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fix the bug if var tween = LK.import("@upit/tween.v1"); ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Please fix the bug: 'ReferenceError: tween is not defined' in or related to this line: 'tween(playerGraphics, {' Line Number: 159 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'toGlobal')' in or related to this line: 'var globalPos = LK.gui.bottom.toLocal(obj.parent.toGlobal(obj.position));' Line Number: 482
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Please fix the bug: 'end is not defined' in or related to this line: 'end;' Line Number: 230
Code edit (1 edits merged)
Please save this source code
User prompt
fix the var tween = LK.import("@upit/tween.v1"); code ↪💡 Consider importing and using the following plugins: @upit/tween.v1
Code edit (1 edits merged)
Please save this source code
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Build & Battle Arena
Initial prompt
can you remake 1v1.lol
/****
* Classes
****/
var Bullet = Container.expand(function () {
var self = Container.call(this);
var bulletGraphics = self.attachAsset('bullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 20;
self.velocityX = 0;
self.velocityY = 0;
self.damage = 25;
self.isPlayerBullet = true;
self.update = function () {
self.x += self.velocityX;
self.y += self.velocityY;
};
return self;
});
var Enemy = Container.expand(function () {
var self = Container.call(this);
var enemyGraphics = self.attachAsset('enemy', {
anchorX: 0.5,
anchorY: 0.5
});
self.health = 100;
self.maxHealth = 100;
self.speed = 6;
self.lastShot = 0;
self.shootCooldown = 300;
self.lastMove = 0;
self.moveTimer = 0;
self.targetX = 0;
self.targetY = 0;
self.takeDamage = function (damage) {
self.health -= damage;
if (self.health <= 0) {
self.health = 0;
return true; // Enemy died
}
// Flash red when taking damage
tween(enemyGraphics, {
tint: 0xFF0000
}, {
duration: 100,
onFinish: function onFinish() {
tween(enemyGraphics, {
tint: 0xFFFFFF
}, {
duration: 100
});
}
});
return false;
};
self.canShoot = function () {
return LK.ticks - self.lastShot > self.shootCooldown;
};
self.shoot = function (targetX, targetY) {
if (!self.canShoot()) {
return null;
}
self.lastShot = LK.ticks;
var bullet = new Bullet();
bullet.x = self.x;
bullet.y = self.y;
var dx = targetX - self.x;
var dy = targetY - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
bullet.velocityX = dx / distance * bullet.speed;
bullet.velocityY = dy / distance * bullet.speed;
bullet.isPlayerBullet = false;
return bullet;
};
self.update = function () {
// Simple AI movement
if (LK.ticks - self.lastMove > self.moveTimer) {
self.targetX = player.x + (Math.random() - 0.5) * 400;
self.targetY = player.y + (Math.random() - 0.5) * 400;
self.targetX = Math.max(200, Math.min(1848, self.targetX));
self.targetY = Math.max(200, Math.min(2532, self.targetY));
self.lastMove = LK.ticks;
self.moveTimer = 60 + Math.random() * 120;
}
// Move towards target
var dx = self.targetX - self.x;
var dy = self.targetY - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance > 10) {
self.x += dx / distance * self.speed;
self.y += dy / distance * self.speed;
}
// Shoot at player occasionally
if (self.canShoot() && Math.random() < 0.02) {
var bullet = self.shoot(player.x, player.y);
if (bullet) {
bullets.push(bullet);
game.addChild(bullet);
LK.getSound('shoot').play();
}
}
};
return self;
});
var HealthPack = Container.expand(function () {
var self = Container.call(this);
var healthGraphics = self.attachAsset('healthPack', {
anchorX: 0.5,
anchorY: 0.5
});
self.healAmount = 50;
self.collected = false;
self.update = function () {
// Rotate for visual effect
healthGraphics.rotation += 0.1;
// Check if player collects it
if (!self.collected && self.intersects(player)) {
player.heal(self.healAmount);
self.collected = true;
}
};
return self;
});
var Player = Container.expand(function () {
var self = Container.call(this);
var playerGraphics = self.attachAsset('player', {
anchorX: 0.5,
anchorY: 0.5
});
self.health = 100;
self.maxHealth = 100;
self.speed = 8;
self.materials = 100;
self.lastShot = 0;
self.shootCooldown = 200;
self.takeDamage = function (damage) {
self.health -= damage;
if (self.health <= 0) {
self.health = 0;
return true; // Player died
}
// Flash red when taking damage
tween(playerGraphics, {
tint: 0xFF0000
}, {
duration: 100,
onFinish: function onFinish() {
tween(playerGraphics, {
tint: 0xFFFFFF
}, {
duration: 100
});
}
});
return false;
};
self.heal = function (amount) {
self.health = Math.min(self.maxHealth, self.health + amount);
};
self.canShoot = function () {
return LK.ticks - self.lastShot > self.shootCooldown;
};
self.shoot = function (targetX, targetY) {
if (!self.canShoot()) {
return null;
}
self.lastShot = LK.ticks;
var bullet = new Bullet();
bullet.x = self.x;
bullet.y = self.y;
var dx = targetX - self.x;
var dy = targetY - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
bullet.velocityX = dx / distance * bullet.speed;
bullet.velocityY = dy / distance * bullet.speed;
bullet.isPlayerBullet = true;
return bullet;
};
return self;
});
var Structure = Container.expand(function (type) {
var self = Container.call(this);
self.structureType = type || 'wall';
self.health = 200;
self.maxHealth = 200;
var structureGraphics = self.attachAsset(self.structureType, {
anchorX: 0.5,
anchorY: 0.5
});
self.takeDamage = function (damage) {
self.health -= damage;
if (self.health <= 0) {
return true; // Structure destroyed
}
// Visual feedback for damage
var healthPercent = self.health / self.maxHealth;
structureGraphics.alpha = 0.5 + healthPercent * 0.5;
return false;
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x2E7D32
});
/****
* Game Code
****/
// Game state variables
var gameMode = 'combat'; // 'combat' or 'build'
var selectedStructure = 'wall';
var gridSize = 120;
var buildPreview = null;
var showBuildGrid = false;
// Game objects
var player = null;
var enemy = null;
var bullets = [];
var structures = [];
var healthPacks = [];
var buildGrids = [];
// UI elements
var healthBar = null;
var enemyHealthBar = null;
var materialsText = null;
var modeText = null;
var buildButtons = [];
// Initialize UI
function initializeUI() {
// Player health bar
healthBar = new Text2('Health: 100', {
size: 40,
fill: 0x4CAF50
});
healthBar.anchor.set(0, 0);
healthBar.x = 150;
healthBar.y = 50;
LK.gui.topLeft.addChild(healthBar);
// Enemy health bar
enemyHealthBar = new Text2('Enemy: 100', {
size: 40,
fill: 0xF44336
});
enemyHealthBar.anchor.set(1, 0);
enemyHealthBar.x = -50;
enemyHealthBar.y = 50;
LK.gui.topRight.addChild(enemyHealthBar);
// Materials counter
materialsText = new Text2('Materials: 100', {
size: 40,
fill: 0x795548
});
materialsText.anchor.set(0, 0);
materialsText.x = 150;
materialsText.y = 100;
LK.gui.topLeft.addChild(materialsText);
// Mode indicator
modeText = new Text2('Combat Mode', {
size: 60,
fill: 0xFFFFFF
});
modeText.anchor.set(0.5, 0);
modeText.x = 0;
modeText.y = 50;
LK.gui.top.addChild(modeText);
// Build mode button
var buildModeBtn = new Text2('BUILD', {
size: 50,
fill: 0xFFC107
});
buildModeBtn.anchor.set(0.5, 1);
buildModeBtn.x = -100;
buildModeBtn.y = -50;
LK.gui.bottom.addChild(buildModeBtn);
// Combat mode button
var combatModeBtn = new Text2('COMBAT', {
size: 50,
fill: 0xFF5722
});
combatModeBtn.anchor.set(0.5, 1);
combatModeBtn.x = 100;
combatModeBtn.y = -50;
LK.gui.bottom.addChild(combatModeBtn);
// Structure selection buttons (visible in build mode)
var wallBtn = new Text2('WALL', {
size: 40,
fill: 0x8D6E63
});
wallBtn.anchor.set(0, 1);
wallBtn.x = 50;
wallBtn.y = -120;
LK.gui.bottomLeft.addChild(wallBtn);
buildButtons.push(wallBtn);
var rampBtn = new Text2('RAMP', {
size: 40,
fill: 0x795548
});
rampBtn.anchor.set(0, 1);
rampBtn.x = 50;
rampBtn.y = -170;
LK.gui.bottomLeft.addChild(rampBtn);
buildButtons.push(rampBtn);
var floorBtn = new Text2('FLOOR', {
size: 40,
fill: 0x6D4C41
});
floorBtn.anchor.set(0, 1);
floorBtn.x = 50;
floorBtn.y = -220;
LK.gui.bottomLeft.addChild(floorBtn);
buildButtons.push(floorBtn);
updateBuildButtonsVisibility();
}
function updateBuildButtonsVisibility() {
for (var i = 0; i < buildButtons.length; i++) {
buildButtons[i].visible = gameMode === 'build';
}
}
function updateUI() {
if (player) {
healthBar.setText('Health: ' + player.health);
materialsText.setText('Materials: ' + player.materials);
}
if (enemy) {
enemyHealthBar.setText('Enemy: ' + enemy.health);
}
modeText.setText(gameMode === 'build' ? 'Build Mode' : 'Combat Mode');
}
function switchMode(newMode) {
gameMode = newMode;
updateBuildButtonsVisibility();
if (gameMode === 'build') {
showBuildGrid = true;
createBuildGrid();
} else {
showBuildGrid = false;
clearBuildGrid();
if (buildPreview) {
buildPreview.destroy();
buildPreview = null;
}
}
}
function createBuildGrid() {
clearBuildGrid();
for (var x = gridSize; x < 2048; x += gridSize) {
for (var y = gridSize; y < 2732; y += gridSize) {
var grid = LK.getAsset('buildGrid', {
anchorX: 0.5,
anchorY: 0.5
});
grid.x = x;
grid.y = y;
grid.alpha = 0.2;
buildGrids.push(grid);
game.addChild(grid);
}
}
}
function clearBuildGrid() {
for (var i = 0; i < buildGrids.length; i++) {
buildGrids[i].destroy();
}
buildGrids = [];
}
function snapToGrid(x, y) {
var snappedX = Math.round(x / gridSize) * gridSize;
var snappedY = Math.round(y / gridSize) * gridSize;
return {
x: snappedX,
y: snappedY
};
}
function canBuildAt(x, y) {
// Check if position is within bounds
if (x < gridSize || x >= 2048 - gridSize || y < gridSize || y >= 2732 - gridSize) {
return false;
}
// Check if there's already a structure here
for (var i = 0; i < structures.length; i++) {
var structure = structures[i];
var dx = Math.abs(structure.x - x);
var dy = Math.abs(structure.y - y);
if (dx < gridSize && dy < gridSize) {
return false;
}
}
return true;
}
function buildStructure(x, y, type) {
var snapped = snapToGrid(x, y);
if (!canBuildAt(snapped.x, snapped.y)) {
return false;
}
var cost = 10;
if (player.materials < cost) {
return false;
}
player.materials -= cost;
var structure = new Structure(type);
structure.x = snapped.x;
structure.y = snapped.y;
structures.push(structure);
game.addChild(structure);
LK.getSound('build').play();
return true;
}
function spawnHealthPack() {
if (healthPacks.length >= 3) {
return;
} // Max 3 health packs
var healthPack = new HealthPack();
healthPack.x = 200 + Math.random() * 1648;
healthPack.y = 200 + Math.random() * 2332;
healthPacks.push(healthPack);
game.addChild(healthPack);
}
// Initialize game objects
function initializeGame() {
// Create player
player = new Player();
player.x = 1024;
player.y = 2200;
game.addChild(player);
// Create enemy
enemy = new Enemy();
enemy.x = 1024;
enemy.y = 500;
game.addChild(enemy);
// Initialize UI
initializeUI();
// Spawn initial health pack
spawnHealthPack();
}
// Event handlers
function handleMove(x, y, obj) {
if (gameMode === 'build' && buildPreview) {
var snapped = snapToGrid(x, y);
buildPreview.x = snapped.x;
buildPreview.y = snapped.y;
buildPreview.alpha = canBuildAt(snapped.x, snapped.y) ? 0.7 : 0.3;
}
}
function handleDown(x, y, obj) {
if (gameMode === 'combat') {
// Shoot at target location
if (player.canShoot()) {
var bullet = player.shoot(x, y);
if (bullet) {
bullets.push(bullet);
game.addChild(bullet);
LK.getSound('shoot').play();
}
}
} else if (gameMode === 'build') {
// Build structure
buildStructure(x, y, selectedStructure);
}
}
function handleUp(x, y, obj) {
// Check UI button clicks using game coordinates
var gamePos = game.toLocal({
x: x,
y: y
});
// Convert to GUI coordinates for button detection
var guiBottomX = gamePos.x - 1024; // Relative to center
var guiBottomY = gamePos.y - 2732; // Relative to bottom
// Build mode button
if (guiBottomX >= -150 && guiBottomX <= -50 && guiBottomY >= -100 && guiBottomY <= 0) {
switchMode('build');
}
// Combat mode button
if (guiBottomX >= 50 && guiBottomX <= 150 && guiBottomY >= -100 && guiBottomY <= 0) {
switchMode('combat');
}
// Structure selection buttons
if (gameMode === 'build') {
var guiLeftX = gamePos.x; // Relative to left
var guiLeftY = gamePos.y - 2732; // Relative to bottom
if (guiLeftX >= 50 && guiLeftX <= 150) {
if (guiLeftY >= -150 && guiLeftY <= -100) {
selectedStructure = 'wall';
} else if (guiLeftY >= -200 && guiLeftY <= -150) {
selectedStructure = 'ramp';
} else if (guiLeftY >= -250 && guiLeftY <= -200) {
selectedStructure = 'floor';
}
}
}
}
// Assign event handlers
game.move = handleMove;
game.down = handleDown;
game.up = handleUp;
// Main game loop
game.update = function () {
// Update bullets
for (var i = bullets.length - 1; i >= 0; i--) {
var bullet = bullets[i];
// Track last position for boundary checking
if (bullet.lastX === undefined) {
bullet.lastX = bullet.x;
}
if (bullet.lastY === undefined) {
bullet.lastY = bullet.y;
}
// Check if bullet went off screen
if (bullet.lastX >= 0 && bullet.x < 0 || bullet.lastX <= 2048 && bullet.x > 2048 || bullet.lastY >= 0 && bullet.y < 0 || bullet.lastY <= 2732 && bullet.y > 2732) {
bullet.destroy();
bullets.splice(i, 1);
continue;
}
// Check collisions with structures
var hitStructure = false;
for (var j = structures.length - 1; j >= 0; j--) {
var structure = structures[j];
if (bullet.intersects(structure)) {
if (structure.takeDamage(bullet.damage)) {
structure.destroy();
structures.splice(j, 1);
}
hitStructure = true;
break;
}
}
if (hitStructure) {
bullet.destroy();
bullets.splice(i, 1);
LK.getSound('hit').play();
continue;
}
// Check collisions with players
if (bullet.isPlayerBullet && bullet.intersects(enemy)) {
if (enemy.takeDamage(bullet.damage)) {
LK.showYouWin();
return;
}
bullet.destroy();
bullets.splice(i, 1);
LK.getSound('hit').play();
continue;
} else if (!bullet.isPlayerBullet && bullet.intersects(player)) {
if (player.takeDamage(bullet.damage)) {
LK.showGameOver();
return;
}
bullet.destroy();
bullets.splice(i, 1);
LK.getSound('hit').play();
continue;
}
// Update last position
bullet.lastX = bullet.x;
bullet.lastY = bullet.y;
}
// Update health packs
for (var i = healthPacks.length - 1; i >= 0; i--) {
var healthPack = healthPacks[i];
if (healthPack.collected) {
healthPack.destroy();
healthPacks.splice(i, 1);
}
}
// Spawn health packs periodically
if (LK.ticks % 600 === 0) {
// Every 10 seconds
spawnHealthPack();
}
// Give player materials over time
if (LK.ticks % 180 === 0) {
// Every 3 seconds
player.materials = Math.min(200, player.materials + 5);
}
// Update UI
updateUI();
// Handle build mode preview
if (gameMode === 'build' && !buildPreview) {
buildPreview = LK.getAsset(selectedStructure, {
anchorX: 0.5,
anchorY: 0.5
});
buildPreview.alpha = 0.5;
game.addChild(buildPreview);
} else if (gameMode !== 'build' && buildPreview) {
buildPreview.destroy();
buildPreview = null;
}
// Update build preview structure type
if (buildPreview && buildPreview.structureType !== selectedStructure) {
buildPreview.destroy();
buildPreview = LK.getAsset(selectedStructure, {
anchorX: 0.5,
anchorY: 0.5
});
buildPreview.alpha = 0.5;
game.addChild(buildPreview);
}
};
// Start the game
initializeGame(); ===================================================================
--- original.js
+++ change.js
@@ -1,10 +1,5 @@
/****
-* Plugins
-****/
-var tween = LK.import("@upit/tween.v1");
-
-/****
* Classes
****/
var Bullet = Container.expand(function () {
var self = Container.call(this);