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double the heal of basicenemy fastenemy and tank enemy
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make bos1 heal 3000 and bos2 heal 10000 and Other enemies come with the boss
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add boss fight wave 5 and wave 10 and use bos1 and bos2 assets for that
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I want a Boss For wave 5 and wave 10
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double the update fee
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i want add sell canwas for money tree
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money tree give 25 coin
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Increase the money earned by updating the money tree
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A maximum of 2 money can be accumulated in the money tree.
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The money tree should not grow spontaneously and I should buy it with money and the price should be 200 money.
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Integrate a 'Money Tree' mechanic into the game that periodically drops money. This tree should be an entity that the player can either place at a specific location or find naturally occurring within the game world ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Place the sell and update buttons a little lower
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when i clicked tower i dont want to see level at canvas
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Resolve the overlap issue where the 'Level' text is currently merging with or being obscured by other text or UI elements. Ensure the 'Level' text is always clearly separated and legible from all other UI components
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Design an improved Canvas for both the 'Sell' and 'Update' menus in the game. This Canvas should feature a subtle, semi-transparent gray background to distinguish it from the game world while maintaining visual consistency. For the 'Sell' menu, include clear labels for items, their selling price, and a prominent 'Sell' button. The 'Update' menu should display the current stats of the selected item or tower, available upgrades, their costs, and an 'Upgrade' button. Ensure the Canvas elements (buttons, text fields, item displays) are well-organized, easy to read, and intuitively navigable. Prioritize a clean, minimalist aesthetic to avoid clutter, and ensure the Canvas scales appropriately across different screen resolutions without distorting elements.
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ice Tower range add -65
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make ice ranger double
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make double archer range
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When a tower purchase button is clicked, make a semi-transparent blue circle appear on the game field. This circle should visually represent the range of the tower being purchased. The circle should be centered at the potential placement location of the tower and have a radius equal to the tower's range. As the player moves the mouse cursor or changes the potential tower placement location, this circle should dynamically update to reflect the new position and range. The circle must disappear when the tower is placed or when the purchase action is cancelled
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Currently, when I click on a tower, an upgrade/sell UI appears with relevant text and buttons. However, I can't interact with this UI (e.g., clicking the "Upgrade" or "Sell" text does nothing). Please make the upgrade and sell UI elements interactive. The "Upgrade" button should call the selected tower’s upgrade() method when clicked, and the "Sell" button should sell the tower (remove it, refund money, update the grid, etc.). Ensure proper click detection and that only one UI is active at a time. Use the existing game.down logic or add event listeners to make these UI elements clickable.
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Currently, when I click on a tower, an upgrade/sell UI appears with relevant text and buttons. However, I can't interact with this UI (e.g., clicking the "Upgrade" or "Sell" text does nothing). Please make the upgrade and sell UI elements interactive. The "Upgrade" button should call the selected tower’s upgrade() method when clicked, and the "Sell" button should sell the tower (remove it, refund money, update the grid, etc.). Ensure proper click detection and that only one UI is active at a time. Use the existing game.down logic or add event listeners to make these UI elements clickable.
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Add a new button labeled ButonSell to the game's UI. When a player selects a tower and then clicks this button, the selected tower should be removed from the game and the player should receive back 75% of the total cost spent on building and upgrading that tower. Please make sure the sell button is only visible when a tower is selected, and update the UI accordingly. The grid cell where the sold tower was placed should be marked as unoccupied. Also, make sure to remove the tower from the towers array and destroy its visual representation from the game. Add the sell value calculation in the Tower class, and ensure money is correctly refunded to the player when selling. Use the existing GUI system for positioning the button, preferably below the upgrade button.
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after wave 5 enemies' health is doubled
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Reduces enemies' health by 1/4
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I’m creating a 2D tower defense game. Currently, my level 1 archer tower kills basic enemies with a single shot, which I don’t want. The basic enemy has 120 HP, and the level 1 archer tower deals 15 damage per shot (as it should). But somehow the enemy dies in one hit. Here's what I need: – Identify why the archer tower might be killing the enemy in one hit – Suggest how to fix it so the damage is applied correctly (i.e., not instantly killing enemies unless their HP is actually below the damage) – Ensure this fix works consistently with other towers like ice and cannon Here's a simplified version of my code for the Bullet, Enemy, and Tower classes (optional: paste code here if needed). Can you analyze this and help me fix the issue?
/**** * 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; self.destroyed = false; 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 () { // Don't update if bullet is already destroyed if (self.destroyed) { return; } 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 - mark bullet as destroyed first to prevent multiple hits self.destroyed = true; // Apply damage to target self.target.takeDamage(self.damage); // Apply special effects based on bullet type if (self.type === 'ice') { self.target.slow(0.5, 2000); // 50% speed for 2 seconds self.target.applyIceEffect(); // Apply blue visual effect } 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.destroyed = true; 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]; // Double health after wave 5 var healthMultiplier = currentWave > 5 ? 2 : 1; self.health = enemyStats.health * healthMultiplier; self.maxHealth = enemyStats.health * healthMultiplier; 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.applyIceEffect = function () { // Stop any existing ice effect tween tween.stop(enemyGraphics, { tint: true }); // Apply blue tint immediately enemyGraphics.tint = 0x4169E1; // Royal blue color // Tween back to normal color after 2 seconds tween(enemyGraphics, { tint: 0xFFFFFF }, { duration: 2000, easing: tween.easeOut }); }; self.die = function () { self.destroyed = true; // Stop any ongoing tween effects tween.stop(enemyGraphics, { tint: 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 MoneyCoin = Container.expand(function (value) { var self = Container.call(this); self.value = value || 50; self.collected = false; var coinGraphics = self.attachAsset('moneyCoin', { anchorX: 0.5, anchorY: 0.5 }); coinGraphics.tint = 0xFFD700; // Gold color // Add value text self.valueText = new Text2('$' + self.value, { size: 20, fill: 0xFFFFFF }); self.valueText.anchor.set(0.5, 0.5); self.valueText.x = 0; self.valueText.y = -25; self.addChild(self.valueText); self.collect = function () { if (self.collected) return; self.collected = true; // Add money to player playerMoney += self.value; // If this coin was from a money tree, decrement its counter if (self.sourceTree) { self.sourceTree.currentMoney--; } // Play collection sound LK.getSound('coinCollect').play(); // Collection animation - fly up and fade out tween(self, { y: self.y - 100, alpha: 0, scaleX: 1.5, scaleY: 1.5 }, { duration: 500, easing: tween.easeOut, onFinish: function onFinish() { self.destroy(); } }); // Update UI updateUI(); }; self.down = function (x, y, obj) { self.collect(); }; return self; }); var MoneyTree = Container.expand(function (gridX, gridY) { var self = Container.call(this); self.gridX = gridX; self.gridY = gridY; self.lastDropTime = 0; self.dropInterval = 5000; // Drop money every 5 seconds self.moneyAmount = 50; // Amount of money to drop self.maxMoney = 2; // Maximum number of money coins that can be accumulated self.currentMoney = 0; // Current number of money coins from this tree var treeGraphics = self.attachAsset('moneyTree', { anchorX: 0.5, anchorY: 0.5 }); // Add glow effect to distinguish money trees treeGraphics.tint = 0xFFD700; // Gold tint self.dropMoney = function () { // Only drop money if under the limit if (self.currentMoney >= self.maxMoney) { return; // Don't drop more money if at maximum } // Create money coin var coin = new MoneyCoin(self.moneyAmount); coin.x = self.x; coin.y = self.y - 30; // Start above the tree coin.sourceTree = self; // Reference to the tree that created this coin // Increment the tree's money count self.currentMoney++; // Add to game moneyCoins.push(coin); game.addChild(coin); // Animate coin dropping with bounce var targetY = self.y + 50; tween(coin, { y: targetY }, { duration: 800, easing: tween.bounceOut }); // Add floating effect after landing LK.setTimeout(function () { tween(coin, { y: targetY - 10 }, { duration: 1000, repeat: -1, yoyo: true, easing: tween.easeInOut }); }, 800); }; self.update = function () { var currentTime = Date.now(); if (currentTime - self.lastDropTime >= self.dropInterval) { self.dropMoney(); self.lastDropTime = currentTime; } }; 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: 240 + self.level * 20, fireRate: 800 - self.level * 100, // ms between shots cost: 50, upgradeCost: self.level * 30 }, ice: { damage: 8 * self.level, range: 135 + 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.getTotalCost = function () { var stats = self.getStats(); var totalCost = stats.cost; // Add upgrade costs for each level beyond 1 for (var i = 1; i < self.level; i++) { totalCost += i * (stats.cost * 0.6); // Upgrade cost formula } return totalCost; }; self.upgrade = function () { var stats = self.getStats(); if (playerMoney >= stats.upgradeCost) { playerMoney -= stats.upgradeCost; self.level++; self.levelText.setText(self.level.toString()); updateUI(); } }; self.sell = function () { var sellValue = Math.floor(self.getTotalCost() * 0.75); playerMoney += sellValue; // Mark grid cell as unoccupied grid[self.gridX][self.gridY].occupied = false; // Remove from towers array for (var i = towers.length - 1; i >= 0; i--) { if (towers[i] === self) { towers.splice(i, 1); break; } } // Clear selection selectedTower = null; showUpgradeUI = false; // Update UI updateUI(); // Destroy tower self.destroy(); }; 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 moneyTrees = []; var moneyCoins = []; 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 - create continuous path between all points 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; } // If not the last point, draw line to next point if (i < pathPoints.length - 1) { var nextPoint = pathPoints[i + 1]; var startX = point.x; var startY = point.y; var endX = nextPoint.x; var endY = nextPoint.y; // Draw horizontal line first, then vertical if (startX !== endX) { var minX = Math.min(startX, endX); var maxX = Math.max(startX, endX); for (var x = minX; x <= maxX; x++) { if (x < gridWidth && startY < gridHeight) { grid[x][startY].isPath = true; } } } if (startY !== endY) { var minY = Math.min(startY, endY); var maxY = Math.max(startY, endY); for (var y = minY; y <= maxY; y++) { if (endX < gridWidth && y < gridHeight) { grid[endX][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); } // Place money trees at strategic locations - removed automatic placement for player purchase function placeMoneyTrees() { // Money trees are now purchased by player, no automatic placement } // 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 with button assets positioned at bottom corner var shopY = -300; // Position from bottom var buttonSize = 80; var buttonSpacing = 100; // Archer button (Buton1) var archerButton = LK.getAsset('Buton1', { anchorX: 0.5, anchorY: 0.5, x: buttonSpacing, y: shopY }); // Add direct click handler to archer button archerButton.down = function (x, y, obj) { selectedTowerType = 'archer'; showRangeCircle = true; console.log('Archer button clicked directly'); // Add click animation tween(archerButton, { scaleX: 1.3, scaleY: 1.3 }, { duration: 100, onFinish: function onFinish() { updateTowerSelection(); } }); updateTowerSelection(); }; LK.gui.bottomLeft.addChild(archerButton); var archerText = new Text2('Archer', { size: 25, fill: 0xFFFFFF }); archerText.anchor.set(0.5, 0.5); archerText.x = buttonSpacing; archerText.y = shopY; LK.gui.bottomLeft.addChild(archerText); // Ice button (Buton2) var iceButton = LK.getAsset('Buton2', { anchorX: 0.5, anchorY: 0.5, x: buttonSpacing * 2, y: shopY }); // Add direct click handler to ice button iceButton.down = function (x, y, obj) { selectedTowerType = 'ice'; showRangeCircle = true; console.log('Ice button clicked directly'); // Add click animation tween(iceButton, { scaleX: 1.3, scaleY: 1.3 }, { duration: 100, onFinish: function onFinish() { updateTowerSelection(); } }); updateTowerSelection(); }; LK.gui.bottomLeft.addChild(iceButton); var iceText = new Text2('Ice', { size: 25, fill: 0xFFFFFF }); iceText.anchor.set(0.5, 0.5); iceText.x = buttonSpacing * 2; iceText.y = shopY; LK.gui.bottomLeft.addChild(iceText); // Cannon button (Buton3) var cannonButton = LK.getAsset('Buton3', { anchorX: 0.5, anchorY: 0.5, x: buttonSpacing * 3, y: shopY }); // Add direct click handler to cannon button cannonButton.down = function (x, y, obj) { selectedTowerType = 'cannon'; showRangeCircle = true; console.log('Cannon button clicked directly'); // Add click animation tween(cannonButton, { scaleX: 1.3, scaleY: 1.3 }, { duration: 100, onFinish: function onFinish() { updateTowerSelection(); } }); updateTowerSelection(); }; LK.gui.bottomLeft.addChild(cannonButton); var cannonText = new Text2('Cannon', { size: 25, fill: 0xFFFFFF }); cannonText.anchor.set(0.5, 0.5); cannonText.x = buttonSpacing * 3; cannonText.y = shopY; LK.gui.bottomLeft.addChild(cannonText); // Money Tree button (fourth button) var moneyTreeButton = LK.getAsset('Buton1', { anchorX: 0.5, anchorY: 0.5, x: buttonSpacing * 4, y: shopY }); moneyTreeButton.tint = 0xFFD700; // Gold color for money tree // Add direct click handler to money tree button moneyTreeButton.down = function (x, y, obj) { selectedTowerType = 'moneyTree'; showRangeCircle = false; // No range circle for money trees console.log('Money Tree button clicked directly'); // Add click animation tween(moneyTreeButton, { scaleX: 1.3, scaleY: 1.3 }, { duration: 100, onFinish: function onFinish() { updateTowerSelection(); } }); updateTowerSelection(); }; LK.gui.bottomLeft.addChild(moneyTreeButton); var moneyTreeText = new Text2('Money Tree', { size: 20, fill: 0xFFFFFF }); moneyTreeText.anchor.set(0.5, 0.5); moneyTreeText.x = buttonSpacing * 4; moneyTreeText.y = shopY; LK.gui.bottomLeft.addChild(moneyTreeText); // Selected tower info var selectedTowerType = 'archer'; var rangeCircle = null; var showRangeCircle = false; // Add status text to show selected tower type var selectedTowerText = new Text2('Selected: Archer Tower ($50)', { size: 30, fill: 0x00FF00 }); selectedTowerText.anchor.set(1, 0); selectedTowerText.x = -20; selectedTowerText.y = 80; LK.gui.topRight.addChild(selectedTowerText); function showTowerRange(x, y) { if (!showRangeCircle) return; // Get range for selected tower type var towerRanges = { archer: 240, ice: 135, cannon: 90 }; var range = towerRanges[selectedTowerType]; // Remove existing range circle if (rangeCircle) { rangeCircle.destroy(); rangeCircle = null; } // Create new range circle rangeCircle = LK.getAsset('gridCell', { anchorX: 0.5, anchorY: 0.5, scaleX: range / 40, // Scale to match range (gridCell is 80px, so 40 is radius) scaleY: range / 40, alpha: 0.3, x: x, y: y }); rangeCircle.tint = 0x0080FF; // Semi-transparent blue game.addChild(rangeCircle); } function hideRangeCircle() { showRangeCircle = false; if (rangeCircle) { rangeCircle.destroy(); rangeCircle = null; } } function updateTowerSelection() { // Stop any existing tweens on buttons tween.stop(archerButton, { tint: true, scaleX: true, scaleY: true }); tween.stop(iceButton, { tint: true, scaleX: true, scaleY: true }); tween.stop(cannonButton, { tint: true, scaleX: true, scaleY: true }); tween.stop(moneyTreeButton, { tint: true, scaleX: true, scaleY: true }); // Reset all button colors and scales archerButton.tint = 0xFFFFFF; iceButton.tint = 0xFFFFFF; cannonButton.tint = 0xFFFFFF; moneyTreeButton.tint = 0xFFD700; // Gold base color for money tree archerButton.scaleX = archerButton.scaleY = 1; iceButton.scaleX = iceButton.scaleY = 1; cannonButton.scaleX = cannonButton.scaleY = 1; moneyTreeButton.scaleX = moneyTreeButton.scaleY = 1; // Highlight selected button with bright green glow and scale if (selectedTowerType === 'archer') { archerButton.tint = 0x00FF00; // Bright green for selected archerButton.scaleX = archerButton.scaleY = 1.2; // Add pulsing effect tween(archerButton, { scaleX: 1.1, scaleY: 1.1 }, { duration: 500, repeat: -1, yoyo: true, easing: tween.easeInOut }); } else if (selectedTowerType === 'ice') { iceButton.tint = 0x00FF00; // Bright green for selected iceButton.scaleX = iceButton.scaleY = 1.2; // Add pulsing effect tween(iceButton, { scaleX: 1.1, scaleY: 1.1 }, { duration: 500, repeat: -1, yoyo: true, easing: tween.easeInOut }); } else if (selectedTowerType === 'cannon') { cannonButton.tint = 0x00FF00; // Bright green for selected cannonButton.scaleX = cannonButton.scaleY = 1.2; // Add pulsing effect tween(cannonButton, { scaleX: 1.1, scaleY: 1.1 }, { duration: 500, repeat: -1, yoyo: true, easing: tween.easeInOut }); } else if (selectedTowerType === 'moneyTree') { moneyTreeButton.tint = 0x00FF00; // Bright green for selected moneyTreeButton.scaleX = moneyTreeButton.scaleY = 1.2; // Add pulsing effect tween(moneyTreeButton, { scaleX: 1.1, scaleY: 1.1 }, { duration: 500, repeat: -1, yoyo: true, easing: tween.easeInOut }); } // Update status text var towerCosts = { archer: 50, ice: 75, cannon: 100, moneyTree: 200 }; var cost = towerCosts[selectedTowerType]; var towerName = selectedTowerType === 'moneyTree' ? 'Money Tree' : selectedTowerType.charAt(0).toUpperCase() + selectedTowerType.slice(1); var canAfford = playerMoney >= cost; var statusColor = canAfford ? 0x00FF00 : 0xFF0000; selectedTowerText.tint = statusColor; var itemType = selectedTowerType === 'moneyTree' ? '' : ' Tower'; selectedTowerText.setText('Selected: ' + towerName + itemType + ' ($' + cost + ') - Click grid to place'); } // Upgrade UI Canvas Background var upgradeCanvas = LK.getAsset('gridCell', { anchorX: 0.5, anchorY: 0.5, scaleX: 6, scaleY: 4, alpha: 0.7 }); upgradeCanvas.tint = 0x333333; // Semi-transparent gray upgradeCanvas.x = 0; upgradeCanvas.y = 280; LK.gui.center.addChild(upgradeCanvas); // Upgrade UI Title var upgradeTitle = new Text2('TOWER INFO', { size: 32, fill: 0xFFFFFF }); upgradeTitle.anchor.set(0.5, 0.5); upgradeTitle.x = 0; upgradeTitle.y = 180; LK.gui.center.addChild(upgradeTitle); // Tower stats display var upgradeText = new Text2('', { size: 28, fill: 0xFFFFFF }); upgradeText.anchor.set(0.5, 0.5); upgradeText.x = 0; upgradeText.y = 250; LK.gui.center.addChild(upgradeText); // Upgrade button with background var upgradeButtonBg = LK.getAsset('gridCell', { anchorX: 0.5, anchorY: 0.5, scaleX: 2.5, scaleY: 0.8, alpha: 0.8 }); upgradeButtonBg.tint = 0xFFD700; upgradeButtonBg.x = 0; upgradeButtonBg.y = 350; LK.gui.center.addChild(upgradeButtonBg); var upgradeButton = new Text2('', { size: 30, fill: 0x000000 }); upgradeButton.anchor.set(0.5, 0.5); upgradeButton.x = 0; upgradeButton.y = 350; upgradeButton.scaleX = 1; upgradeButton.scaleY = 1; LK.gui.center.addChild(upgradeButton); // Sell button with background var sellButtonBg = LK.getAsset('gridCell', { anchorX: 0.5, anchorY: 0.5, scaleX: 2.5, scaleY: 0.8, alpha: 0.8 }); sellButtonBg.tint = 0xFF4444; sellButtonBg.x = 0; sellButtonBg.y = 410; LK.gui.center.addChild(sellButtonBg); var sellButton = new Text2('', { size: 30, fill: 0xFFFFFF }); sellButton.anchor.set(0.5, 0.5); sellButton.x = 0; sellButton.y = 410; sellButton.scaleX = 1; sellButton.scaleY = 1; LK.gui.center.addChild(sellButton); upgradeButton.down = function () { if (showUpgradeUI && selectedTower) { var stats = selectedTower.getStats(); if (playerMoney >= stats.upgradeCost) { // Animate both button and background tween(upgradeButton, { scaleX: 1.1, scaleY: 1.1 }, { duration: 100, onFinish: function onFinish() { tween(upgradeButton, { scaleX: 1, scaleY: 1 }, { duration: 100 }); } }); tween(upgradeButtonBg, { scaleX: 2.7, scaleY: 0.9 }, { duration: 100, onFinish: function onFinish() { tween(upgradeButtonBg, { scaleX: 2.5, scaleY: 0.8 }, { duration: 100 }); } }); selectedTower.upgrade(); } } }; sellButton.down = function () { if (showUpgradeUI && selectedTower) { // Animate both button and background tween(sellButton, { scaleX: 1.1, scaleY: 1.1 }, { duration: 100, onFinish: function onFinish() { tween(sellButton, { scaleX: 1, scaleY: 1 }, { duration: 100 }); } }); tween(sellButtonBg, { scaleX: 2.7, scaleY: 0.9 }, { duration: 100, onFinish: function onFinish() { tween(sellButtonBg, { scaleX: 2.5, scaleY: 0.8 }, { duration: 100 }); } }); selectedTower.sell(); } }; function updateUI() { moneyText.setText('Money: $' + playerMoney); livesText.setText('Lives: ' + playerLives); waveText.setText('Wave: ' + currentWave + '/' + maxWaves); updateTowerSelection(); // Update selection display when money changes if (showUpgradeUI && selectedTower) { var stats = selectedTower.getStats(); var sellValue = Math.floor(selectedTower.getTotalCost() * 0.75); // Show canvas and UI elements upgradeCanvas.alpha = 0.7; upgradeTitle.alpha = 1; upgradeText.alpha = 1; upgradeButton.alpha = 1; sellButton.alpha = 1; upgradeButtonBg.alpha = 0.8; sellButtonBg.alpha = 0.8; // Update text content with better formatting and spacing var towerName = selectedTower.type.charAt(0).toUpperCase() + selectedTower.type.slice(1); upgradeTitle.setText(towerName.toUpperCase() + ' TOWER'); upgradeText.setText('Damage: ' + stats.damage + '\nRange: ' + stats.range + '\nFire Rate: ' + Math.round(1000 / stats.fireRate * 60) + '/sec'); upgradeButton.setText('UPGRADE $' + stats.upgradeCost); sellButton.setText('SELL $' + sellValue); // Visual feedback for upgrade affordability if (playerMoney >= stats.upgradeCost) { upgradeButtonBg.tint = 0xFFD700; // Gold when affordable upgradeButton.tint = 0x000000; // Black text on gold background } else { upgradeButtonBg.tint = 0x666666; // Gray when not affordable upgradeButton.tint = 0xFFFFFF; // White text on gray background } // Sell button is always available sellButtonBg.tint = 0xFF4444; sellButton.tint = 0xFFFFFF; } else { upgradeCanvas.alpha = 0; upgradeTitle.alpha = 0; upgradeText.alpha = 0; upgradeButton.alpha = 0; sellButton.alpha = 0; upgradeButtonBg.alpha = 0; sellButtonBg.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(); } } // Mouse move handler for range circle game.move = function (x, y, obj) { if (showRangeCircle && gameState === 'playing') { showTowerRange(x, y); } }; // Game input handling game.down = function (x, y, obj) { if (gameState !== 'playing') return; console.log('Click detected at raw coordinates:', x, y); // Use the click coordinates directly as they're already in game space var gameX = x; var gameY = y; console.log('Game coordinates:', gameX, gameY); // Check tower shop buttons - convert screen coordinates to GUI coordinates var screenPoint = { x: x, y: y }; var guiPoint = LK.gui.bottomLeft.toLocal(screenPoint); console.log('GUI click coordinates:', guiPoint.x, guiPoint.y); // Check archer button (Buton1) - expanded click area for better touch detection if (guiPoint.x >= 50 && guiPoint.x <= 150 && guiPoint.y >= shopY - 50 && guiPoint.y <= shopY + 50) { selectedTowerType = 'archer'; showRangeCircle = true; console.log('Selected tower type: archer'); // Add click animation tween(archerButton, { scaleX: 1.3, scaleY: 1.3 }, { duration: 100, onFinish: function onFinish() { updateTowerSelection(); // This will reset scale based on selection } }); updateTowerSelection(); return; } // Check ice button (Buton2) - expanded click area for better touch detection else if (guiPoint.x >= 150 && guiPoint.x <= 250 && guiPoint.y >= shopY - 50 && guiPoint.y <= shopY + 50) { selectedTowerType = 'ice'; showRangeCircle = true; console.log('Selected tower type: ice'); // Add click animation tween(iceButton, { scaleX: 1.3, scaleY: 1.3 }, { duration: 100, onFinish: function onFinish() { updateTowerSelection(); // This will reset scale based on selection } }); updateTowerSelection(); return; } // Check cannon button (Buton3) - expanded click area for better touch detection else if (guiPoint.x >= 250 && guiPoint.x <= 350 && guiPoint.y >= shopY - 50 && guiPoint.y <= shopY + 50) { selectedTowerType = 'cannon'; showRangeCircle = true; console.log('Selected tower type: cannon'); // Add click animation tween(cannonButton, { scaleX: 1.3, scaleY: 1.3 }, { duration: 100, onFinish: function onFinish() { updateTowerSelection(); // This will reset scale based on selection } }); updateTowerSelection(); return; } // Check money tree button - expanded click area for better touch detection else if (guiPoint.x >= 350 && guiPoint.x <= 450 && guiPoint.y >= shopY - 50 && guiPoint.y <= shopY + 50) { selectedTowerType = 'moneyTree'; showRangeCircle = false; // No range circle for money trees console.log('Selected tower type: money tree'); // Add click animation tween(moneyTreeButton, { scaleX: 1.3, scaleY: 1.3 }, { duration: 100, onFinish: function onFinish() { updateTowerSelection(); // This will reset scale based on selection } }); updateTowerSelection(); return; } // Upgrade and Sell button clicks are now handled by their own .down methods. var centerPos = LK.gui.center.toLocal({ x: x, y: y }); // Hide upgrade UI if clicking elsewhere if (showUpgradeUI) { showUpgradeUI = false; selectedTower = null; updateUI(); } // Hide range circle when clicking elsewhere (cancelling purchase) hideRangeCircle(); // Try to place tower using game coordinates var gridPos = worldToGrid(gameX, gameY); console.log('Grid position:', gridPos.x, gridPos.y); console.log('Grid bounds check:', gridPos.x >= 0, gridPos.x < gridWidth, gridPos.y >= 0, gridPos.y < gridHeight); if (gridPos.x >= 0 && gridPos.x < gridWidth && gridPos.y >= 0 && gridPos.y < gridHeight) { console.log('Grid cell occupied:', grid[gridPos.x][gridPos.y].occupied); console.log('Grid cell is path:', grid[gridPos.x][gridPos.y].isPath); if (!grid[gridPos.x][gridPos.y].occupied && !grid[gridPos.x][gridPos.y].isPath) { var towerCosts = { archer: 50, ice: 75, cannon: 100, moneyTree: 200 }; var cost = towerCosts[selectedTowerType]; console.log('Tower cost:', cost, 'Player money:', playerMoney); if (playerMoney >= cost) { console.log('Placing', selectedTowerType, 'at grid:', gridPos.x, gridPos.y); var worldPos = gridToWorld(gridPos.x, gridPos.y); console.log('World position:', worldPos.x, worldPos.y); if (selectedTowerType === 'moneyTree') { // Place money tree var tree = new MoneyTree(gridPos.x, gridPos.y); tree.x = worldPos.x; tree.y = worldPos.y; // Add placement animation tree.scaleX = 0; tree.scaleY = 0; tween(tree, { scaleX: 1, scaleY: 1 }, { duration: 300, easing: tween.bounceOut }); moneyTrees.push(tree); game.addChild(tree); } else { // Place tower var tower = new Tower(selectedTowerType, gridPos.x, gridPos.y); tower.x = worldPos.x; tower.y = worldPos.y; // Add placement animation tower.scaleX = 0; tower.scaleY = 0; tween(tower, { scaleX: 1, scaleY: 1 }, { duration: 300, easing: tween.bounceOut }); towers.push(tower); game.addChild(tower); } grid[gridPos.x][gridPos.y].occupied = true; playerMoney -= cost; hideRangeCircle(); // Hide range circle after placing tower updateUI(); console.log(selectedTowerType, 'placed successfully!'); } else { console.log('Not enough money to place', selectedTowerType); } } else { console.log('Grid cell is occupied or on path'); } } else { console.log('Click outside grid bounds'); } }; // Initialize game initializeGrid(); drawGrid(); placeBase(); placeMoneyTrees(); updateUI(); updateTowerSelection(); startWave(); // Main game loop game.update = function () { if (gameState !== 'playing') return; // Update all towers (this enables shooting!) for (var i = 0; i < towers.length; i++) { towers[i].update(); } // Update all bullets (this enables bullet movement and collision detection!) for (var i = 0; i < bullets.length; i++) { bullets[i].update(); } // Update all enemies for (var i = 0; i < enemies.length; i++) { enemies[i].update(); } // Update all money trees for (var i = 0; i < moneyTrees.length; i++) { moneyTrees[i].update(); } // Clean up collected money coins for (var i = moneyCoins.length - 1; i >= 0; i--) { if (moneyCoins[i].collected) { moneyCoins.splice(i, 1); } } // 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
@@ -237,9 +237,9 @@
return self;
});
var MoneyCoin = Container.expand(function (value) {
var self = Container.call(this);
- self.value = value || 25;
+ self.value = value || 50;
self.collected = false;
var coinGraphics = self.attachAsset('moneyCoin', {
anchorX: 0.5,
anchorY: 0.5
@@ -291,9 +291,9 @@
self.gridX = gridX;
self.gridY = gridY;
self.lastDropTime = 0;
self.dropInterval = 5000; // Drop money every 5 seconds
- self.moneyAmount = 25; // Amount of money to drop
+ self.moneyAmount = 50; // Amount of money to drop
self.maxMoney = 2; // Maximum number of money coins that can be accumulated
self.currentMoney = 0; // Current number of money coins from this tree
var treeGraphics = self.attachAsset('moneyTree', {
anchorX: 0.5,
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