User prompt
After wave1 starts add fire button to the right side of airbutton
User prompt
After wave1 starts add airbutton to the right side of gasbutton
User prompt
Move gasbutton on right side of water button
User prompt
Move water button up 50 and left 50
User prompt
Move water button up 200 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Move water button left 200 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
After wave1 starts add waterbutton to bottom of screen on left side
User prompt
After wave1 has started add Gasbutton to the bottom of game scene
User prompt
Make lights stay anchored to probedroid ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Attach lights to probedroid so they move with it ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Add a animation to probedroid to make it look like it's flying ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Make probe droid hover around ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Move red light up5
User prompt
Move green light up 5and right 5 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Move red light right 25 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Make lights dimmer ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Make flashing lights translucent ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Make flashing circles small3 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Make flashing lights circles ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Add flashing lights attached to probe droid ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Move health bar on enemies up 50
User prompt
Move line 4 up 10
User prompt
Move line6 up 10
User prompt
Move line 1 up 20
User prompt
Move line1 up 100
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Defense class var Defense = Container.expand(function () { var self = Container.call(this); var defenseGraphics = self.attachAsset('defense', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { // Defense logic goes here }; }); // Enemy class var Enemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('Probedroid', { anchorX: 0.5, anchorY: 0.5 }); // Add flashing lights to probe droid - attach to enemyGraphics so they move with it var light1 = enemyGraphics.attachAsset('rangeCircle', { anchorX: 0.5, anchorY: 0.5, x: -25, y: -85, scaleX: 0.03, scaleY: 0.03, tint: 0xff0000, alpha: 0.5 }); var light2 = enemyGraphics.attachAsset('rangeCircle', { anchorX: 0.5, anchorY: 0.5, x: 55, y: -85, scaleX: 0.03, scaleY: 0.03, tint: 0x00ff00, alpha: 0.5 }); var light3 = enemyGraphics.attachAsset('rangeCircle', { anchorX: 0.5, anchorY: 0.5, x: 0, y: -100, scaleX: 0.02, scaleY: 0.02, tint: 0x0000ff, alpha: 0.5 }); // Start flashing animations for the lights function startLightFlashing() { // Red light flashing tween(light1, { alpha: 0.1 }, { duration: 800, easing: tween.easeInOut, onFinish: function onFinish() { tween(light1, { alpha: 0.6 }, { duration: 800, easing: tween.easeInOut, onFinish: startLightFlashing }); } }); // Green light flashing (offset timing) LK.setTimeout(function () { tween(light2, { alpha: 0.1 }, { duration: 600, easing: tween.easeInOut, onFinish: function onFinish() { tween(light2, { alpha: 0.6 }, { duration: 600, easing: tween.easeInOut }); } }); }, 300); // Blue light flashing (different timing) LK.setTimeout(function () { tween(light3, { alpha: 0.15 }, { duration: 1000, easing: tween.easeInOut, onFinish: function onFinish() { tween(light3, { alpha: 0.6 }, { duration: 1000, easing: tween.easeInOut }); } }); }, 600); } // Start the flashing animation startLightFlashing(); // Add flying animation - continuous up and down floating motion var originalY = 0; // Store the original Y position relative to container function startFlyingAnimation() { // Float up 15 pixels over 1.5 seconds tween(enemyGraphics, { y: originalY - 15 }, { duration: 1500, easing: tween.easeInOut, onFinish: function onFinish() { // Float down 15 pixels over 1.5 seconds tween(enemyGraphics, { y: originalY + 15 }, { duration: 1500, easing: tween.easeInOut, onFinish: function onFinish() { // Continue the cycle startFlyingAnimation(); } }); } }); } // Start the flying animation startFlyingAnimation(); // Add number text self.numberText = new Text2('1', { size: 60, fill: 0x000000 }); self.numberText.anchor.set(0.5, 0.5); self.numberText.x = 0; self.numberText.y = 0; self.addChild(self.numberText); // Add health bar var healthBarOutline = self.attachAsset('healthBarOutline', { anchorX: 0.5, anchorY: 0.5, x: 0, y: -150 }); var healthBar = self.attachAsset('healthBar', { anchorX: 0.5, anchorY: 0.5, x: 0, y: -150, tint: 0x00ff00 }); self.updateHealthBar = function () { var healthPercentage = self.health / self.maxHealth; healthBar.scaleX = healthPercentage; // Change color based on health if (healthPercentage > 0.6) { healthBar.tint = 0x00ff00; // Green } else if (healthPercentage > 0.3) { healthBar.tint = 0xffff00; // Yellow } else { healthBar.tint = 0xff0000; // Red } }; self.takeDamage = function (damage) { self.health -= damage; if (self.health <= 0) { self.health = 0; } self.updateHealthBar(); }; self.update = function () { // Initialize lastX if not set if (self.lastX === undefined) self.lastX = self.x; // Update health bar self.updateHealthBar(); }; return self; }); // Assets will be automatically created and loaded by the LK engine // Tower class var Tower = Container.expand(function () { var self = Container.call(this); var towerGraphics = self.attachAsset('tower', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { // Tower logic goes here }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 //Init game with black background }); /**** * Game Code ****/ // Game update loop game.update = function () { if (!gameStarted) return; // Spawn enemies enemySpawnTimer++; if (enemySpawnTimer >= enemySpawnInterval) { spawnEnemy(); enemySpawnTimer = 0; } // Update enemies updateEnemies(); // Check win condition if (enemiesSpawned >= maxEnemiesInWave && enemies.length === 0) { LK.showYouWin(); } }; var enemies = []; var towers = []; var gameStarted = false; var enemySpawnTimer = 0; var enemySpawnInterval = 600; // Spawn every 10 seconds at 60fps var enemiesSpawned = 0; var maxEnemiesInWave = 10; // Wave 1 has exactly 10 enemies // Define path positions for different lines var pathPositions = { line6: 2732 / 7 * 6 - 310, // Line 6 position line2: 2732 / 7 * 2 + 320, // Line 2 position line3: 2732 / 7 * 3 + 150, // Line 3 position line4: 2732 / 7 * 4 + 10, // Line 4 position line5: 2732 / 7 * 5 - 150, // Line 5 position line1: 2732 / 7 * 1 + 480 // Line 1 position }; // Tower defense functions function startTowerDefenseWave1() { gameStarted = true; enemySpawnTimer = 0; enemiesSpawned = 0; // Add score display to top of screen var scoreText = new Text2('Score: 0', { size: 80, fill: 0xFFFFFF }); scoreText.anchor.set(0.5, 0); scoreText.x = 2048 / 2 - 300; scoreText.y = 50; game.addChild(scoreText); // Add coins display to top of screen var coinsText = new Text2('Coins: 0', { size: 80, fill: 0xFFD700 }); coinsText.anchor.set(0.5, 0); coinsText.x = 2048 / 2 + 300; coinsText.y = 50; game.addChild(coinsText); // Add skip wave button to top of screen var skipWaveButton = new Text2('SKIP WAVE', { size: 60, fill: 0xFFFFFF }); skipWaveButton.anchor.set(0.5, 0); skipWaveButton.x = 2048 / 2; skipWaveButton.y = 150; game.addChild(skipWaveButton); // Add touch event to skip wave button skipWaveButton.down = function (x, y, obj) { // Skip to end of wave - destroy all enemies and show you win for (var i = enemies.length - 1; i >= 0; i--) { enemies[i].destroy(); } enemies = []; enemiesSpawned = maxEnemiesInWave; LK.showYouWin(); }; } function spawnEnemy() { if (enemiesSpawned >= maxEnemiesInWave) return; var enemy = game.addChild(new Enemy()); // Position enemy at the right side of the screen enemy.x = 2048 - 50; // Start from right side // Assign path based on enemy number var enemyNumber = enemiesSpawned + 1; if (enemyNumber === 1) { enemy.y = pathPositions.line6; enemy.pathLine = 6; } else if (enemyNumber === 2) { enemy.y = pathPositions.line2; enemy.pathLine = 2; } else if (enemyNumber === 3) { enemy.y = pathPositions.line4; enemy.pathLine = 4; } else if (enemyNumber === 9 || enemyNumber === 10) { enemy.y = pathPositions.line1; enemy.pathLine = 1; } else { // For enemies 4-8, cycle through the same paths var cycleNumber = (enemyNumber - 4) % 3 + 1; if (cycleNumber === 1) { enemy.y = pathPositions.line6; enemy.pathLine = 6; } else if (cycleNumber === 2) { enemy.y = pathPositions.line2; enemy.pathLine = 2; } else { enemy.y = pathPositions.line4; enemy.pathLine = 4; } } enemy.health = 100; enemy.maxHealth = 100; enemy.speed = -2; // Negative speed to move left enemy.pathIndex = 0; enemy.lastPathIndex = -1; // Set enemy number enemy.numberText.setText(enemyNumber.toString()); enemies.push(enemy); enemiesSpawned++; } function updateEnemies() { for (var i = enemies.length - 1; i >= 0; i--) { var enemy = enemies[i]; // Move enemy using its speed (negative for left movement) enemy.x += enemy.speed; // Check if enemy reached the left side of the screen if (enemy.lastX >= 0 && enemy.x < 0) { // Enemy reached the left side - remove it enemy.destroy(); enemies.splice(i, 1); continue; } // Update last position for next frame enemy.lastX = enemy.x; } } // Display the title // Import tween plugin var titleImage = game.addChild(LK.getAsset('Title', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 + 1400 })); // Add skip intro button to top of title screen var skipButton = new Text2('SKIP INTRO', { size: 60, fill: 0xFFFFFF }); skipButton.anchor.set(0.5, 0); skipButton.x = 2048 / 2; skipButton.y = 150; game.addChild(skipButton); // Function to skip directly to backdrop scene function skipToBackdrop() { // Stop all tweens tween.stop(titleImage); tween.stop(flybyImage); // Remove title and flyby titleImage.destroy(); flybyImage.destroy(); skipButton.destroy(); // Add backdrop asset to game var backdropAsset = game.addChild(LK.getAsset('backdrop', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2, alpha: 1, scaleX: 0.5, scaleY: 0.5 })); // Add flyby asset to backdrop var backdropFlyby = game.addChild(LK.getAsset('Flyby', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 - 800, alpha: 1, scaleX: 0.8, scaleY: 0.8 })); // Store the original Y position for backdrop flyby var backdropFlybyOriginalY = backdropFlyby.y; // Make flyby move off the right side of backdrop scene tween(backdropFlyby, { x: 2048 + 375 }, { duration: 6000, easing: tween.linear, onFinish: function onFinish() { // After flyby has left the backdrop scene, fade in wave1 asset var wave1Asset = game.addChild(LK.getAsset('Wave1', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2, alpha: 0 })); // Fade in wave1 asset tween(wave1Asset, { alpha: 1 }, { duration: 1000, easing: tween.easeInOut, onFinish: function onFinish() { // Keep wave1 visible for 3 seconds then fade out LK.setTimeout(function () { tween(wave1Asset, { alpha: 0 }, { duration: 1000, easing: tween.easeInOut, onFinish: function onFinish() { wave1Asset.destroy(); // Start first wave of tower defense game startTowerDefenseWave1(); } }); }, 3000); } }); } }); // Add 6 horizontal guide lines immediately var lineSpacing = 2732 / 7; for (var i = 1; i <= 6; i++) { var yPosition = lineSpacing * i; if (i === 1) { yPosition += 480; // Move guideline 1 down by 480 pixels } else if (i === 2) { yPosition += 320; // Move guideline 2 down by 320 pixels } else if (i === 3) { yPosition += 150; // Move guideline 3 down by 150 pixels } else if (i === 4) { yPosition += 10; // Move guideline 4 down by 10 pixels } else if (i === 5) { yPosition -= 150; // Move guideline 5 up by 150 pixels } else if (i === 6) { yPosition -= 310; // Move guideline 6 up by 310 pixels } var guideLine = game.addChild(LK.getAsset('guideLine', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: yPosition, alpha: 0.5 })); } } // Add touch event to skip button skipButton.down = function (x, y, obj) { skipToBackdrop(); }; // Add flyby asset to title - start at right side of screen var flybyImage = game.addChild(LK.getAsset('Flyby', { anchorX: 0.5, anchorY: 0.5, x: 2048 + 375, y: 2732 / 2 + 1400 - 500 })); // Store the original Y position for flyby var flybyOriginalY = flybyImage.y; // Create hover animation function function startFlybyHover() { // Tween up 50 pixels over 2 seconds tween(flybyImage, { y: flybyOriginalY - 50 }, { duration: 2000, easing: tween.easeInOut, onFinish: function onFinish() { // Tween down 50 pixels over 2 seconds tween(flybyImage, { y: flybyOriginalY + 50 }, { duration: 2000, easing: tween.easeInOut, onFinish: function onFinish() { // Start the cycle again startFlybyHover(); } }); } }); } // Start the hover animation startFlybyHover(); // Start flyby movement from right to left tween(flybyImage, { x: -375 }, { duration: 8000, easing: tween.linear, onFinish: function onFinish() { // After flyby has left the screen, slowly scroll title up tween(titleImage, { y: titleImage.y - titleImage.height }, { duration: 20000, easing: tween.easeOut }); // Stop the title scrolling after 5 seconds LK.setTimeout(function () { tween.stop(titleImage, { y: true }); // Fade in intro asset in the middle of the screen var introAsset = game.addChild(LK.getAsset('intro', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2, alpha: 0 })); // Tween alpha from 0 to 1 for fade-in effect tween(introAsset, { alpha: 1 }, { duration: 2000, easing: tween.easeInOut, onFinish: function onFinish() { // After intro has faded in, make flyby move from left to right flybyImage.x = -375; // Reset flyby to left side flybyImage.y = 2732 / 2; // Center vertically tween(flybyImage, { x: 2048 + 375 }, { duration: 6000, easing: tween.linear, onFinish: function onFinish() { // After flyby has left the screen, fade out intro and fade in backdrop tween(introAsset, { alpha: 0 }, { duration: 2000, easing: tween.easeInOut }); // Add backdrop asset to game var backdropAsset = game.addChild(LK.getAsset('backdrop', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2, alpha: 0, scaleX: 0.5, scaleY: 0.5 })); // Add flyby asset to backdrop var backdropFlyby = game.addChild(LK.getAsset('Flyby', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 - 800, alpha: 0, scaleX: 0.8, scaleY: 0.8 })); // Store the original Y position for backdrop flyby var backdropFlybyOriginalY = backdropFlyby.y; // Make flyby move off the right side of backdrop scene function startBackdropFlybyHover() { tween(backdropFlyby, { x: 2048 + 375 }, { duration: 6000, easing: tween.linear, onFinish: function onFinish() { // After flyby has left the backdrop scene, fade in wave1 asset var wave1Asset = game.addChild(LK.getAsset('Wave1', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2, alpha: 0 })); // Fade in wave1 asset tween(wave1Asset, { alpha: 1 }, { duration: 1000, easing: tween.easeInOut, onFinish: function onFinish() { // Keep wave1 visible for 3 seconds then fade out LK.setTimeout(function () { tween(wave1Asset, { alpha: 0 }, { duration: 1000, easing: tween.easeInOut, onFinish: function onFinish() { wave1Asset.destroy(); // Start first wave of tower defense game startTowerDefenseWave1(); } }); }, 3000); } }); } }); } // Fade in backdrop tween(backdropAsset, { alpha: 1 }, { duration: 2000, easing: tween.easeInOut, onFinish: function onFinish() { // Fade in backdrop flyby tween(backdropFlyby, { alpha: 1 }, { duration: 2000, easing: tween.easeInOut, onFinish: function onFinish() { // Start flyby movement to right side after fade in startBackdropFlybyHover(); } }); // Add 6 horizontal guide lines after backdrop fades in var lineSpacing = 2732 / 7; // Divide screen height by 7 to get 6 lines with margins for (var i = 1; i <= 6; i++) { var yPosition = lineSpacing * i; if (i === 1) { yPosition += 480; // Move guideline 1 down by 480 pixels } else if (i === 2) { yPosition += 320; // Move guideline 2 down by 320 pixels } else if (i === 3) { yPosition += 150; // Move guideline 3 down by 150 pixels } else if (i === 4) { yPosition += 10; // Move guideline 4 down by 10 pixels } else if (i === 5) { yPosition -= 150; // Move guideline 5 up by 150 pixels } else if (i === 6) { yPosition -= 310; // Move guideline 6 up by 310 pixels } var guideLine = game.addChild(LK.getAsset('guideLine', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: yPosition, alpha: 0.5 })); } } }); } }); } }); }, 5000); } }); ;
===================================================================
--- original.js
+++ change.js
@@ -23,9 +23,9 @@
var enemyGraphics = self.attachAsset('Probedroid', {
anchorX: 0.5,
anchorY: 0.5
});
- // Add flashing lights to probe droid
+ // Add flashing lights to probe droid - attach to enemyGraphics so they move with it
var light1 = enemyGraphics.attachAsset('rangeCircle', {
anchorX: 0.5,
anchorY: 0.5,
x: -25,
White circle with two eyes, seen from above.. In-Game asset. 2d. High contrast. No shadows
White simple circular enemy seen from above, black outline. Black eyes, with a single shield in-font of it. Black and white only. Blue background.
White circle with black outline. Blue background.. In-Game asset. 2d. High contrast. No shadows
Fire hydrant. In-Game asset. 2d. High contrast. No shadows
Water spraying forward In-Game asset. 2d. High contrast. No shadows
Fan blades symmetrical. In-Game asset. 2d. High contrast. No shadows
Plasma ball. In-Game asset. 2d. High contrast. No shadows
Make picture transparent
Bug zapper on a pole. In-Game asset. 2d. High contrast. No shadows
Probe droid. In-Game asset. 2d. High contrast. No shadows
Space drone. In-Game asset. 2d. High contrast. No shadows
Remove propellers and make them symmetrical
Add more rows to gris
Make this picture with more night sky above the city skyline
Change text to say wave 1
Make button grey and say ??????
Make it say Wave 2
Make it say wave 3
Make it say wave 4
WiFi symbol. In-Game asset. 2d. High contrast. No shadows
explosion effect In-Game asset. 2d. High contrast. No shadows
Make it say wave 5
Remove laser beam
Make button hot pink and say 'Reflect $20'
Make button blue and change text to say 'Water $10' in a retro style font
Make button green and change test to say 'Gas $20'
Make button orange and change test to say 'Fire $40'
Make button very light blue and change test to say 'Air $30'
Make button gold and change text to say 'Electric $50'
Make button purple and change test to say 'Plasma $60'
Make button Teal and change test to say 'Slingshot $100'
Make button silver and change test to say 'WiFi $150'
Remove little kick so it's just a smooth oval shape
Make grid 6x8
Hand should be holding the gun by the Handle
Place laser cannon in both hands holding it like a shotgun
Make it stand still
Remove the words 5g
Make sure spelling in speech bubble is correct "We have found the earthlings weakness"
Fix the spelling of the word Planet
Slingshot. In-Game asset. 2d. High contrast. No shadows
Red button with a 'X' on it. In-Game asset. 2d. High contrast. No shadows
Green button with a tick on it
Fix the spelling of word saw
Display icon that says score sci fi comic style font. In-Game asset. 2d. High contrast. No shadows
Display icon that says cash sci fi comic style font. In-Game asset. 2d. High contrast. No shadows
Display icon that says X2 speed sci fi comic style font. In-Game asset. 2d. High contrast. No shadows
Make it say x1 speed and make the x1 blue
Canvasser
Sound effect
Alien1
Sound effect
Alien2
Sound effect
Alien3
Sound effect
Intro
Music
Probedroid
Sound effect
Probedroid2
Sound effect
Towerselect
Sound effect
Water
Sound effect
Explosion
Sound effect
Confirm
Sound effect
Fart
Sound effect
Electric
Sound effect
Fireball
Sound effect