User prompt
mira las siguientes funciones que tengo para implementar: Cambios y Nuevas Funcionalidades Torreta Arquera: Se colocará delante de los pancakes. Disparará automáticamente a los monstruos en su línea. Tendrá un botón para mejorarla, aumentando su daño y velocidad de disparo. Recolección de Soles: Los soles se eliminarán al ser recolectados. Se añadirá una animación que simule el movimiento del sol hacia el contador. Código Actualizado javascript Copy /**** * Assets ****/ LK.init.shape('defense', { width: 100, height: 100, color: 0xeac299, shape: 'box' }); LK.init.shape('monster', { width: 100, height: 100, color: 0x0b0733, shape: 'box' }); LK.init.shape('pancake', { width: 100, height: 100, color: 0x89ee08, shape: 'box' }); LK.init.shape('sun', { width: 50, height: 50, color: 0xffd700, shape: 'circle' }); // Soles LK.init.shape('arrow', { width: 20, height: 40, color: 0xffffff, shape: 'triangle' }); // Flechas de la torreta /**** * Classes ****/ // Defense class representing the player's defense mechanism var Defense = Container.expand(function () { var self = Container.call(this); var defenseGraphics = self.attachAsset('defense', { anchorX: 0.5, anchorY: 0.5 }); self.damage = 10; // Initial damage self.attackSpeed = 2000; // Attack every 2 seconds self.attackInterval = setInterval(function () { attackMonsters(self); }, self.attackSpeed); // Function to upgrade defense self.upgrade = function () { self.damage += 5; // Increase damage clearInterval(self.attackInterval); // Reset attack interval self.attackSpeed -= 200; // Increase attack speed self.attackInterval = setInterval(function () { attackMonsters(self); }, self.attackSpeed); }; }); // Turret class representing an archer turret var Turret = Container.expand(function () { var self = Container.call(this); var turretGraphics = self.attachAsset('defense', { anchorX: 0.5, anchorY: 0.5, color: 0x00ff00 // Green color for turret }); self.damage = 15; // Initial damage self.attackSpeed = 1500; // Attack every 1.5 seconds self.attackInterval = setInterval(function () { shootArrow(self); }, self.attackSpeed); // Function to upgrade turret self.upgrade = function () { self.damage += 10; // Increase damage clearInterval(self.attackInterval); // Reset attack interval self.attackSpeed -= 250; // Increase attack speed self.attackInterval = setInterval(function () { shootArrow(self); }, self.attackSpeed); }; }); // Arrow class representing projectiles shot by the turret var Arrow = Container.expand(function () { var self = Container.call(this); var arrowGraphics = self.attachAsset('arrow', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 5; // Speed of the arrow self.damage = 15; // Damage of the arrow // Update function to move the arrow self.update = function () { self.x += self.speed; // Check if the arrow goes off-screen if (self.x > 2048) { game.removeChild(self); } // Check for collisions with monsters for (var i = monsters.length - 1; i >= 0; i--) { if (self.intersects(monsters[i])) { monsters[i].health -= self.damage; if (monsters[i].health <= 0) { monsters.splice(i, 1); // Remove dead monster game.removeChild(monsters[i]); soles += 10; // Reward for killing a monster actualizarSoles(); } game.removeChild(self); // Remove arrow after hitting a monster break; } } }; }); // Monster class representing enemies trying to eat pancakes var Monster = Container.expand(function () { var self = Container.call(this); var monsterGraphics = self.attachAsset('monster', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 2; // Speed at which the monster moves towards the pancakes self.health = 20; // Initial health // Update function to move the monster self.update = function () { self.y += self.speed; if (self.y > 2500) { // Monster reached the pancakes LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } }; }); // Pancake class representing the target to protect var Pancake = Container.expand(function () { var self = Container.call(this); var pancakeGraphics = self.attachAsset('pancake', { anchorX: 0.5, anchorY: 0.5 }); }); // Sun class representing the in-game currency var Sun = Container.expand(function () { var self = Container.call(this); var sunGraphics = self.attachAsset('sun', { anchorX: 0.5, anchorY: 0.5 }); self.on('down', collectSun); }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 // Init game with black background }); /**** * Game Code ****/ // Initialize game variables var soles = 50; // Initial resources var costoPlanta = 50; // Cost of a plant var costoTurret = 75; // Cost of a turret var costoMejora = 100; // Cost to upgrade a plant or turret var filas = 3; // Number of rows in the grid var columnas = 5; // Number of columns in the grid var monsters = []; // List of active monsters var pancakes = []; // List of pancakes var defenses = []; // List of active defenses var turrets = []; // List of active turrets var solesElement = document.createElement('div'); // UI element for soles // Create the game grid function crearGrid() { for (var i = 0; i < filas; i++) { for (var j = 0; j < columnas; j++) { var cell = new Container(); // Create a new container for each cell cell.x = j * 400; // Position cells based on column cell.y = i * 800; // Position cells based on row cell.on('down', colocarDefensa); // Allow placing defenses with a click game.addChild(cell); } } } // Function to place a defense (plant or turret) function colocarDefensa(event) { var cell = event.target; if (soles >= costoPlanta) { soles -= costoPlanta; // Subtract the cost of the plant actualizarSoles(); // Update the UI for soles var newDefense = new Defense(); newDefense.x = cell.x; newDefense.y = cell.y; defenses.push(newDefense); game.addChild(newDefense); } else if (soles >= costoTurret) { soles -= costoTurret; // Subtract the cost of the turret actualizarSoles(); // Update the UI for soles var newTurret = new Turret(); newTurret.x = cell.x; newTurret.y = cell.y; turrets.push(newTurret); game.addChild(newTurret); } } // Function to shoot an arrow from the turret function shootArrow(turret) { var newArrow = new Arrow(); newArrow.x = turret.x; newArrow.y = turret.y; game.addChild(newArrow); } // Function to collect suns with animation function collectSun(event) { var sun = event.target; // Animate the sun moving to the soles counter sun.animateTo({ x: 10, y: 10 }, 500, function () { game.removeChild(sun); // Remove the sun after animation soles += 25; // Add soles actualizarSoles(); }); } // Update the soles UI function actualizarSoles() { solesElement.textContent = "Soles: " + soles; } // Game update function called every tick game.update = function () { // Update all monsters for (var i = 0; i < monsters.length; i++) { monsters[i].update(); } // Spawn a new monster every 60 ticks if (LK.ticks % 60 === 0) { spawnMonster(); } // Spawn a new sun every 120 ticks if (LK.ticks % 120 === 0) { spawnSun(); } }; // Initialize pancakes at the bottom of the screen for (var i = 0; i < 5; i++) { var pancake = new Pancake(); pancake.x = (i + 1) * 400; // Spread pancakes evenly pancake.y = 2500; // Near the bottom of the screen pancakes.push(pancake); game.addChild(pancake); } // Initialize the game grid crearGrid(); // Add the soles UI to the screen solesElement.style.position = 'absolute'; solesElement.style.top = '10px'; solesElement.style.left = '10px'; solesElement.style.color = 'white'; solesElement.style.fontSize = '24px'; document.body.appendChild(solesElement); actualizarSoles(); Explicación de los Cambios Torreta Arquera: Se añadió la clase Turret que dispara flechas automáticamente. Las flechas (Arrow) se mueven en línea recta y dañan a los monstruos. La torreta se puede mejorar para aumentar su daño y velocidad de disparo. Recolección de Soles: Los soles ahora se eliminan después de ser recolectados. Se añadió una animación que mueve el sol hacia el contador de soles. Botón de Mejora: Las torretas y defensas se pueden mejorar gastando soles.
User prompt
Please fix the bug: 'Cannot set properties of undefined (setting 'position')' in or related to this line: 'solesElement.style.position = 'absolute';' Line Number: 196
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'createElement')' in or related to this line: 'var solesElement = document.createElement('div'); // UI element for soles' Line Number: 91
Code edit (1 edits merged)
Please save this source code
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'createElement')' in or related to this line: 'var cell = document.createElement("div");' Line Number: 71
User prompt
Muy bien, me gusta el código, pero vamos a omitirlo completamente, está bien? Usa el siguiente: // Variables del juego let soles = 50; // Recursos iniciales const costoPlanta = 50; // Costo de una planta const filas = 3; // Número de filas en el grid const columnas = 5; // Número de columnas en el grid let zombies = []; // Lista de zombies activos let plantas = []; // Lista de plantas activas // Elementos del DOM const solesElement = document.getElementById("soles"); // Elemento que muestra los soles const grid = document.querySelector(".grid"); // Contenedor del grid del juego // Crear el grid del juego function crearGrid() { for (let i = 0; i < filas; i++) { for (let j = 0; j < columnas; j++) { const cell = document.createElement("div"); cell.classList.add("cell"); cell.dataset.fila = i; cell.dataset.columna = j; cell.addEventListener("click", colocarPlanta); // Permitir colocar plantas con clic grid.appendChild(cell); } } } // Colocar una planta function colocarPlanta(event) { const cell = event.target; const fila = parseInt(cell.dataset.fila); const columna = parseInt(cell.dataset.columna); // Verificar si hay suficientes soles y si la celda está vacía if (soles >= costoPlanta && !cell.querySelector(".plant")) { soles -= costoPlanta; // Restar el costo de la planta actualizarSoles(); // Actualizar la UI de los soles // Crear la planta visualmente const plant = document.createElement("div"); plant.classList.add("plant"); cell.appendChild(plant); // Añadir la planta a la lista de plantas activas plantas.push({ fila, columna, daño: 10, intervalo: 2000 }); iniciarAtaquePlanta(plantas.length - 1); // Iniciar el ataque de la planta } } // Iniciar el ataque de una planta function iniciarAtaquePlanta(indice) { const planta = plantas[indice]; setInterval(() => { zombies.forEach((zombie, i) => { // Verificar si el zombie está en la misma fila y a la derecha de la planta if (zombie.fila === planta.fila && zombie.columna > planta.columna) { zombie.vida -= planta.daño; // Reducir la vida del zombie if (zombie.vida <= 0) { eliminarZombie(i); // Eliminar el zombie si su vida llega a 0 } } }); }, planta.intervalo); // Intervalo de ataque de la planta } // Generar zombies function generarZombie() { const fila = Math.floor(Math.random() * filas); // Fila aleatoria const zombie = { fila, columna: columnas - 1, // Aparece en la última columna vida: 100, // Vida del zombie velocidad: 1000, // Velocidad de movimiento (en milisegundos) }; zombies.push(zombie); // Añadir el zombie a la lista // Crear el zombie visualmente const cell = document.querySelector(`.cell[data-fila="${fila}"][data-columna="${columnas - 1}"]`); const zombieElement = document.createElement("div"); zombieElement.classList.add("zombie"); cell.appendChild(zombieElement); moverZombie(zombies.length - 1, zombieElement); // Iniciar el movimiento del zombie } // Mover zombie function moverZombie(indice, zombieElement) { const zombie = zombies[indice]; const interval = setInterval(() => { zombie.columna--; // Mover el zombie a la izquierda if (zombie.columna < 0) { clearInterval(interval); // Detener el movimiento si el zombie llega al final alert("¡Los zombies han llegado a tu casa!"); reiniciarJuego(); // Reiniciar el juego } else { // Mover el zombie visualmente a la nueva celda const cell = document.querySelector(`.cell[data-fila="${zombie.fila}"][data-columna="${zombie.columna}"]`); cell.appendChild(zombieElement); } }, zombie.velocidad); // Velocidad de movimiento } // Eliminar zombie function eliminarZombie(indice) { zombies.splice(indice, 1); // Eliminar el zombie de la lista soles += 25; // Recompensa por matar un zombie actualizarSoles(); // Actualizar la UI de los soles } // Actualizar soles en la UI function actualizarSoles() { solesElement.textContent = soles; } // Generar soles automáticamente setInterval(() => { soles += 10; // Generar 10 soles cada 5 segundos actualizarSoles(); }, 5000); // Generar zombies automáticamente setInterval(generarZombie, 10000); // Generar un zombie cada 10 segundos // Reiniciar juego function reiniciarJuego() { location.reload(); // Recargar la página para reiniciar } // Iniciar el juego crearGrid(); // Crear el grid al cargar la página
Initial prompt
Defend the garden from monsters
/**** * Classes ****/ // Arrow class representing projectiles shot by the turret var Arrow = Container.expand(function () { var self = Container.call(this); var arrowGraphics = self.attachAsset('arrow', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 5; // Speed of the arrow self.damage = 15; // Damage of the arrow // Update function to move the arrow self.update = function () { self.x += self.speed; // Check if the arrow goes off-screen if (self.x > 2048) { game.removeChild(self); } // Check for collisions with monsters for (var i = monsters.length - 1; i >= 0; i--) { if (self.intersects(monsters[i])) { monsters[i].health -= self.damage; if (monsters[i].health <= 0) { monsters.splice(i, 1); // Remove dead monster game.removeChild(monsters[i]); soles += 10; // Reward for killing a monster actualizarSoles(); } game.removeChild(self); // Remove arrow after hitting a monster break; } } }; }); // Soles // Defense class representing the player's defense mechanism var Defense = Container.expand(function () { var self = Container.call(this); var defenseGraphics = self.attachAsset('defense', { anchorX: 0.5, anchorY: 0.5 }); self.damage = 10; // Initial damage self.attackSpeed = 2000; // Attack every 2 seconds self.attackInterval = setInterval(function () { attackMonsters(self); }, self.attackSpeed); // Function to upgrade defense self.upgrade = function () { self.damage += 5; // Increase damage clearInterval(self.attackInterval); // Reset attack interval self.attackSpeed -= 200; // Increase attack speed self.attackInterval = setInterval(function () { attackMonsters(self); }, self.attackSpeed); }; }); // Monster class representing enemies trying to eat pancakes var Monster = Container.expand(function () { var self = Container.call(this); var monsterGraphics = self.attachAsset('monster', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 2; // Speed at which the monster moves towards the pancakes self.health = 20; // Initial health // Update function to move the monster self.update = function () { self.y += self.speed; if (self.y > 2500) { // Monster reached the pancakes LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } }; }); // Pancake class representing the target to protect var Pancake = Container.expand(function () { var self = Container.call(this); var pancakeGraphics = self.attachAsset('pancake', { anchorX: 0.5, anchorY: 0.5 }); }); // Sun class representing the in-game currency var Sun = Container.expand(function () { var self = Container.call(this); var sunGraphics = self.attachAsset('sun', { anchorX: 0.5, anchorY: 0.5 }); self.on('down', collectSun); }); // Turret class representing an archer turret var Turret = Container.expand(function () { var self = Container.call(this); var turretGraphics = self.attachAsset('defense', { anchorX: 0.5, anchorY: 0.5 }); self.damage = 15; // Initial damage self.attackSpeed = 1500; // Attack every 1.5 seconds self.attackInterval = setInterval(function () { shootArrow(self); }, self.attackSpeed); // Function to upgrade turret self.upgrade = function () { self.damage += 10; // Increase damage clearInterval(self.attackInterval); // Reset attack interval self.attackSpeed -= 250; // Increase attack speed self.attackInterval = setInterval(function () { shootArrow(self); }, self.attackSpeed); }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 // Init game with black background }); /**** * Game Code ****/ // Function to shoot an arrow from the turret function shootArrow(turret) { var newArrow = new Arrow(); newArrow.x = turret.x; newArrow.y = turret.y; game.addChild(newArrow); } // Initialize game variables var soles = 50; // Initial resources var costoPlanta = 50; // Cost of a plant var costoMejora = 100; // Cost to upgrade a plant var filas = 3; // Number of rows in the grid var columnas = 5; // Number of columns in the grid var monsters = []; // List of active monsters var pancakes = []; // List of pancakes var defenses = []; // List of active defenses var solesElement = new Text2('Soles: ' + soles, { size: 50, fill: 0xFFFFFF }); LK.gui.topLeft.addChild(solesElement); // Create the game grid function crearGrid() { for (var i = 0; i < filas; i++) { for (var j = 0; j < columnas; j++) { var cell = new Container(); // Create a new container for each cell cell.x = j * 400; // Position cells based on column cell.y = i * 800; // Position cells based on row cell.on('down', colocarPlanta); // Allow placing plants with a click game.addChild(cell); } } } // Function to place a plant function colocarPlanta(event) { var cell = event.target; if (soles >= costoPlanta) { soles -= costoPlanta; // Subtract the cost of the plant actualizarSoles(); // Update the UI for soles var newDefense = new Defense(); newDefense.x = cell.x; newDefense.y = cell.y; defenses.push(newDefense); game.addChild(newDefense); } else if (soles >= costoTurret) { soles -= costoTurret; // Subtract the cost of the turret actualizarSoles(); // Update the UI for soles var newTurret = new Turret(); newTurret.x = cell.x; newTurret.y = cell.y; turrets.push(newTurret); game.addChild(newTurret); } } // Function to upgrade a plant function mejorarPlanta(defense) { if (soles >= costoMejora) { soles -= costoMejora; // Subtract the upgrade cost actualizarSoles(); // Update the UI for soles defense.upgrade(); // Upgrade the defense } } // Function to attack monsters function attackMonsters(defense) { for (var i = monsters.length - 1; i >= 0; i--) { var monster = monsters[i]; if (monster.intersects(defense)) { monster.health -= defense.damage; if (monster.health <= 0) { monsters.splice(i, 1); // Remove dead monster game.removeChild(monster); soles += 10; // Reward for killing a monster actualizarSoles(); } } } } // Function to spawn monsters at random positions function spawnMonster() { var newMonster = new Monster(); newMonster.x = Math.random() * 2048; // Random x position newMonster.y = 0; // Start at the top of the screen monsters.push(newMonster); game.addChild(newMonster); } // Function to spawn suns (currency) function spawnSun() { var newSun = new Sun(); newSun.x = Math.random() * 2048; // Random x position newSun.y = Math.random() * 500; // Random y position game.addChild(newSun); } // Function to collect suns function collectSun(event) { var sun = event.target; // Animate the sun moving to the soles counter sun.animateTo({ x: 10, y: 10 }, 500, function () { game.removeChild(sun); // Remove the sun after animation soles += 25; // Add soles actualizarSoles(); }); } // Update the soles UI function actualizarSoles() { solesElement.setText("Soles: " + soles); } // Game update function called every tick game.update = function () { // Update all monsters for (var i = 0; i < monsters.length; i++) { monsters[i].update(); } // Spawn a new monster every 60 ticks if (LK.ticks % 60 === 0) { spawnMonster(); } // Spawn a new sun every 120 ticks if (LK.ticks % 120 === 0) { spawnSun(); } }; // Initialize pancakes at the bottom of the screen for (var i = 0; i < 5; i++) { var pancake = new Pancake(); pancake.x = (i + 1) * 400; // Spread pancakes evenly pancake.y = 2500; // Near the bottom of the screen pancakes.push(pancake); game.addChild(pancake); } // Initialize the game grid crearGrid(); // Add the soles UI to the screen // Position and style for solesElement are handled by LK engine actualizarSoles();
===================================================================
--- original.js
+++ change.js
@@ -1,7 +1,39 @@
/****
* Classes
****/
+// Arrow class representing projectiles shot by the turret
+var Arrow = Container.expand(function () {
+ var self = Container.call(this);
+ var arrowGraphics = self.attachAsset('arrow', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.speed = 5; // Speed of the arrow
+ self.damage = 15; // Damage of the arrow
+ // Update function to move the arrow
+ self.update = function () {
+ self.x += self.speed;
+ // Check if the arrow goes off-screen
+ if (self.x > 2048) {
+ game.removeChild(self);
+ }
+ // Check for collisions with monsters
+ for (var i = monsters.length - 1; i >= 0; i--) {
+ if (self.intersects(monsters[i])) {
+ monsters[i].health -= self.damage;
+ if (monsters[i].health <= 0) {
+ monsters.splice(i, 1); // Remove dead monster
+ game.removeChild(monsters[i]);
+ soles += 10; // Reward for killing a monster
+ actualizarSoles();
+ }
+ game.removeChild(self); // Remove arrow after hitting a monster
+ break;
+ }
+ }
+ };
+});
// Soles
// Defense class representing the player's defense mechanism
var Defense = Container.expand(function () {
var self = Container.call(this);
@@ -59,8 +91,30 @@
anchorY: 0.5
});
self.on('down', collectSun);
});
+// Turret class representing an archer turret
+var Turret = Container.expand(function () {
+ var self = Container.call(this);
+ var turretGraphics = self.attachAsset('defense', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.damage = 15; // Initial damage
+ self.attackSpeed = 1500; // Attack every 1.5 seconds
+ self.attackInterval = setInterval(function () {
+ shootArrow(self);
+ }, self.attackSpeed);
+ // Function to upgrade turret
+ self.upgrade = function () {
+ self.damage += 10; // Increase damage
+ clearInterval(self.attackInterval); // Reset attack interval
+ self.attackSpeed -= 250; // Increase attack speed
+ self.attackInterval = setInterval(function () {
+ shootArrow(self);
+ }, self.attackSpeed);
+ };
+});
/****
* Initialize Game
****/
@@ -70,8 +124,15 @@
/****
* Game Code
****/
+// Function to shoot an arrow from the turret
+function shootArrow(turret) {
+ var newArrow = new Arrow();
+ newArrow.x = turret.x;
+ newArrow.y = turret.y;
+ game.addChild(newArrow);
+}
// Initialize game variables
var soles = 50; // Initial resources
var costoPlanta = 50; // Cost of a plant
var costoMejora = 100; // Cost to upgrade a plant
@@ -107,8 +168,16 @@
newDefense.x = cell.x;
newDefense.y = cell.y;
defenses.push(newDefense);
game.addChild(newDefense);
+ } else if (soles >= costoTurret) {
+ soles -= costoTurret; // Subtract the cost of the turret
+ actualizarSoles(); // Update the UI for soles
+ var newTurret = new Turret();
+ newTurret.x = cell.x;
+ newTurret.y = cell.y;
+ turrets.push(newTurret);
+ game.addChild(newTurret);
}
}
// Function to upgrade a plant
function mejorarPlanta(defense) {
@@ -150,11 +219,17 @@
}
// Function to collect suns
function collectSun(event) {
var sun = event.target;
- game.removeChild(sun);
- soles += 25; // Add soles
- actualizarSoles();
+ // Animate the sun moving to the soles counter
+ sun.animateTo({
+ x: 10,
+ y: 10
+ }, 500, function () {
+ game.removeChild(sun); // Remove the sun after animation
+ soles += 25; // Add soles
+ actualizarSoles();
+ });
}
// Update the soles UI
function actualizarSoles() {
solesElement.setText("Soles: " + soles);