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vamono mejor al grano qe los zombies puedan ir libre y las plantas atacar libremente
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que los zombies no puedan salir del gridcell pero pueden salir en todas las casillas del gridcell
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que las plantas disparen recto de un zombie si esta el zombi abajo de el o abajo de sus casillas
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que los zombies solo puedan salir odnde se plantan las plantas
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pero que sagan zombis
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que el peasshoter si sale un zombie frente el que dispare
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QUE APAREZCA EN EL GRIDCELL Y QUE SIGA RECTO
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que los zombies salgan al principio del gridcell y que sigueran el camino del gridcell
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'x')' in or related to this line: 'if (bullets[i].x < -50 || bullets[i].x > 2100 || bullets[i].y < -50 || bullets[i].y > 2800) {' Line Number: 673
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osea que los zombies se generen en el gridcell
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que no s egenern fuera del cuadado verde claro
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que los zombies solo se generen en las lineas que disparan o atacnlas plantas
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que las plantas sena grandes ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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que los zombies solo s egeneren en lo verde claro
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que los zombies solos e generen en el espacio verde claro
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osea que salgan en cada linea aleatoriamente y que vallan lento y que tambien salgan cada 6 segundos
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que los zombies aparezcan en todas las lienas
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ahora pon otars plantas osea: la cherrybomb
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que el lanzaguisantes solo lance en su linea si detecta zombies
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'x')' in or related to this line: 'if (bullets[i].x < -50 || bullets[i].x > 2100 || bullets[i].y < -50 || bullets[i].y > 2800) {' Line Number: 553
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que hayan como diferentes lineas de camino como esa pero verd ey que esa sea verde y que als plantas se peudna poner hya
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con las plantas de pvz deves de esas maquina el laznaguisantes que dispare guisantes y asi
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horizontal xd
Code edit (1 edits merged)
Please save this source code
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Plant Guardians: Undead Siege
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var Enemy = Container.expand(function (type, pathIndex) { var self = Container.call(this); self.type = type; self.pathIndex = pathIndex || 0; self.speed = 0.5; self.health = 50; self.maxHealth = 50; self.damage = 10; self.attackCooldown = 0; // Use specified path index self.pathLane = pathIndex; self.currentPath = enemyPaths[self.pathLane]; if (type === 'basic') { self.graphics = self.attachAsset('basicUndead', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 0.5; self.health = 50; self.maxHealth = 50; } else if (type === 'fast') { self.graphics = self.attachAsset('fastUndead', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 1; self.health = 30; self.maxHealth = 30; } else if (type === 'tank') { self.graphics = self.attachAsset('tankUndead', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 0.25; self.health = 150; self.maxHealth = 150; self.damage = 20; } // Set initial position if (self.currentPath.length > 0) { self.x = self.currentPath[0].x; self.y = self.currentPath[0].y; } self.takeDamage = function (damage) { self.health -= damage; if (self.health <= 0) { self.health = 0; return true; // enemy destroyed } return false; }; self.update = function () { if (self.attackCooldown > 0) { self.attackCooldown--; } // Move along path if (self.pathIndex < self.currentPath.length - 1) { var currentTarget = self.currentPath[self.pathIndex + 1]; var dx = currentTarget.x - self.x; var dy = currentTarget.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < 5) { self.pathIndex++; if (self.pathIndex >= self.currentPath.length - 1) { // Reached end, damage player playerHealth -= self.damage; updateUI(); // Remove enemy var index = enemies.indexOf(self); if (index > -1) { enemies.splice(index, 1); self.destroy(); } if (playerHealth <= 0) { LK.showGameOver(); } } } else { self.x += dx / distance * self.speed; self.y += dy / distance * self.speed; } } // Check for plant collisions self.checkPlantCollisions(); }; self.checkPlantCollisions = function () { for (var i = 0; i < plants.length; i++) { var plant = plants[i]; if (self.intersects(plant) && self.attackCooldown <= 0) { var destroyed = plant.takeDamage(self.damage); if (destroyed) { plant.destroy(); plants.splice(i, 1); // Remove from grid var gridX = Math.floor((plant.x - 24) / 100); var gridY = Math.floor((plant.y - 800) / 100); if (gridX >= 0 && gridX < gridWidth && gridY >= 0 && gridY < gridHeight) { grid[gridY][gridX] = 0; } } self.attackCooldown = 60; // 1 second cooldown break; } } }; return self; }); var Plant = Container.expand(function (type) { var self = Container.call(this); self.type = type; self.shootCooldown = 0; self.range = 300; self.damage = 20; self.health = 100; self.maxHealth = 100; self.sunProductionTimer = 0; if (type === 'peashooter') { self.graphics = self.attachAsset('peashooter', { anchorX: 0.5, anchorY: 0.5 }); self.shootRate = 90; // frames between shots self.cost = 100; self.range = 300; self.damage = 20; } else if (type === 'wallnut') { self.graphics = self.attachAsset('wallnut', { anchorX: 0.5, anchorY: 0.5 }); self.health = 4000; self.maxHealth = 4000; self.cost = 50; } else if (type === 'sunflower') { self.graphics = self.attachAsset('sunflower', { anchorX: 0.5, anchorY: 0.5 }); self.cost = 50; self.health = 300; self.maxHealth = 300; } else if (type === 'cherrybomb') { self.graphics = self.attachAsset('cherrybomb', { anchorX: 0.5, anchorY: 0.5 }); self.cost = 150; self.health = 200; self.maxHealth = 200; self.explosionTimer = 180; // 3 seconds at 60fps self.hasExploded = false; } self.takeDamage = function (damage) { self.health -= damage; if (self.health <= 0) { self.health = 0; return true; // plant destroyed } return false; }; self.update = function () { if (self.shootCooldown > 0) { self.shootCooldown--; } if (self.type === 'peashooter' && self.shootCooldown <= 0) { var target = self.findNearestEnemy(); if (target) { self.shoot(target); self.shootCooldown = self.shootRate; } } // Sunflower produces sun every 24 seconds (1440 frames at 60fps) if (self.type === 'sunflower') { self.sunProductionTimer++; if (self.sunProductionTimer >= 1440) { self.produceSun(); self.sunProductionTimer = 0; } } // Cherry bomb explosion timer if (self.type === 'cherrybomb' && !self.hasExploded) { self.explosionTimer--; if (self.explosionTimer <= 0) { self.explode(); self.hasExploded = true; } } }; self.findNearestEnemy = function () { var nearest = null; var nearestDistance = self.range; for (var i = 0; i < enemies.length; i++) { var enemy = enemies[i]; // Check if enemy is in same lane (within 50 pixels vertically) if (Math.abs(enemy.y - self.y) <= 50) { var distance = Math.sqrt(Math.pow(enemy.x - self.x, 2) + Math.pow(enemy.y - self.y, 2)); if (distance < nearestDistance) { nearest = enemy; nearestDistance = distance; } } } return nearest; }; self.shoot = function (target) { var bullet = new PlantBullet(self.x, self.y, target, self.damage); bullets.push(bullet); game.addChild(bullet); LK.getSound('plantShoot').play(); }; self.produceSun = function () { var sun = new Sun(self.x, self.y); suns.push(sun); game.addChild(sun); }; self.explode = function () { var explosionRadius = 200; // Damage all enemies in explosion radius for (var i = enemies.length - 1; i >= 0; i--) { var enemy = enemies[i]; var distance = Math.sqrt(Math.pow(enemy.x - self.x, 2) + Math.pow(enemy.y - self.y, 2)); if (distance <= explosionRadius) { var destroyed = enemy.takeDamage(1800); // Massive damage to kill most enemies if (destroyed) { enemy.destroy(); enemies.splice(i, 1); resources += 10; updateUI(); } } } // Remove cherry bomb after explosion var plantIndex = plants.indexOf(self); if (plantIndex > -1) { plants.splice(plantIndex, 1); var gridX = Math.floor((self.x - 24) / 100); var gridY = Math.floor((self.y - 800) / 100); if (gridX >= 0 && gridX < gridWidth && gridY >= 0 && gridY < gridHeight) { grid[gridY][gridX] = 0; } self.destroy(); } }; return self; }); var PlantBullet = Container.expand(function (startX, startY, target, damage) { var self = Container.call(this); self.graphics = self.attachAsset('pea', { anchorX: 0.5, anchorY: 0.5 }); self.x = startX; self.y = startY; self.target = target; self.damage = damage; self.speed = 8; // Calculate direction to target var dx = target.x - startX; var dy = target.y - startY; var distance = Math.sqrt(dx * dx + dy * dy); self.velocityX = dx / distance * self.speed; self.velocityY = dy / distance * self.speed; self.update = function () { self.x += self.velocityX; self.y += self.velocityY; // Check collision with target if (self.target && self.intersects(self.target)) { var destroyed = self.target.takeDamage(self.damage); if (destroyed) { // Remove enemy from array var index = enemies.indexOf(self.target); if (index > -1) { self.target.destroy(); enemies.splice(index, 1); resources += 10; updateUI(); } } // Remove bullet var bulletIndex = bullets.indexOf(self); if (bulletIndex > -1) { bullets.splice(bulletIndex, 1); self.destroy(); } LK.getSound('enemyHit').play(); } }; return self; }); var Sun = Container.expand(function (startX, startY) { var self = Container.call(this); self.graphics = self.attachAsset('sun', { anchorX: 0.5, anchorY: 0.5 }); self.x = startX; self.y = startY; self.lifeTime = 600; // 10 seconds at 60fps self.collected = false; self.update = function () { self.lifeTime--; if (self.lifeTime <= 0 && !self.collected) { // Remove sun after timeout var index = suns.indexOf(self); if (index > -1) { suns.splice(index, 1); self.destroy(); } } }; self.down = function () { if (!self.collected) { self.collected = true; resources += 25; updateUI(); // Remove sun var index = suns.indexOf(self); if (index > -1) { suns.splice(index, 1); self.destroy(); } } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x2d5016 }); /**** * Game Code ****/ // Sound effects // UI buttons // Enemies // Projectiles and effects // Plants // Grid and UI elements // Game variables var gridWidth = 20; var gridHeight = 10; var grid = []; var plants = []; var enemies = []; var bullets = []; var resources = 100; var playerHealth = 100; var waveNumber = 1; var enemiesInWave = 5; var enemySpawnTimer = 0; var enemiesSpawned = 0; var selectedPlantType = 'peashooter'; var suns = []; var selectedCell = null; // Multiple paths for enemies (horizontal paths from left to right) var enemyPaths = []; var pathRows = [2, 4, 6, 8]; // Multiple lane rows for paths // Create paths for each lane for (var p = 0; p < pathRows.length; p++) { var path = []; for (var i = 0; i <= gridWidth; i++) { path.push({ x: i * 100 + 50, y: 200 + pathRows[p] * 100 + 50 }); } enemyPaths.push(path); } // Initialize grid for (var y = 0; y < gridHeight; y++) { grid[y] = []; for (var x = 0; x < gridWidth; x++) { grid[y][x] = 0; // 0 = empty, 1 = plant, 2 = path } } // Mark path cells (horizontal lanes in multiple rows) for (var p = 0; p < pathRows.length; p++) { for (var i = 0; i < gridWidth; i++) { grid[pathRows[p]][i] = 2; // path in lane rows } } // Create grid visual var gridContainer = game.addChild(new Container()); gridContainer.x = 24; // Center the grid horizontally gridContainer.y = 800; // Move grid down to accommodate horizontal layout for (var y = 0; y < gridHeight; y++) { for (var x = 0; x < gridWidth; x++) { var cell; if (grid[y][x] === 2) { cell = LK.getAsset('pathCell', { anchorX: 0, anchorY: 0 }); } else { cell = LK.getAsset('gridCell', { anchorX: 0, anchorY: 0 }); } cell.x = x * 100; cell.y = y * 100; gridContainer.addChild(cell); } } // UI Elements var resourceText = new Text2('Resources: ' + resources, { size: 40, fill: '#ffffff' }); resourceText.anchor.set(0, 0); LK.gui.topLeft.addChild(resourceText); resourceText.x = 120; resourceText.y = 20; var healthText = new Text2('Health: ' + playerHealth, { size: 40, fill: '#ffffff' }); healthText.anchor.set(0, 0); LK.gui.topLeft.addChild(healthText); healthText.x = 120; healthText.y = 70; var waveText = new Text2('Wave: ' + waveNumber, { size: 40, fill: '#ffffff' }); waveText.anchor.set(0, 0); LK.gui.topLeft.addChild(waveText); waveText.x = 120; waveText.y = 120; // Plant selection buttons var buttonContainer = new Container(); LK.gui.bottom.addChild(buttonContainer); buttonContainer.y = -150; var shooterButton = LK.getAsset('plantButton', { anchorX: 0.5, anchorY: 0.5 }); var shooterText = new Text2('Peashooter\n$100', { size: 24, fill: '#ffffff' }); shooterText.anchor.set(0.5, 0.5); shooterButton.addChild(shooterText); shooterButton.x = -200; buttonContainer.addChild(shooterButton); var blockerButton = LK.getAsset('plantButton', { anchorX: 0.5, anchorY: 0.5 }); var blockerText = new Text2('Wall-nut\n$50', { size: 24, fill: '#ffffff' }); blockerText.anchor.set(0.5, 0.5); blockerButton.addChild(blockerText); blockerButton.x = 0; buttonContainer.addChild(blockerButton); var supportButton = LK.getAsset('plantButton', { anchorX: 0.5, anchorY: 0.5 }); var supportText = new Text2('Sunflower\n$50', { size: 24, fill: '#ffffff' }); supportText.anchor.set(0.5, 0.5); supportButton.addChild(supportText); supportButton.x = 200; buttonContainer.addChild(supportButton); var bombButton = LK.getAsset('plantButton', { anchorX: 0.5, anchorY: 0.5 }); var bombText = new Text2('Cherry Bomb\n$150', { size: 24, fill: '#ffffff' }); bombText.anchor.set(0.5, 0.5); bombButton.addChild(bombText); bombButton.x = 400; buttonContainer.addChild(bombButton); // Button interactions shooterButton.down = function () { selectedPlantType = 'peashooter'; updateButtonSelection(); }; blockerButton.down = function () { selectedPlantType = 'wallnut'; updateButtonSelection(); }; supportButton.down = function () { selectedPlantType = 'sunflower'; updateButtonSelection(); }; bombButton.down = function () { selectedPlantType = 'cherrybomb'; updateButtonSelection(); }; function updateButtonSelection() { shooterButton.tint = selectedPlantType === 'peashooter' ? 0x90ee90 : 0xffffff; blockerButton.tint = selectedPlantType === 'wallnut' ? 0x90ee90 : 0xffffff; supportButton.tint = selectedPlantType === 'sunflower' ? 0x90ee90 : 0xffffff; bombButton.tint = selectedPlantType === 'cherrybomb' ? 0x90ee90 : 0xffffff; } updateButtonSelection(); function updateUI() { resourceText.setText('Resources: ' + resources); healthText.setText('Health: ' + playerHealth); waveText.setText('Wave: ' + waveNumber); } function getPlantCost(type) { switch (type) { case 'peashooter': return 100; case 'wallnut': return 50; case 'sunflower': return 50; case 'cherrybomb': return 150; default: return 50; } } function placePlant(gridX, gridY) { if (gridX < 0 || gridX >= gridWidth || gridY < 0 || gridY >= gridHeight) return; if (grid[gridY][gridX] !== 0) return; // cell not empty var cost = getPlantCost(selectedPlantType); if (resources < cost) return; var plant = new Plant(selectedPlantType); plant.x = 24 + gridX * 100 + 50; plant.y = 800 + gridY * 100 + 50; plants.push(plant); game.addChild(plant); grid[gridY][gridX] = 1; resources -= cost; updateUI(); LK.getSound('plantPlace').play(); } function spawnEnemy() { var enemyType = 'basic'; if (waveNumber > 3) { var rand = Math.random(); if (rand < 0.3) enemyType = 'fast';else if (rand < 0.6) enemyType = 'tank'; } // Only spawn enemies in light green path areas (cells marked as type 2) var validLanes = []; for (var i = 0; i < pathRows.length; i++) { // Verify this row has path cells (type 2) var rowHasPath = false; for (var x = 0; x < gridWidth; x++) { if (grid[pathRows[i]][x] === 2) { rowHasPath = true; break; } } if (rowHasPath) { validLanes.push(i); } } var randomLane = validLanes[Math.floor(Math.random() * validLanes.length)]; var enemy = new Enemy(enemyType, randomLane); enemies.push(enemy); game.addChild(enemy); } function startNextWave() { waveNumber++; enemiesInWave = Math.min(5 + waveNumber * 2, 20); enemiesSpawned = 0; enemySpawnTimer = 0; updateUI(); } // Game input handling game.down = function (x, y, obj) { // Check if click is in grid area if (y >= 800 && y < 800 + gridHeight * 100 && x >= 24 && x < 24 + gridWidth * 100) { var gridX = Math.floor((x - 24) / 100); var gridY = Math.floor((y - 800) / 100); placePlant(gridX, gridY); } }; // Main game loop game.update = function () { // Update plants for (var i = plants.length - 1; i >= 0; i--) { plants[i].update(); } // Update enemies for (var i = enemies.length - 1; i >= 0; i--) { enemies[i].update(); } // Update bullets for (var i = bullets.length - 1; i >= 0; i--) { if (bullets[i]) { bullets[i].update(); // Remove bullets that are off screen if (bullets[i].x < -50 || bullets[i].x > 2100 || bullets[i].y < -50 || bullets[i].y > 2800) { bullets[i].destroy(); bullets.splice(i, 1); } } } // Update suns for (var i = suns.length - 1; i >= 0; i--) { suns[i].update(); } // Spawn enemies if (enemiesSpawned < enemiesInWave) { enemySpawnTimer++; if (enemySpawnTimer >= 360) { // spawn every 6 seconds spawnEnemy(); enemiesSpawned++; enemySpawnTimer = 0; } } // Check wave completion if (enemiesSpawned >= enemiesInWave && enemies.length === 0) { if (waveNumber >= 10) { LK.showYouWin(); } else { // Bonus resources for completing wave resources += 25; updateUI(); // Start next wave after delay LK.setTimeout(function () { startNextWave(); }, 2000); } } }; // Start first wave enemySpawnTimer = 0; enemiesSpawned = 0;
===================================================================
--- original.js
+++ change.js
@@ -554,12 +554,22 @@
if (waveNumber > 3) {
var rand = Math.random();
if (rand < 0.3) enemyType = 'fast';else if (rand < 0.6) enemyType = 'tank';
}
- // Only spawn enemies in light green path areas (pathRows)
+ // Only spawn enemies in light green path areas (cells marked as type 2)
var validLanes = [];
for (var i = 0; i < pathRows.length; i++) {
- validLanes.push(i);
+ // Verify this row has path cells (type 2)
+ var rowHasPath = false;
+ for (var x = 0; x < gridWidth; x++) {
+ if (grid[pathRows[i]][x] === 2) {
+ rowHasPath = true;
+ break;
+ }
+ }
+ if (rowHasPath) {
+ validLanes.push(i);
+ }
}
var randomLane = validLanes[Math.floor(Math.random() * validLanes.length)];
var enemy = new Enemy(enemyType, randomLane);
enemies.push(enemy);
sin l suelo debajo
a sun flower whit pvz 3 whit kawaii face. In-Game asset. 2d. High contrast. No shadows
a plant vs zombies zombie. In-Game asset. 2d. High contrast. No shadows
que sea morada y que no tenga ojos
a plant vs zombies zombie whit a flash costume. In-Game asset. 2d. High contrast. No shadows
a plant vs zombies zombie whit a robot costume and a laser gun arms. In-Game asset. 2d. High contrast. No shadows
fire bullet. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
pvz1 coconut cannon. In-Game asset. 2d. High contrast. No shadows
peashoter plant vs zombies 2 but fire. In-Game asset. 2d. High contrast. No shadows
Cactus inspirado en Plants vs. Zombies. Planta verde con cuerpo segmentado cubierto de espinas rojas intensas, aspecto heroico y desafiante. Tiene una flor en la parte superior de color amarillo brillante y ojos decididos mirando hacia el frente. Postura erguida sobre césped, sin atacar, con estilo caricaturesco, líneas limpias, colores vivos y sin sombras. Fondo transparente, ideal como asset 2D para videojuego.. In-Game asset. 2d. High contrast. No shadows
Bonk Choy inspirado en Plants vs. Zombies. Planta verde musculosa con dos enormes puños de hojas brillantes, postura de combate, mirada feroz y determinada. Tallos fuertes, cuerpo compacto, expresión desafiante mirando al frente. Estilo caricaturesco, colores vivos, sin sombras, fondo transparente. Ideal como asset visual 2D para videojuego. . No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
magnetoseta de plant vs zombies . No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat