and shoots at a fixed fire rate. - The game updates every frame and spawns enemies at 1-second intervals during waves. - Enemies and bullets are cleaned up from the list when destroyed. - When all enemies in a wave are defeated, a new wave starts after 3 seconds. Please write modular, clean, and readable code using JS. Assume `LK`, `Text2`, and `Container` are available. Start by initializing the game, defining assets, and building the main loop logic. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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place the tower where I click with the mouse
Code edit (1 edits merged)
Please save this source code
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Tower Defense Command
Initial prompt
I want to create a 2D tower defence game. The game has the following features: - A main menu (UI) where the player can start the game. - A fixed 2D map with a predefined path that enemies follow. - The player can place towers near the path by selecting them from a panel that shows each tower’s price. - Each tower is of a different type (e.g. archer, ice, cannon), has a shooting range, and attacks enemies automatically. - Towers can be upgraded to improve damage, range, or speed. - Enemies spawn in waves and follow the path toward a goal point. - Each enemy killed gives the player money. - A UI at the bottom shows available tower types and their prices. - The top UI shows the player’s money, remaining lives, and current wave number. Please provide: 1. Basic path-following system for enemies. 2. Tower placement system with snapping to a grid. 3. Shooting logic and targeting for towers. 4. Upgrade system for towers. 5. Wave manager for spawning enemy waves. 6. UI elements for tower prices, player money, lives, and waves. 7. Main menu UI with a start button. Use a clean and modular architecture (e.g. separate scripts for enemies, towers, game manager, UI, etc.).
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var Bullet = Container.expand(function (type, damage, speed, tower) { var self = Container.call(this); self.type = type || 'normal'; self.damage = damage || 10; self.speed = speed || 8; self.tower = tower; self.target = null; var bulletGraphics; if (self.type === 'ice') { bulletGraphics = self.attachAsset('iceBullet', { anchorX: 0.5, anchorY: 0.5 }); } else if (self.type === 'cannon') { bulletGraphics = self.attachAsset('cannonBall', { anchorX: 0.5, anchorY: 0.5 }); } else { bulletGraphics = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); } self.update = function () { if (self.target && !self.target.destroyed) { var dx = self.target.x - self.x; var dy = self.target.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < 20) { // Hit target self.target.takeDamage(self.damage); if (self.type === 'ice') { self.target.slow(0.5, 2000); // 50% speed for 2 seconds } else if (self.type === 'cannon') { // Splash damage for (var i = 0; i < enemies.length; i++) { var enemy = enemies[i]; var splashDx = enemy.x - self.x; var splashDy = enemy.y - self.y; var splashDistance = Math.sqrt(splashDx * splashDx + splashDy * splashDy); if (splashDistance < 60 && enemy !== self.target) { enemy.takeDamage(self.damage * 0.5); } } } LK.getSound('enemyHit').play(); self.destroy(); return; } var angle = Math.atan2(dy, dx); self.x += Math.cos(angle) * self.speed; self.y += Math.sin(angle) * self.speed; } else { self.destroy(); } }; return self; }); var Enemy = Container.expand(function (type, path) { var self = Container.call(this); self.type = type || 'basic'; self.path = path; self.pathIndex = 0; self.health = 0; self.maxHealth = 0; self.speed = 0; self.baseSpeed = 0; self.reward = 0; self.slowFactor = 1; self.slowEndTime = 0; self.destroyed = false; // Enemy stats based on type var stats = { basic: { health: 30, speed: 1.5, reward: 10 }, fast: { health: 20, speed: 2.5, reward: 15 }, tank: { health: 80, speed: 1, reward: 25 } }; var enemyStats = stats[self.type]; self.health = enemyStats.health; self.maxHealth = enemyStats.health; self.speed = enemyStats.speed; self.baseSpeed = enemyStats.speed; self.reward = enemyStats.reward; var enemyGraphics; if (self.type === 'fast') { enemyGraphics = self.attachAsset('fastEnemy', { anchorX: 0.5, anchorY: 0.5 }); } else if (self.type === 'tank') { enemyGraphics = self.attachAsset('tankEnemy', { anchorX: 0.5, anchorY: 0.5 }); } else { enemyGraphics = self.attachAsset('basicEnemy', { anchorX: 0.5, anchorY: 0.5 }); } // Health bar self.healthBarBg = LK.getAsset('gridCell', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.6, scaleY: 0.1 }); self.healthBarBg.tint = 0x000000; self.healthBarBg.y = -30; self.addChild(self.healthBarBg); self.healthBar = LK.getAsset('gridCell', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.6, scaleY: 0.1 }); self.healthBar.tint = 0x00FF00; self.healthBar.y = -30; self.addChild(self.healthBar); self.takeDamage = function (damage) { self.health -= damage; self.updateHealthBar(); if (self.health <= 0) { self.die(); } }; self.updateHealthBar = function () { var healthPercent = self.health / self.maxHealth; self.healthBar.scaleX = 0.6 * healthPercent; if (healthPercent > 0.6) { self.healthBar.tint = 0x00FF00; } else if (healthPercent > 0.3) { self.healthBar.tint = 0xFFFF00; } else { self.healthBar.tint = 0xFF0000; } }; self.slow = function (factor, duration) { self.slowFactor = factor; self.slowEndTime = Date.now() + duration; }; self.die = function () { self.destroyed = true; playerMoney += self.reward; LK.getSound('enemyDestroyed').play(); updateUI(); self.destroy(); }; self.reachBase = function () { self.destroyed = true; playerLives--; updateUI(); if (playerLives <= 0) { gameState = 'gameOver'; LK.showGameOver(); } self.destroy(); }; self.update = function () { // Handle slow effect if (Date.now() > self.slowEndTime) { self.slowFactor = 1; } var currentSpeed = self.baseSpeed * self.slowFactor; if (self.pathIndex < self.path.length - 1) { var target = self.path[self.pathIndex + 1]; var dx = target.x - self.x; var dy = target.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < 5) { self.pathIndex++; if (self.pathIndex >= self.path.length - 1) { self.reachBase(); return; } } else { var angle = Math.atan2(dy, dx); self.x += Math.cos(angle) * currentSpeed; self.y += Math.sin(angle) * currentSpeed; } } else { self.reachBase(); } }; return self; }); var Tower = Container.expand(function (type, gridX, gridY) { var self = Container.call(this); self.type = type || 'archer'; self.gridX = gridX; self.gridY = gridY; self.level = 1; self.lastShotTime = 0; // Tower stats based on type and level self.getStats = function () { var stats = { archer: { damage: 15 * self.level, range: 120 + self.level * 20, fireRate: 800 - self.level * 100, // ms between shots cost: 50, upgradeCost: self.level * 30 }, ice: { damage: 8 * self.level, range: 100 + self.level * 15, fireRate: 1200 - self.level * 150, cost: 75, upgradeCost: self.level * 45 }, cannon: { damage: 40 * self.level, range: 90 + self.level * 10, fireRate: 1500 - self.level * 200, cost: 100, upgradeCost: self.level * 60 } }; return stats[self.type]; }; var towerGraphics; if (self.type === 'ice') { towerGraphics = self.attachAsset('iceTower', { anchorX: 0.5, anchorY: 0.5 }); } else if (self.type === 'cannon') { towerGraphics = self.attachAsset('cannonTower', { anchorX: 0.5, anchorY: 0.5 }); } else { towerGraphics = self.attachAsset('archerTower', { anchorX: 0.5, anchorY: 0.5 }); } // Level indicator self.levelText = new Text2(self.level.toString(), { size: 20, fill: 0xFFFFFF }); self.levelText.anchor.set(0.5, 0.5); self.levelText.x = 0; self.levelText.y = -30; self.addChild(self.levelText); self.findTarget = function () { var stats = self.getStats(); var closestEnemy = null; var closestDistance = Infinity; for (var i = 0; i < enemies.length; i++) { var enemy = enemies[i]; var dx = enemy.x - self.x; var dy = enemy.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance <= stats.range && distance < closestDistance) { closestDistance = distance; closestEnemy = enemy; } } return closestEnemy; }; self.shoot = function (target) { var stats = self.getStats(); var bullet = new Bullet(self.type, stats.damage, 8, self); bullet.target = target; bullet.x = self.x; bullet.y = self.y; bullets.push(bullet); game.addChild(bullet); LK.getSound('shoot').play(); }; self.upgrade = function () { var stats = self.getStats(); if (playerMoney >= stats.upgradeCost) { playerMoney -= stats.upgradeCost; self.level++; self.levelText.setText(self.level.toString()); updateUI(); } }; self.down = function (x, y, obj) { if (gameState === 'playing') { selectedTower = self; showUpgradeUI = true; } }; self.update = function () { var stats = self.getStats(); var currentTime = Date.now(); if (currentTime - self.lastShotTime >= stats.fireRate) { var target = self.findTarget(); if (target) { self.shoot(target); self.lastShotTime = currentTime; } } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x228B22 }); /**** * Game Code ****/ // Game state var gameState = 'playing'; // 'playing', 'gameOver', 'victory' var playerMoney = 200; var playerLives = 20; var currentWave = 1; var maxWaves = 10; var waveInProgress = false; var nextWaveTimer = 0; var enemySpawnTimer = 0; var enemiesInWave = 0; var enemiesSpawned = 0; // Game objects var towers = []; var enemies = []; var bullets = []; var selectedTower = null; var showUpgradeUI = false; // Grid system var gridSize = 80; var gridWidth = Math.floor(2048 / gridSize); var gridHeight = Math.floor(2732 / gridSize); var grid = []; // Path definition (from top to bottom with some turns) var pathPoints = [{ x: 0, y: 5 }, { x: 3, y: 5 }, { x: 3, y: 10 }, { x: 8, y: 10 }, { x: 8, y: 15 }, { x: 15, y: 15 }, { x: 15, y: 20 }, { x: 20, y: 20 }, { x: 20, y: 25 }, { x: 25, y: 25 }]; // Convert grid coordinates to world coordinates function gridToWorld(gridX, gridY) { return { x: gridX * gridSize + gridSize / 2, y: gridY * gridSize + gridSize / 2 }; } // Convert world coordinates to grid coordinates function worldToGrid(worldX, worldY) { return { x: Math.floor(worldX / gridSize), y: Math.floor(worldY / gridSize) }; } // Initialize grid function initializeGrid() { for (var x = 0; x < gridWidth; x++) { grid[x] = []; for (var y = 0; y < gridHeight; y++) { grid[x][y] = { occupied: false, isPath: false }; } } // Mark path cells for (var i = 0; i < pathPoints.length; i++) { var point = pathPoints[i]; if (point.x < gridWidth && point.y < gridHeight) { grid[point.x][point.y].isPath = true; } } } // Draw grid function drawGrid() { for (var x = 0; x < gridWidth; x++) { for (var y = 0; y < gridHeight; y++) { var worldPos = gridToWorld(x, y); var cell; if (grid[x][y].isPath) { cell = LK.getAsset('pathCell', { anchorX: 0.5, anchorY: 0.5, x: worldPos.x, y: worldPos.y, alpha: 0.8 }); } else { cell = LK.getAsset('gridCell', { anchorX: 0.5, anchorY: 0.5, x: worldPos.x, y: worldPos.y, alpha: 0.3 }); } game.addChild(cell); } } } // Create path for enemies function createPath() { var path = []; for (var i = 0; i < pathPoints.length; i++) { var point = pathPoints[i]; var worldPos = gridToWorld(point.x, point.y); path.push(worldPos); } return path; } // Place base at the end of path function placeBase() { var lastPoint = pathPoints[pathPoints.length - 1]; var worldPos = gridToWorld(lastPoint.x, lastPoint.y); var base = LK.getAsset('base', { anchorX: 0.5, anchorY: 0.5, x: worldPos.x, y: worldPos.y }); game.addChild(base); } // UI elements var moneyText = new Text2('Money: $' + playerMoney, { size: 40, fill: 0xFFFFFF }); moneyText.anchor.set(0, 0); moneyText.x = 120; moneyText.y = 20; LK.gui.topLeft.addChild(moneyText); var livesText = new Text2('Lives: ' + playerLives, { size: 40, fill: 0xFFFFFF }); livesText.anchor.set(1, 0); livesText.x = -20; livesText.y = 20; LK.gui.topRight.addChild(livesText); var waveText = new Text2('Wave: ' + currentWave + '/' + maxWaves, { size: 40, fill: 0xFFFFFF }); waveText.anchor.set(0.5, 0); waveText.x = 0; waveText.y = 20; LK.gui.top.addChild(waveText); // Tower shop var shopY = 100; var archerButton = new Text2('Archer $50', { size: 35, fill: 0x8B4513 }); archerButton.anchor.set(0, 0); archerButton.x = 20; archerButton.y = shopY; LK.gui.topLeft.addChild(archerButton); var iceButton = new Text2('Ice $75', { size: 35, fill: 0x87CEEB }); iceButton.anchor.set(0, 0); iceButton.x = 20; iceButton.y = shopY + 50; LK.gui.topLeft.addChild(iceButton); var cannonButton = new Text2('Cannon $100', { size: 35, fill: 0x696969 }); cannonButton.anchor.set(0, 0); cannonButton.x = 20; cannonButton.y = shopY + 100; LK.gui.topLeft.addChild(cannonButton); // Selected tower info var selectedTowerType = 'archer'; // Upgrade UI var upgradeText = new Text2('', { size: 30, fill: 0xFFFFFF }); upgradeText.anchor.set(0.5, 0); upgradeText.x = 0; upgradeText.y = 200; LK.gui.center.addChild(upgradeText); var upgradeButton = new Text2('', { size: 35, fill: 0xFFD700 }); upgradeButton.anchor.set(0.5, 0); upgradeButton.x = 0; upgradeButton.y = 250; LK.gui.center.addChild(upgradeButton); function updateUI() { moneyText.setText('Money: $' + playerMoney); livesText.setText('Lives: ' + playerLives); waveText.setText('Wave: ' + currentWave + '/' + maxWaves); if (showUpgradeUI && selectedTower) { var stats = selectedTower.getStats(); upgradeText.setText('Tower Level: ' + selectedTower.level + '\nDamage: ' + stats.damage + '\nRange: ' + stats.range); upgradeButton.setText('Upgrade $' + stats.upgradeCost); upgradeText.alpha = 1; upgradeButton.alpha = 1; } else { upgradeText.alpha = 0; upgradeButton.alpha = 0; } } // Wave management function getWaveData(waveNumber) { var baseEnemies = 5 + waveNumber * 2; var enemyTypes = ['basic']; if (waveNumber >= 3) enemyTypes.push('fast'); if (waveNumber >= 5) enemyTypes.push('tank'); var waveEnemies = []; for (var i = 0; i < baseEnemies; i++) { var type = enemyTypes[Math.floor(Math.random() * enemyTypes.length)]; waveEnemies.push(type); } return waveEnemies; } function startWave() { if (currentWave > maxWaves) { gameState = 'victory'; LK.showYouWin(); return; } waveInProgress = true; var waveData = getWaveData(currentWave); enemiesInWave = waveData.length; enemiesSpawned = 0; enemySpawnTimer = 0; // Store wave data for spawning game.currentWaveData = waveData; } function spawnEnemy() { if (!waveInProgress || enemiesSpawned >= enemiesInWave) return; var enemyType = game.currentWaveData[enemiesSpawned]; var path = createPath(); var enemy = new Enemy(enemyType, path); enemy.x = path[0].x; enemy.y = path[0].y; enemies.push(enemy); game.addChild(enemy); enemiesSpawned++; } function checkWaveComplete() { if (waveInProgress && enemies.length === 0 && enemiesSpawned >= enemiesInWave) { waveInProgress = false; currentWave++; nextWaveTimer = LK.ticks + 180; // 3 seconds delay updateUI(); } } // Game input handling game.down = function (x, y, obj) { if (gameState !== 'playing') return; // Check tower shop buttons var guiPos = LK.gui.topLeft.toLocal({ x: x, y: y }); if (guiPos.x >= 20 && guiPos.x <= 200) { if (guiPos.y >= shopY && guiPos.y <= shopY + 40) { selectedTowerType = 'archer'; return; } else if (guiPos.y >= shopY + 50 && guiPos.y <= shopY + 90) { selectedTowerType = 'ice'; return; } else if (guiPos.y >= shopY + 100 && guiPos.y <= shopY + 140) { selectedTowerType = 'cannon'; return; } } // Check upgrade button var centerPos = LK.gui.center.toLocal({ x: x, y: y }); if (showUpgradeUI && selectedTower && centerPos.x >= -100 && centerPos.x <= 100 && centerPos.y >= 250 && centerPos.y <= 290) { selectedTower.upgrade(); return; } // Hide upgrade UI if clicking elsewhere if (showUpgradeUI) { showUpgradeUI = false; selectedTower = null; updateUI(); } // Try to place tower var gamePos = game.toLocal({ x: x, y: y }); var gridPos = worldToGrid(gamePos.x, gamePos.y); if (gridPos.x >= 0 && gridPos.x < gridWidth && gridPos.y >= 0 && gridPos.y < gridHeight && !grid[gridPos.x][gridPos.y].occupied && !grid[gridPos.x][gridPos.y].isPath) { var towerCosts = { archer: 50, ice: 75, cannon: 100 }; var cost = towerCosts[selectedTowerType]; if (playerMoney >= cost) { var worldPos = gridToWorld(gridPos.x, gridPos.y); var tower = new Tower(selectedTowerType, gridPos.x, gridPos.y); tower.x = worldPos.x; tower.y = worldPos.y; towers.push(tower); game.addChild(tower); grid[gridPos.x][gridPos.y].occupied = true; playerMoney -= cost; updateUI(); } } }; // Initialize game initializeGrid(); drawGrid(); placeBase(); updateUI(); startWave(); // Main game loop game.update = function () { if (gameState !== 'playing') return; // Spawn enemies if (waveInProgress && LK.ticks % 60 === 0) { // Every second spawnEnemy(); } // Start next wave if (!waveInProgress && LK.ticks >= nextWaveTimer) { startWave(); } // Clean up destroyed enemies for (var i = enemies.length - 1; i >= 0; i--) { if (enemies[i].destroyed) { enemies.splice(i, 1); } } // Clean up destroyed bullets for (var i = bullets.length - 1; i >= 0; i--) { if (bullets[i].destroyed) { bullets.splice(i, 1); } } checkWaveComplete(); };
===================================================================
--- original.js
+++ change.js
@@ -1,6 +1,693 @@
-/****
+/****
+* Plugins
+****/
+var tween = LK.import("@upit/tween.v1");
+
+/****
+* Classes
+****/
+var Bullet = Container.expand(function (type, damage, speed, tower) {
+ var self = Container.call(this);
+ self.type = type || 'normal';
+ self.damage = damage || 10;
+ self.speed = speed || 8;
+ self.tower = tower;
+ self.target = null;
+ var bulletGraphics;
+ if (self.type === 'ice') {
+ bulletGraphics = self.attachAsset('iceBullet', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ } else if (self.type === 'cannon') {
+ bulletGraphics = self.attachAsset('cannonBall', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ } else {
+ bulletGraphics = self.attachAsset('bullet', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ }
+ self.update = function () {
+ if (self.target && !self.target.destroyed) {
+ var dx = self.target.x - self.x;
+ var dy = self.target.y - self.y;
+ var distance = Math.sqrt(dx * dx + dy * dy);
+ if (distance < 20) {
+ // Hit target
+ self.target.takeDamage(self.damage);
+ if (self.type === 'ice') {
+ self.target.slow(0.5, 2000); // 50% speed for 2 seconds
+ } else if (self.type === 'cannon') {
+ // Splash damage
+ for (var i = 0; i < enemies.length; i++) {
+ var enemy = enemies[i];
+ var splashDx = enemy.x - self.x;
+ var splashDy = enemy.y - self.y;
+ var splashDistance = Math.sqrt(splashDx * splashDx + splashDy * splashDy);
+ if (splashDistance < 60 && enemy !== self.target) {
+ enemy.takeDamage(self.damage * 0.5);
+ }
+ }
+ }
+ LK.getSound('enemyHit').play();
+ self.destroy();
+ return;
+ }
+ var angle = Math.atan2(dy, dx);
+ self.x += Math.cos(angle) * self.speed;
+ self.y += Math.sin(angle) * self.speed;
+ } else {
+ self.destroy();
+ }
+ };
+ return self;
+});
+var Enemy = Container.expand(function (type, path) {
+ var self = Container.call(this);
+ self.type = type || 'basic';
+ self.path = path;
+ self.pathIndex = 0;
+ self.health = 0;
+ self.maxHealth = 0;
+ self.speed = 0;
+ self.baseSpeed = 0;
+ self.reward = 0;
+ self.slowFactor = 1;
+ self.slowEndTime = 0;
+ self.destroyed = false;
+ // Enemy stats based on type
+ var stats = {
+ basic: {
+ health: 30,
+ speed: 1.5,
+ reward: 10
+ },
+ fast: {
+ health: 20,
+ speed: 2.5,
+ reward: 15
+ },
+ tank: {
+ health: 80,
+ speed: 1,
+ reward: 25
+ }
+ };
+ var enemyStats = stats[self.type];
+ self.health = enemyStats.health;
+ self.maxHealth = enemyStats.health;
+ self.speed = enemyStats.speed;
+ self.baseSpeed = enemyStats.speed;
+ self.reward = enemyStats.reward;
+ var enemyGraphics;
+ if (self.type === 'fast') {
+ enemyGraphics = self.attachAsset('fastEnemy', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ } else if (self.type === 'tank') {
+ enemyGraphics = self.attachAsset('tankEnemy', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ } else {
+ enemyGraphics = self.attachAsset('basicEnemy', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ }
+ // Health bar
+ self.healthBarBg = LK.getAsset('gridCell', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ scaleX: 0.6,
+ scaleY: 0.1
+ });
+ self.healthBarBg.tint = 0x000000;
+ self.healthBarBg.y = -30;
+ self.addChild(self.healthBarBg);
+ self.healthBar = LK.getAsset('gridCell', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ scaleX: 0.6,
+ scaleY: 0.1
+ });
+ self.healthBar.tint = 0x00FF00;
+ self.healthBar.y = -30;
+ self.addChild(self.healthBar);
+ self.takeDamage = function (damage) {
+ self.health -= damage;
+ self.updateHealthBar();
+ if (self.health <= 0) {
+ self.die();
+ }
+ };
+ self.updateHealthBar = function () {
+ var healthPercent = self.health / self.maxHealth;
+ self.healthBar.scaleX = 0.6 * healthPercent;
+ if (healthPercent > 0.6) {
+ self.healthBar.tint = 0x00FF00;
+ } else if (healthPercent > 0.3) {
+ self.healthBar.tint = 0xFFFF00;
+ } else {
+ self.healthBar.tint = 0xFF0000;
+ }
+ };
+ self.slow = function (factor, duration) {
+ self.slowFactor = factor;
+ self.slowEndTime = Date.now() + duration;
+ };
+ self.die = function () {
+ self.destroyed = true;
+ playerMoney += self.reward;
+ LK.getSound('enemyDestroyed').play();
+ updateUI();
+ self.destroy();
+ };
+ self.reachBase = function () {
+ self.destroyed = true;
+ playerLives--;
+ updateUI();
+ if (playerLives <= 0) {
+ gameState = 'gameOver';
+ LK.showGameOver();
+ }
+ self.destroy();
+ };
+ self.update = function () {
+ // Handle slow effect
+ if (Date.now() > self.slowEndTime) {
+ self.slowFactor = 1;
+ }
+ var currentSpeed = self.baseSpeed * self.slowFactor;
+ if (self.pathIndex < self.path.length - 1) {
+ var target = self.path[self.pathIndex + 1];
+ var dx = target.x - self.x;
+ var dy = target.y - self.y;
+ var distance = Math.sqrt(dx * dx + dy * dy);
+ if (distance < 5) {
+ self.pathIndex++;
+ if (self.pathIndex >= self.path.length - 1) {
+ self.reachBase();
+ return;
+ }
+ } else {
+ var angle = Math.atan2(dy, dx);
+ self.x += Math.cos(angle) * currentSpeed;
+ self.y += Math.sin(angle) * currentSpeed;
+ }
+ } else {
+ self.reachBase();
+ }
+ };
+ return self;
+});
+var Tower = Container.expand(function (type, gridX, gridY) {
+ var self = Container.call(this);
+ self.type = type || 'archer';
+ self.gridX = gridX;
+ self.gridY = gridY;
+ self.level = 1;
+ self.lastShotTime = 0;
+ // Tower stats based on type and level
+ self.getStats = function () {
+ var stats = {
+ archer: {
+ damage: 15 * self.level,
+ range: 120 + self.level * 20,
+ fireRate: 800 - self.level * 100,
+ // ms between shots
+ cost: 50,
+ upgradeCost: self.level * 30
+ },
+ ice: {
+ damage: 8 * self.level,
+ range: 100 + self.level * 15,
+ fireRate: 1200 - self.level * 150,
+ cost: 75,
+ upgradeCost: self.level * 45
+ },
+ cannon: {
+ damage: 40 * self.level,
+ range: 90 + self.level * 10,
+ fireRate: 1500 - self.level * 200,
+ cost: 100,
+ upgradeCost: self.level * 60
+ }
+ };
+ return stats[self.type];
+ };
+ var towerGraphics;
+ if (self.type === 'ice') {
+ towerGraphics = self.attachAsset('iceTower', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ } else if (self.type === 'cannon') {
+ towerGraphics = self.attachAsset('cannonTower', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ } else {
+ towerGraphics = self.attachAsset('archerTower', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ }
+ // Level indicator
+ self.levelText = new Text2(self.level.toString(), {
+ size: 20,
+ fill: 0xFFFFFF
+ });
+ self.levelText.anchor.set(0.5, 0.5);
+ self.levelText.x = 0;
+ self.levelText.y = -30;
+ self.addChild(self.levelText);
+ self.findTarget = function () {
+ var stats = self.getStats();
+ var closestEnemy = null;
+ var closestDistance = Infinity;
+ for (var i = 0; i < enemies.length; i++) {
+ var enemy = enemies[i];
+ var dx = enemy.x - self.x;
+ var dy = enemy.y - self.y;
+ var distance = Math.sqrt(dx * dx + dy * dy);
+ if (distance <= stats.range && distance < closestDistance) {
+ closestDistance = distance;
+ closestEnemy = enemy;
+ }
+ }
+ return closestEnemy;
+ };
+ self.shoot = function (target) {
+ var stats = self.getStats();
+ var bullet = new Bullet(self.type, stats.damage, 8, self);
+ bullet.target = target;
+ bullet.x = self.x;
+ bullet.y = self.y;
+ bullets.push(bullet);
+ game.addChild(bullet);
+ LK.getSound('shoot').play();
+ };
+ self.upgrade = function () {
+ var stats = self.getStats();
+ if (playerMoney >= stats.upgradeCost) {
+ playerMoney -= stats.upgradeCost;
+ self.level++;
+ self.levelText.setText(self.level.toString());
+ updateUI();
+ }
+ };
+ self.down = function (x, y, obj) {
+ if (gameState === 'playing') {
+ selectedTower = self;
+ showUpgradeUI = true;
+ }
+ };
+ self.update = function () {
+ var stats = self.getStats();
+ var currentTime = Date.now();
+ if (currentTime - self.lastShotTime >= stats.fireRate) {
+ var target = self.findTarget();
+ if (target) {
+ self.shoot(target);
+ self.lastShotTime = currentTime;
+ }
+ }
+ };
+ return self;
+});
+
+/****
* Initialize Game
-****/
+****/
var game = new LK.Game({
- backgroundColor: 0x000000
-});
\ No newline at end of file
+ backgroundColor: 0x228B22
+});
+
+/****
+* Game Code
+****/
+// Game state
+var gameState = 'playing'; // 'playing', 'gameOver', 'victory'
+var playerMoney = 200;
+var playerLives = 20;
+var currentWave = 1;
+var maxWaves = 10;
+var waveInProgress = false;
+var nextWaveTimer = 0;
+var enemySpawnTimer = 0;
+var enemiesInWave = 0;
+var enemiesSpawned = 0;
+// Game objects
+var towers = [];
+var enemies = [];
+var bullets = [];
+var selectedTower = null;
+var showUpgradeUI = false;
+// Grid system
+var gridSize = 80;
+var gridWidth = Math.floor(2048 / gridSize);
+var gridHeight = Math.floor(2732 / gridSize);
+var grid = [];
+// Path definition (from top to bottom with some turns)
+var pathPoints = [{
+ x: 0,
+ y: 5
+}, {
+ x: 3,
+ y: 5
+}, {
+ x: 3,
+ y: 10
+}, {
+ x: 8,
+ y: 10
+}, {
+ x: 8,
+ y: 15
+}, {
+ x: 15,
+ y: 15
+}, {
+ x: 15,
+ y: 20
+}, {
+ x: 20,
+ y: 20
+}, {
+ x: 20,
+ y: 25
+}, {
+ x: 25,
+ y: 25
+}];
+// Convert grid coordinates to world coordinates
+function gridToWorld(gridX, gridY) {
+ return {
+ x: gridX * gridSize + gridSize / 2,
+ y: gridY * gridSize + gridSize / 2
+ };
+}
+// Convert world coordinates to grid coordinates
+function worldToGrid(worldX, worldY) {
+ return {
+ x: Math.floor(worldX / gridSize),
+ y: Math.floor(worldY / gridSize)
+ };
+}
+// Initialize grid
+function initializeGrid() {
+ for (var x = 0; x < gridWidth; x++) {
+ grid[x] = [];
+ for (var y = 0; y < gridHeight; y++) {
+ grid[x][y] = {
+ occupied: false,
+ isPath: false
+ };
+ }
+ }
+ // Mark path cells
+ for (var i = 0; i < pathPoints.length; i++) {
+ var point = pathPoints[i];
+ if (point.x < gridWidth && point.y < gridHeight) {
+ grid[point.x][point.y].isPath = true;
+ }
+ }
+}
+// Draw grid
+function drawGrid() {
+ for (var x = 0; x < gridWidth; x++) {
+ for (var y = 0; y < gridHeight; y++) {
+ var worldPos = gridToWorld(x, y);
+ var cell;
+ if (grid[x][y].isPath) {
+ cell = LK.getAsset('pathCell', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ x: worldPos.x,
+ y: worldPos.y,
+ alpha: 0.8
+ });
+ } else {
+ cell = LK.getAsset('gridCell', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ x: worldPos.x,
+ y: worldPos.y,
+ alpha: 0.3
+ });
+ }
+ game.addChild(cell);
+ }
+ }
+}
+// Create path for enemies
+function createPath() {
+ var path = [];
+ for (var i = 0; i < pathPoints.length; i++) {
+ var point = pathPoints[i];
+ var worldPos = gridToWorld(point.x, point.y);
+ path.push(worldPos);
+ }
+ return path;
+}
+// Place base at the end of path
+function placeBase() {
+ var lastPoint = pathPoints[pathPoints.length - 1];
+ var worldPos = gridToWorld(lastPoint.x, lastPoint.y);
+ var base = LK.getAsset('base', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ x: worldPos.x,
+ y: worldPos.y
+ });
+ game.addChild(base);
+}
+// UI elements
+var moneyText = new Text2('Money: $' + playerMoney, {
+ size: 40,
+ fill: 0xFFFFFF
+});
+moneyText.anchor.set(0, 0);
+moneyText.x = 120;
+moneyText.y = 20;
+LK.gui.topLeft.addChild(moneyText);
+var livesText = new Text2('Lives: ' + playerLives, {
+ size: 40,
+ fill: 0xFFFFFF
+});
+livesText.anchor.set(1, 0);
+livesText.x = -20;
+livesText.y = 20;
+LK.gui.topRight.addChild(livesText);
+var waveText = new Text2('Wave: ' + currentWave + '/' + maxWaves, {
+ size: 40,
+ fill: 0xFFFFFF
+});
+waveText.anchor.set(0.5, 0);
+waveText.x = 0;
+waveText.y = 20;
+LK.gui.top.addChild(waveText);
+// Tower shop
+var shopY = 100;
+var archerButton = new Text2('Archer $50', {
+ size: 35,
+ fill: 0x8B4513
+});
+archerButton.anchor.set(0, 0);
+archerButton.x = 20;
+archerButton.y = shopY;
+LK.gui.topLeft.addChild(archerButton);
+var iceButton = new Text2('Ice $75', {
+ size: 35,
+ fill: 0x87CEEB
+});
+iceButton.anchor.set(0, 0);
+iceButton.x = 20;
+iceButton.y = shopY + 50;
+LK.gui.topLeft.addChild(iceButton);
+var cannonButton = new Text2('Cannon $100', {
+ size: 35,
+ fill: 0x696969
+});
+cannonButton.anchor.set(0, 0);
+cannonButton.x = 20;
+cannonButton.y = shopY + 100;
+LK.gui.topLeft.addChild(cannonButton);
+// Selected tower info
+var selectedTowerType = 'archer';
+// Upgrade UI
+var upgradeText = new Text2('', {
+ size: 30,
+ fill: 0xFFFFFF
+});
+upgradeText.anchor.set(0.5, 0);
+upgradeText.x = 0;
+upgradeText.y = 200;
+LK.gui.center.addChild(upgradeText);
+var upgradeButton = new Text2('', {
+ size: 35,
+ fill: 0xFFD700
+});
+upgradeButton.anchor.set(0.5, 0);
+upgradeButton.x = 0;
+upgradeButton.y = 250;
+LK.gui.center.addChild(upgradeButton);
+function updateUI() {
+ moneyText.setText('Money: $' + playerMoney);
+ livesText.setText('Lives: ' + playerLives);
+ waveText.setText('Wave: ' + currentWave + '/' + maxWaves);
+ if (showUpgradeUI && selectedTower) {
+ var stats = selectedTower.getStats();
+ upgradeText.setText('Tower Level: ' + selectedTower.level + '\nDamage: ' + stats.damage + '\nRange: ' + stats.range);
+ upgradeButton.setText('Upgrade $' + stats.upgradeCost);
+ upgradeText.alpha = 1;
+ upgradeButton.alpha = 1;
+ } else {
+ upgradeText.alpha = 0;
+ upgradeButton.alpha = 0;
+ }
+}
+// Wave management
+function getWaveData(waveNumber) {
+ var baseEnemies = 5 + waveNumber * 2;
+ var enemyTypes = ['basic'];
+ if (waveNumber >= 3) enemyTypes.push('fast');
+ if (waveNumber >= 5) enemyTypes.push('tank');
+ var waveEnemies = [];
+ for (var i = 0; i < baseEnemies; i++) {
+ var type = enemyTypes[Math.floor(Math.random() * enemyTypes.length)];
+ waveEnemies.push(type);
+ }
+ return waveEnemies;
+}
+function startWave() {
+ if (currentWave > maxWaves) {
+ gameState = 'victory';
+ LK.showYouWin();
+ return;
+ }
+ waveInProgress = true;
+ var waveData = getWaveData(currentWave);
+ enemiesInWave = waveData.length;
+ enemiesSpawned = 0;
+ enemySpawnTimer = 0;
+ // Store wave data for spawning
+ game.currentWaveData = waveData;
+}
+function spawnEnemy() {
+ if (!waveInProgress || enemiesSpawned >= enemiesInWave) return;
+ var enemyType = game.currentWaveData[enemiesSpawned];
+ var path = createPath();
+ var enemy = new Enemy(enemyType, path);
+ enemy.x = path[0].x;
+ enemy.y = path[0].y;
+ enemies.push(enemy);
+ game.addChild(enemy);
+ enemiesSpawned++;
+}
+function checkWaveComplete() {
+ if (waveInProgress && enemies.length === 0 && enemiesSpawned >= enemiesInWave) {
+ waveInProgress = false;
+ currentWave++;
+ nextWaveTimer = LK.ticks + 180; // 3 seconds delay
+ updateUI();
+ }
+}
+// Game input handling
+game.down = function (x, y, obj) {
+ if (gameState !== 'playing') return;
+ // Check tower shop buttons
+ var guiPos = LK.gui.topLeft.toLocal({
+ x: x,
+ y: y
+ });
+ if (guiPos.x >= 20 && guiPos.x <= 200) {
+ if (guiPos.y >= shopY && guiPos.y <= shopY + 40) {
+ selectedTowerType = 'archer';
+ return;
+ } else if (guiPos.y >= shopY + 50 && guiPos.y <= shopY + 90) {
+ selectedTowerType = 'ice';
+ return;
+ } else if (guiPos.y >= shopY + 100 && guiPos.y <= shopY + 140) {
+ selectedTowerType = 'cannon';
+ return;
+ }
+ }
+ // Check upgrade button
+ var centerPos = LK.gui.center.toLocal({
+ x: x,
+ y: y
+ });
+ if (showUpgradeUI && selectedTower && centerPos.x >= -100 && centerPos.x <= 100 && centerPos.y >= 250 && centerPos.y <= 290) {
+ selectedTower.upgrade();
+ return;
+ }
+ // Hide upgrade UI if clicking elsewhere
+ if (showUpgradeUI) {
+ showUpgradeUI = false;
+ selectedTower = null;
+ updateUI();
+ }
+ // Try to place tower
+ var gamePos = game.toLocal({
+ x: x,
+ y: y
+ });
+ var gridPos = worldToGrid(gamePos.x, gamePos.y);
+ if (gridPos.x >= 0 && gridPos.x < gridWidth && gridPos.y >= 0 && gridPos.y < gridHeight && !grid[gridPos.x][gridPos.y].occupied && !grid[gridPos.x][gridPos.y].isPath) {
+ var towerCosts = {
+ archer: 50,
+ ice: 75,
+ cannon: 100
+ };
+ var cost = towerCosts[selectedTowerType];
+ if (playerMoney >= cost) {
+ var worldPos = gridToWorld(gridPos.x, gridPos.y);
+ var tower = new Tower(selectedTowerType, gridPos.x, gridPos.y);
+ tower.x = worldPos.x;
+ tower.y = worldPos.y;
+ towers.push(tower);
+ game.addChild(tower);
+ grid[gridPos.x][gridPos.y].occupied = true;
+ playerMoney -= cost;
+ updateUI();
+ }
+ }
+};
+// Initialize game
+initializeGrid();
+drawGrid();
+placeBase();
+updateUI();
+startWave();
+// Main game loop
+game.update = function () {
+ if (gameState !== 'playing') return;
+ // Spawn enemies
+ if (waveInProgress && LK.ticks % 60 === 0) {
+ // Every second
+ spawnEnemy();
+ }
+ // Start next wave
+ if (!waveInProgress && LK.ticks >= nextWaveTimer) {
+ startWave();
+ }
+ // Clean up destroyed enemies
+ for (var i = enemies.length - 1; i >= 0; i--) {
+ if (enemies[i].destroyed) {
+ enemies.splice(i, 1);
+ }
+ }
+ // Clean up destroyed bullets
+ for (var i = bullets.length - 1; i >= 0; i--) {
+ if (bullets[i].destroyed) {
+ bullets.splice(i, 1);
+ }
+ }
+ checkWaveComplete();
+};
\ No newline at end of file
bow with arrow. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
ice tower. In-Game asset. 2d. High contrast. No shadows
medieval soldier. In-Game asset. 2d. High contrast. No shadows
cannon. In-Game asset. 2d. High contrast. No shadows
knight with horse. In-Game asset. 2d. High contrast. No shadows
cannonball. In-Game asset. 2d. High contrast. No shadows
arrow. In-Game asset. 2d. High contrast. No shadows
ice bullet. In-Game asset. 2d. High contrast. No shadows
build a tower from a bird's eye view. In-Game asset. 2d. High contrast. No shadows
giant. In-Game asset. 2d. High contrast. No shadows
bird's eye view of grass. In-Game asset. 2d. High contrast. No shadows
soil bird's eye view. In-Game asset. 2d. High contrast. No shadows
money. In-Game asset. 2d. High contrast. No shadows
money tree. In-Game asset. 2d. High contrast. No shadows
giand mosnter. In-Game asset. 2d. High contrast. No shadows
bad wizard. In-Game asset. 2d. High contrast. No shadows