User prompt
Loss system. When happen then hp finish
User prompt
Win system
User prompt
Range to attack
User prompt
Give player health ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Do low health of enemy ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Fix error
User prompt
Please fix the bug: 'TypeError: Cannot use 'in' operator to search for 'tint' in null' in or related to this line: 'tween(self.attackTarget, {' Line Number: 317 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Do add damage to enemies
User prompt
Do take one image of dog and replace it enemies shape
User prompt
Add attack to defending my garden and give it texture ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Give texture and give control to attack
User prompt
Please fix the bug: 'TypeError: Cannot set properties of undefined (setting 'fill')' in or related to this line: 'rewindButton.style.fill = player.rewindCooldown <= 0 && chronoEssence >= 15 ? '#4CAF50' : '#888888';' Line Number: 560
Code edit (1 edits merged)
Please save this source code
User prompt
Temporal Bloom
Initial prompt
Temporal Bloom" Genre: Time-Bending Garden Defense / Strategic Action Concept: You are a Chrono-Gardener, a whimsical guardian of a magical, time-sensitive garden. Waves of fantastical pests and aggressive weeds attempt to despoil your precious flora. Your unique ability to manipulate localized time allows you to strategically defend your plants, grow your defenses, and repel the encroaching threats. Core Gameplay Loop: Each "day" (level) begins with a planning phase where you can assess incoming threats, plant new seeds, and upgrade your existing defenses. Once the sun rises, waves of enemies appear, and you, as the Chrono-Gardener, actively engage them while managing your time powers. Chrono-Gardener Abilities: * Time Rewind (Local): Instead of a full-screen rewind, you can target a specific area or even an individual plant or enemy and rewind its state by a few seconds. * Example 1: Rewind a damaged flower to repair it instantly. * Example 2: Rewind a pest to send it back a few steps, giving your defenses more time to react. * Example 3: Rewind a projectile fired by a powerful weed to deflect it. * Temporal Bloom (Accelerated Growth): Target a newly planted seed or a wilting flower to rapidly accelerate its growth or healing. This is crucial for quickly establishing defenses or recovering from damage. * Stasis Field (Time Freeze): Create a small bubble of frozen time that slows down or completely halts enemies caught within it, allowing your static defenses to fire unhindered or giving you a chance to reposition. Garden Defenses (Temporal Flora): You can strategically plant various magical flowers and plants with unique defensive properties. Their effectiveness can be enhanced by your time-bending abilities: * Sunpetal Sentinels: Basic turrets that shoot damaging light projectiles. You can use Temporal Bloom to make them grow faster or fire more rapidly for a short burst. * Sticky Vine Snares: Entangle and slow down enemies. Using Stasis Field on them makes them unbreakable for a duration, trapping even the largest foes. * Thorn-Whip Weavers: Attack enemies that get too close. Time Rewind on a specific weaver can allow it to reset its attack cooldown instantly, letting it strike again. * Mana Bloomers: Generate "chrono-essence," the resource needed to activate your time abilities and plant new defenses. Temporal Bloom can significantly boost their essence generation. Enemies & Challenges: Pests range from common Slime Snails that slowly consume plants to Spore Sprinters that rapidly rush your garden. Larger Invader Weeds act as mini-bosses, requiring clever use of both your active abilities and planted defenses. Some enemies might even have innate time-resistant properties, forcing you to find alternative strategies. Art Style: A charming blend of whimsical, vibrant garden aesthetics with subtle, glowing temporal effects. Imagine lush, hand-drawn plants and goofy, yet threatening, critters, all infused with shimmering time distortions.
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1"); /**** * Classes ****/ var Bullet = Container.expand(function () { var self = Container.call(this); var graphics = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 8; self.damage = 1; self.targetX = 0; self.targetY = 0; self.update = function () { var dx = self.targetX - self.x; var dy = self.targetY - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < self.speed) { self.x = self.targetX; self.y = self.targetY; } else { self.x += dx / distance * self.speed; self.y += dy / distance * self.speed; } // Add bullet glow animation if (!self.glowInitialized) { self.glowInitialized = true; tween(graphics, { alpha: 0.3 }, { duration: 300, easing: tween.easeInOut, onFinish: function onFinish() { tween(graphics, { alpha: 1 }, { duration: 300, easing: tween.easeInOut }); } }); } }; return self; }); var DefensePlant = Container.expand(function () { var self = Container.call(this); var graphics = self.attachAsset('sunpetalSentinel', { anchorX: 0.5, anchorY: 0.5 }); self.hp = 5; self.maxHp = 5; self.shootTimer = 0; self.shootCooldown = 60; self.range = 150; self.update = function () { self.shootTimer--; if (self.shootTimer <= 0) { var nearestEnemy = self.findNearestEnemy(); if (nearestEnemy) { self.shoot(nearestEnemy); self.shootTimer = self.shootCooldown; } } }; self.findNearestEnemy = function () { var nearest = null; var nearestDistance = self.range; 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 < nearestDistance) { nearest = enemy; nearestDistance = distance; } } return nearest; }; self.shoot = function (target) { var bullet = new Bullet(); bullet.x = self.x; bullet.y = self.y; bullet.targetX = target.x; bullet.targetY = target.y; bullets.push(bullet); game.addChild(bullet); LK.getSound('shoot').play(); // Add plant shooting animation texture tween(self, { scaleX: 1.2, scaleY: 1.2, tint: 0xffff88 }, { duration: 100, easing: tween.easeOut, onFinish: function onFinish() { tween(self, { scaleX: 1, scaleY: 1, tint: 0xffffff }, { duration: 200, easing: tween.easeIn }); } }); // Add muzzle flash effect var muzzleFlash = LK.getAsset('bullet', { anchorX: 0.5, anchorY: 0.5, x: self.x, y: self.y, scaleX: 2, scaleY: 2, alpha: 0.7, tint: 0xffff00 }); game.addChild(muzzleFlash); tween(muzzleFlash, { scaleX: 0.5, scaleY: 0.5, alpha: 0 }, { duration: 200, easing: tween.easeOut, onFinish: function onFinish() { muzzleFlash.destroy(); } }); }; self.takeDamage = function (damage) { self.hp -= damage; if (self.hp <= 0) { return true; } return false; }; return self; }); var Enemy = Container.expand(function () { var self = Container.call(this); var graphics = self.attachAsset('slimeSnail', { anchorX: 0.5, anchorY: 0.5 }); self.hp = 3; self.maxHp = 3; self.speed = 1; self.targetX = 1024; self.targetY = 1366; self.isStasised = false; self.stasisTimer = 0; self.update = function () { if (self.isStasised) { self.stasisTimer--; if (self.stasisTimer <= 0) { self.isStasised = false; graphics.tint = 0xFFFFFF; } return; } 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; } }; self.takeDamage = function (damage) { self.hp -= damage; // Check for low health state if (self.hp <= self.maxHp * 0.33 && self.hp > 0 && !self.lowHealthEffect) { self.lowHealthEffect = true; // Start pulsing red effect for low health self.pulseHealthEffect(); } if (self.hp <= 0) { chronoEssence += 5; LK.getSound('enemy_death').play(); return true; } return false; }; self.pulseHealthEffect = function () { if (self.hp > 0 && self.lowHealthEffect) { tween(graphics, { tint: 0xff3333, scaleX: 1.1, scaleY: 1.1 }, { duration: 400, easing: tween.easeInOut, onFinish: function onFinish() { if (self.hp > 0 && self.lowHealthEffect) { tween(graphics, { tint: 0xffffff, scaleX: 1, scaleY: 1 }, { duration: 400, easing: tween.easeInOut, onFinish: function onFinish() { // Continue pulsing if still alive and low health if (self.hp > 0 && self.hp <= self.maxHp * 0.33) { self.pulseHealthEffect(); } else { self.lowHealthEffect = false; } } }); } } }); } }; self.applyStasis = function (duration) { self.isStasised = true; self.stasisTimer = duration; graphics.tint = 0x2196F3; }; return self; }); var FastEnemy = Enemy.expand(function () { var self = Enemy.call(this); var graphics = self.attachAsset('sporeRunner', { anchorX: 0.5, anchorY: 0.5 }); self.hp = 2; self.maxHp = 2; self.speed = 2.5; self.pulseHealthEffect = function () { if (self.hp > 0 && self.lowHealthEffect) { tween(graphics, { tint: 0xff3333, scaleX: 1.15, scaleY: 1.15 }, { duration: 300, easing: tween.easeInOut, onFinish: function onFinish() { if (self.hp > 0 && self.lowHealthEffect) { tween(graphics, { tint: 0xffffff, scaleX: 1, scaleY: 1 }, { duration: 300, easing: tween.easeInOut, onFinish: function onFinish() { if (self.hp > 0 && self.hp <= self.maxHp * 0.33) { self.pulseHealthEffect(); } else { self.lowHealthEffect = false; } } }); } } }); } }; return self; }); var BossEnemy = Enemy.expand(function () { var self = Enemy.call(this); var graphics = self.attachAsset('invaderWeed', { anchorX: 0.5, anchorY: 0.5 }); self.hp = 8; self.maxHp = 8; self.speed = 0.8; self.takeDamage = function (damage) { self.hp -= damage; // Check for low health state with different threshold for boss if (self.hp <= self.maxHp * 0.5 && self.hp > 0 && !self.lowHealthEffect) { self.lowHealthEffect = true; self.pulseHealthEffect(); } if (self.hp <= 0) { chronoEssence += 20; LK.getSound('enemy_death').play(); return true; } return false; }; self.pulseHealthEffect = function () { if (self.hp > 0 && self.lowHealthEffect) { tween(graphics, { tint: 0xff1111, scaleX: 1.2, scaleY: 1.2 }, { duration: 500, easing: tween.easeInOut, onFinish: function onFinish() { if (self.hp > 0 && self.lowHealthEffect) { tween(graphics, { tint: 0xffffff, scaleX: 1, scaleY: 1 }, { duration: 500, easing: tween.easeInOut, onFinish: function onFinish() { if (self.hp > 0 && self.hp <= self.maxHp * 0.5) { self.pulseHealthEffect(); } else { self.lowHealthEffect = false; } } }); } } }); } }; return self; }); var PlantingZone = Container.expand(function () { var self = Container.call(this); var graphics = self.attachAsset('plantingZone', { anchorX: 0.5, anchorY: 0.5, alpha: 0.3 }); self.occupied = false; self.plantType = null; self.down = function (x, y, obj) { if (!self.occupied && gameState === 'planning') { showPlantMenu(self); } }; return self; }); var Player = Container.expand(function () { var self = Container.call(this); var graphics = self.attachAsset('playerGardener', { anchorX: 0.5, anchorY: 0.5 }); self.hp = 100; self.maxHp = 100; self.rewindCooldown = 0; self.stasisCooldown = 0; self.bloomCooldown = 0; self.moveTarget = null; self.isMoving = false; self.isAttacking = false; self.attackTarget = null; self.attackTimer = 0; self.moveSpeed = 4; self.lowHealthEffect = false; self.invulnerabilityTimer = 0; self.update = function () { if (self.rewindCooldown > 0) self.rewindCooldown--; if (self.stasisCooldown > 0) self.stasisCooldown--; if (self.bloomCooldown > 0) self.bloomCooldown--; // Handle movement if (self.isMoving && self.moveTarget) { var dx = self.moveTarget.x - self.x; var dy = self.moveTarget.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < self.moveSpeed) { self.x = self.moveTarget.x; self.y = self.moveTarget.y; self.isMoving = false; self.moveTarget = null; } else { self.x += dx / distance * self.moveSpeed; self.y += dy / distance * self.moveSpeed; } } // Handle attacking if (self.isAttacking && self.attackTimer > 0) { self.attackTimer--; if (self.attackTimer <= 0) { if (self.attackTarget && enemies.indexOf(self.attackTarget) !== -1) { // Deal damage to enemy with visual feedback if (self.attackTarget && self.attackTarget.parent && !self.attackTarget.destroyed) { var currentTarget = self.attackTarget; // Store reference to avoid null issues tween(currentTarget, { tint: 0xff0000, scaleX: 0.8, scaleY: 0.8 }, { duration: 100, easing: tween.easeOut, onFinish: function onFinish() { if (currentTarget && currentTarget.parent && !currentTarget.destroyed) { tween(currentTarget, { tint: 0xffffff, scaleX: 1, scaleY: 1 }, { duration: 200, easing: tween.easeIn }); } } }); } if (self.attackTarget.takeDamage(2)) { var index = enemies.indexOf(self.attackTarget); if (index !== -1) { // Add destruction effect LK.effects.flashObject(self.attackTarget, 0xffffff, 200); self.attackTarget.destroy(); enemies.splice(index, 1); } } } self.isAttacking = false; self.attackTarget = null; } } }; self.useRewind = function () { if (self.rewindCooldown <= 0 && chronoEssence >= 15) { chronoEssence -= 15; self.rewindCooldown = 300; // Heal all plants with visual effect for (var i = 0; i < defensePlants.length; i++) { defensePlants[i].hp = defensePlants[i].maxHp; LK.effects.flashObject(defensePlants[i], 0x4CAF50, 300); } // Push back enemies with visual effect for (var i = 0; i < enemies.length; i++) { enemies[i].x -= 100; enemies[i].y -= 50; LK.effects.flashObject(enemies[i], 0xFFFFFF, 200); } LK.getSound('rewind').play(); LK.effects.flashScreen(0x4CAF50, 500); return true; } return false; }; self.useStasis = function (x, y) { if (self.stasisCooldown <= 0 && chronoEssence >= 10) { chronoEssence -= 10; self.stasisCooldown = 240; var stasisRadius = 120; for (var i = 0; i < enemies.length; i++) { var enemy = enemies[i]; var dx = enemy.x - x; var dy = enemy.y - y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < stasisRadius) { enemy.applyStasis(180); } } var stasisEffect = LK.getAsset('stasisField', { anchorX: 0.5, anchorY: 0.5, x: x, y: y, alpha: 0.3 }); game.addChild(stasisEffect); tween(stasisEffect, { alpha: 0 }, { duration: 3000, onFinish: function onFinish() { stasisEffect.destroy(); } }); LK.getSound('stasis').play(); return true; } return false; }; self.takeDamage = function (damage) { if (self.invulnerabilityTimer > 0) return false; self.hp -= damage; self.invulnerabilityTimer = 60; // 1 second of invulnerability // Visual damage feedback tween(graphics, { tint: 0xff3333, scaleX: 1.2, scaleY: 1.2 }, { duration: 200, easing: tween.easeOut, onFinish: function onFinish() { tween(graphics, { tint: 0xffffff, scaleX: 1, scaleY: 1 }, { duration: 200, easing: tween.easeIn }); } }); // Check for low health state if (self.hp <= self.maxHp * 0.25 && self.hp > 0 && !self.lowHealthEffect) { self.lowHealthEffect = true; self.pulseHealthEffect(); } // Flash screen red LK.effects.flashScreen(0xff0000, 300); if (self.hp <= 0) { self.hp = 0; // Ensure hp doesn't go below zero gameState = 'game_over'; LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); return true; } return false; }; self.pulseHealthEffect = function () { if (self.hp > 0 && self.lowHealthEffect) { tween(graphics, { tint: 0xff6666, alpha: 0.7 }, { duration: 500, easing: tween.easeInOut, onFinish: function onFinish() { if (self.hp > 0 && self.lowHealthEffect) { tween(graphics, { tint: 0xffffff, alpha: 1 }, { duration: 500, easing: tween.easeInOut, onFinish: function onFinish() { if (self.hp > 0 && self.hp <= self.maxHp * 0.25) { self.pulseHealthEffect(); } else { self.lowHealthEffect = false; } } }); } } }); } }; return self; }); var VinePlant = Container.expand(function () { var self = Container.call(this); var graphics = self.attachAsset('stickyVineSnare', { anchorX: 0.5, anchorY: 0.5 }); self.hp = 3; self.maxHp = 3; self.slowEffect = 0.5; self.range = 100; self.update = function () { 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 < self.range && !enemy.isStasised) { enemy.speed = Math.max(0.3, enemy.speed * self.slowEffect); } } }; self.takeDamage = function (damage) { self.hp -= damage; if (self.hp <= 0) { return true; } return false; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x2E7D32 }); /**** * Game Code ****/ // Game variables // Game assets - automatically created by LK engine var gameState = 'planning'; // 'planning', 'combat', 'wave_complete' var currentWave = 1; var maxWaves = 5; var chronoEssence = 50; var waveTimer = 0; var enemySpawnTimer = 0; var wavesPerformed = 0; // Game objects var player = null; var enemies = []; var bullets = []; var defensePlants = []; var plantingZones = []; // UI elements var essenceText = null; var healthText = null; var waveText = null; var stateText = null; var rewindButton = null; var stasisButton = null; var plantMenuVisible = false; var selectedZone = null; // Wave configurations var waveConfigs = [{ enemies: [{ type: 'basic', count: 5 }], delay: 60 }, { enemies: [{ type: 'basic', count: 7 }, { type: 'fast', count: 2 }], delay: 45 }, { enemies: [{ type: 'basic', count: 5 }, { type: 'fast', count: 4 }], delay: 40 }, { enemies: [{ type: 'basic', count: 8 }, { type: 'fast', count: 3 }, { type: 'boss', count: 1 }], delay: 35 }, { enemies: [{ type: 'basic', count: 10 }, { type: 'fast', count: 5 }, { type: 'boss', count: 2 }], delay: 30 }]; // Initialize UI function initializeUI() { essenceText = new Text2('Essence: 50', { size: 50, fill: '#9C27B0' }); essenceText.anchor.set(0, 0); LK.gui.topLeft.addChild(essenceText); essenceText.x = 120; essenceText.y = 20; healthText = new Text2('Health: 100/100', { size: 50, fill: '#4CAF50' }); healthText.anchor.set(0, 0); LK.gui.topLeft.addChild(healthText); healthText.x = 120; healthText.y = 80; waveText = new Text2('Wave: 1/5', { size: 50, fill: '#FFFFFF' }); waveText.anchor.set(0.5, 0); LK.gui.top.addChild(waveText); waveText.y = 20; stateText = new Text2('Planning Phase - Place your defenses!', { size: 40, fill: '#4CAF50' }); stateText.anchor.set(0.5, 0); LK.gui.top.addChild(stateText); stateText.y = 80; // Ability buttons rewindButton = new Text2('Rewind (15)', { size: 35, fill: '#4CAF50' }); rewindButton.anchor.set(0, 1); LK.gui.bottomLeft.addChild(rewindButton); rewindButton.x = 20; rewindButton.y = -20; stasisButton = new Text2('Stasis (10)', { size: 35, fill: '#2196F3' }); stasisButton.anchor.set(0, 1); LK.gui.bottomLeft.addChild(stasisButton); stasisButton.x = 20; stasisButton.y = -70; } // Initialize game objects function initializeGame() { // Create player player = new Player(); player.x = 1024; player.y = 2400; game.addChild(player); // Create planting zones for (var row = 0; row < 6; row++) { for (var col = 0; col < 4; col++) { var zone = new PlantingZone(); zone.x = 400 + col * 200; zone.y = 400 + row * 200; plantingZones.push(zone); game.addChild(zone); } } initializeUI(); } // Plant menu functions function showPlantMenu(zone) { if (plantMenuVisible) return; selectedZone = zone; plantMenuVisible = true; // Create plant options createPlantOption('Sunpetal (20)', 1024, 1800, 'sunpetal', 20); createPlantOption('Vine Snare (15)', 1024, 1900, 'vine', 15); } function createPlantOption(text, x, y, plantType, cost) { var option = new Text2(text, { size: 40, fill: chronoEssence >= cost ? '#FFFFFF' : '#888888' }); option.anchor.set(0.5, 0.5); option.x = x; option.y = y; option.plantType = plantType; option.cost = cost; option.down = function () { if (chronoEssence >= option.cost && selectedZone) { plantDefense(selectedZone, option.plantType, option.cost); hidePlantMenu(); } }; game.addChild(option); return option; } function hidePlantMenu() { plantMenuVisible = false; selectedZone = null; // Remove plant option UI elements for (var i = game.children.length - 1; i >= 0; i--) { var child = game.children[i]; if (child.plantType !== undefined) { child.destroy(); } } } function plantDefense(zone, plantType, cost) { if (zone.occupied || chronoEssence < cost) return; chronoEssence -= cost; zone.occupied = true; var plant = null; if (plantType === 'sunpetal') { plant = new DefensePlant(); } else if (plantType === 'vine') { plant = new VinePlant(); } if (plant) { plant.x = zone.x; plant.y = zone.y; plant.zone = zone; defensePlants.push(plant); game.addChild(plant); LK.getSound('plant').play(); } } // Wave management function startWave() { if (currentWave > maxWaves) { gameState = 'victory'; stateText.setText('Victory! All waves defeated!'); return; } gameState = 'combat'; stateText.setText('Wave ' + currentWave + ' - Defend your garden!'); waveTimer = 0; enemySpawnTimer = 0; wavesPerformed = 0; } function spawnEnemies() { var config = waveConfigs[currentWave - 1]; if (!config) return; for (var i = 0; i < config.enemies.length; i++) { var enemyConfig = config.enemies[i]; for (var j = 0; j < enemyConfig.count; j++) { var enemy = null; if (enemyConfig.type === 'basic') { enemy = new Enemy(); } else if (enemyConfig.type === 'fast') { enemy = new FastEnemy(); } else if (enemyConfig.type === 'boss') { enemy = new BossEnemy(); } if (enemy) { enemy.x = Math.random() * 2048; enemy.y = -100 - j * 50; enemies.push(enemy); game.addChild(enemy); } } } } function updateGame() { // Check game over condition first if (gameState === 'game_over') { return; // Stop all game logic when game is over } // Check victory condition first if (currentWave > maxWaves && enemies.length === 0 && gameState !== 'victory') { gameState = 'victory'; stateText.setText('Victory! All waves defeated!'); LK.effects.flashScreen(0x4CAF50, 2000); LK.setTimeout(function () { LK.showYouWin(); }, 1000); return; } // Update UI essenceText.setText('Essence: ' + chronoEssence); healthText.setText('Health: ' + player.hp + '/' + player.maxHp); // Update health text color based on health percentage var healthPercent = player.hp / player.maxHp; if (healthPercent > 0.5) { healthText.fill = '#4CAF50'; // Green } else if (healthPercent > 0.25) { healthText.fill = '#FF9800'; // Orange } else { healthText.fill = '#F44336'; // Red } waveText.setText('Wave: ' + currentWave + '/' + maxWaves); // Update ability button colors rewindButton.fill = player.rewindCooldown <= 0 && chronoEssence >= 15 ? '#4CAF50' : '#888888'; stasisButton.fill = player.stasisCooldown <= 0 && chronoEssence >= 10 ? '#2196F3' : '#888888'; // Add texture effect to rewind button when cooling down if (player.rewindCooldown > 0) { var cooldownPercent = player.rewindCooldown / 300; rewindButton.alpha = 0.5 + cooldownPercent * 0.5; rewindButton.setText('Rewind (' + Math.ceil(player.rewindCooldown / 60) + 's)'); } else { rewindButton.alpha = 1.0; rewindButton.setText('Rewind (15)'); } // Add texture effect to stasis button when cooling down if (player.stasisCooldown > 0) { var cooldownPercent = player.stasisCooldown / 240; stasisButton.alpha = 0.5 + cooldownPercent * 0.5; stasisButton.setText('Stasis (' + Math.ceil(player.stasisCooldown / 60) + 's)'); } else { stasisButton.alpha = 1.0; stasisButton.setText('Stasis (10)'); } // Game state logic if (gameState === 'planning') { // Planning phase logic } else if (gameState === 'combat') { waveTimer++; // Spawn enemies if (enemySpawnTimer <= 0 && wavesPerformed === 0) { spawnEnemies(); wavesPerformed = 1; enemySpawnTimer = 300; } // Check if wave is complete if (enemies.length === 0 && wavesPerformed > 0) { gameState = 'wave_complete'; currentWave++; chronoEssence += 25; if (currentWave > maxWaves) { gameState = 'victory'; stateText.setText('Victory! All waves defeated!'); LK.effects.flashScreen(0x4CAF50, 2000); LK.setTimeout(function () { LK.showYouWin(); }, 1500); } else { stateText.setText('Wave Complete! Prepare for next wave...'); LK.setTimeout(function () { gameState = 'planning'; stateText.setText('Planning Phase - Place your defenses!'); }, 2000); } } // Update player invulnerability timer if (player.invulnerabilityTimer > 0) { player.invulnerabilityTimer--; } // Check enemy collision with player for (var i = 0; i < enemies.length; i++) { var enemy = enemies[i]; var dx = enemy.x - player.x; var dy = enemy.y - player.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < 60 && player.invulnerabilityTimer <= 0) { player.takeDamage(10); } } // Check game over condition for (var i = 0; i < enemies.length; i++) { var enemy = enemies[i]; if (enemy.y > 2500) { gameState = 'game_over'; LK.effects.flashScreen(0xFF0000, 1000); LK.showGameOver(); return; } } } // Bullet collision detection for (var i = bullets.length - 1; i >= 0; i--) { var bullet = bullets[i]; var hit = false; for (var j = enemies.length - 1; j >= 0; j--) { var enemy = enemies[j]; if (bullet.intersects(enemy)) { // Create impact effect at collision point var impactEffect = LK.getAsset('bullet', { anchorX: 0.5, anchorY: 0.5, x: bullet.x, y: bullet.y, scaleX: 2, scaleY: 2, alpha: 0.9, tint: 0xffaa00 }); game.addChild(impactEffect); // Animate impact effect tween(impactEffect, { scaleX: 0.2, scaleY: 0.2, alpha: 0 }, { duration: 200, easing: tween.easeOut, onFinish: function onFinish() { impactEffect.destroy(); } }); // Apply damage with visual feedback tween(enemy, { tint: 0xff4444, scaleX: 1.1, scaleY: 1.1 }, { duration: 80, easing: tween.easeOut, onFinish: function onFinish() { tween(enemy, { tint: 0xffffff, scaleX: 1, scaleY: 1 }, { duration: 120, easing: tween.easeIn }); } }); if (enemy.takeDamage(bullet.damage)) { // Add death explosion effect var explosionEffect = LK.getAsset('bullet', { anchorX: 0.5, anchorY: 0.5, x: enemy.x, y: enemy.y, scaleX: 3, scaleY: 3, alpha: 0.8, tint: 0xff0000 }); game.addChild(explosionEffect); tween(explosionEffect, { scaleX: 0.1, scaleY: 0.1, alpha: 0, rotation: Math.PI * 2 }, { duration: 400, easing: tween.easeOut, onFinish: function onFinish() { explosionEffect.destroy(); } }); enemy.destroy(); enemies.splice(j, 1); } bullet.destroy(); bullets.splice(i, 1); hit = true; break; } } if (!hit && (bullet.x < -50 || bullet.x > 2098 || bullet.y < -50 || bullet.y > 2782)) { bullet.destroy(); bullets.splice(i, 1); } } // Remove destroyed plants for (var i = defensePlants.length - 1; i >= 0; i--) { var plant = defensePlants[i]; if (plant.hp <= 0) { if (plant.zone) { plant.zone.occupied = false; } plant.destroy(); defensePlants.splice(i, 1); } } } // Event handlers game.down = function (x, y, obj) { if (plantMenuVisible) { hidePlantMenu(); return; } if (gameState === 'planning') { // Check if clicked on start wave button area if (x > 1700 && x < 2000 && y > 2400 && y < 2500) { startWave(); } } else if (gameState === 'combat') { // Check ability usage in bottom left corner if (x < 300 && y > 2500) { if (y > 2600) { player.useRewind(); } else { player.useStasis(x, y); } } else { // Player movement and attack control var dx = x - player.x; var dy = y - player.y; var distance = Math.sqrt(dx * dx + dy * dy); // Check if there's an enemy nearby to attack var targetEnemy = null; var minDistance = 300; // Increased attack range for (var i = 0; i < enemies.length; i++) { var enemy = enemies[i]; var enemyDx = enemy.x - x; var enemyDy = enemy.y - y; var enemyDistance = Math.sqrt(enemyDx * enemyDx + enemyDy * enemyDy); if (enemyDistance < minDistance) { targetEnemy = enemy; minDistance = enemyDistance; } } if (targetEnemy && distance < 400) { // Check if enemy is within melee range (close combat) if (minDistance < 100) { // Melee attack for close enemies player.attackTarget = targetEnemy; player.isAttacking = true; player.attackTimer = 30; // Create attack slash effect var attackEffect = LK.getAsset('bullet', { anchorX: 0.5, anchorY: 0.5, x: player.x, y: player.y, scaleX: 3, scaleY: 0.5, alpha: 0.8, tint: 0xffff00 }); game.addChild(attackEffect); // Animate attack effect towards enemy tween(attackEffect, { x: targetEnemy.x, y: targetEnemy.y, rotation: Math.PI * 2, scaleX: 1, alpha: 0 }, { duration: 300, easing: tween.easeOut, onFinish: function onFinish() { attackEffect.destroy(); } }); LK.effects.flashObject(targetEnemy, 0xff0000, 300); } else { // Ranged attack for distant enemies var bullet = new Bullet(); bullet.x = player.x; bullet.y = player.y; bullet.targetX = targetEnemy.x; bullet.targetY = targetEnemy.y; bullet.damage = 1; bullets.push(bullet); game.addChild(bullet); LK.getSound('shoot').play(); // Enhanced shooting animation for player tween(player, { scaleX: 1.1, scaleY: 1.1, tint: 0x44ff44 }, { duration: 100, easing: tween.easeOut, onFinish: function onFinish() { tween(player, { scaleX: 1, scaleY: 1, tint: 0xffffff }, { duration: 200, easing: tween.easeIn }); } }); } // Player attack animation for both melee and ranged tween(player, { scaleX: 1.3, scaleY: 1.3, tint: 0xff4444 }, { duration: 150, easing: tween.easeInOut, onFinish: function onFinish() { tween(player, { scaleX: 1, scaleY: 1, tint: 0xffffff }, { duration: 150, easing: tween.easeInOut }); } }); } else { // Move player towards tap location player.moveTarget = { x: x, y: y }; player.isMoving = true; } } } }; // Create start wave button var startWaveButton = new Text2('Start Wave', { size: 60, fill: '#FF5722' }); startWaveButton.anchor.set(0.5, 0.5); startWaveButton.x = 1850; startWaveButton.y = 2450; game.addChild(startWaveButton); // Main game update loop game.update = function () { updateGame(); }; // Initialize everything initializeGame(); LK.playMusic('garden_theme');
===================================================================
--- original.js
+++ change.js
@@ -512,8 +512,10 @@
}
// Flash screen red
LK.effects.flashScreen(0xff0000, 300);
if (self.hp <= 0) {
+ self.hp = 0; // Ensure hp doesn't go below zero
+ gameState = 'game_over';
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
return true;
}
@@ -828,8 +830,12 @@
}
}
}
function updateGame() {
+ // Check game over condition first
+ if (gameState === 'game_over') {
+ return; // Stop all game logic when game is over
+ }
// Check victory condition first
if (currentWave > maxWaves && enemies.length === 0 && gameState !== 'victory') {
gameState = 'victory';
stateText.setText('Victory! All waves defeated!');
@@ -921,8 +927,9 @@
// Check game over condition
for (var i = 0; i < enemies.length; i++) {
var enemy = enemies[i];
if (enemy.y > 2500) {
+ gameState = 'game_over';
LK.effects.flashScreen(0xFF0000, 1000);
LK.showGameOver();
return;
}
Fullscreen modern App Store landscape banner, 16:9, high definition, for a game titled "Temporal Bloom" and with the description "A whimsical garden defense game where you manipulate time to protect magical plants from waves of fantastical pests using abilities like local time rewind, accelerated growth, and temporal stasis fields.". No text on banner!
Make a image that were a crop on grass. 2d. High contrast. No shadows
Bullet image. 2d. High contrast. No shadows
sporeRunner image. 2d. High contrast. No shadows
invaderWeed. 2d. High contrast. No shadows
stasisField. In-Game asset. 2d. High contrast. No shadows
manaBloom. 2d. High contrast. No shadows
stickyVineSnare. 2d. High contrast. No shadows
thornWhipWeaver. 2d. High contrast. No shadows
sunpetalSentinel. 2d. High contrast. No shadows
slimeSnail. 2d. High contrast. No shadows