","generatedCode":"
===================================================================\n--- original.js\n+++ change.js\n@@ -3860,9 +3860,8 @@\n \n /**** \n * Game Code\n ****/ \n-var gameState = 'menu'; // 'menu', 'playing'\n var isHidingUpgradeMenu = false;\n // Global flag for alternating fly direction\n var lastDirectionWasRight = false;\n function spawnFly() {\n@@ -3929,22 +3928,17 @@\n scoreText.anchor.set(0.5, 0.5);\n var topMargin = 50;\n var centerX = 2048 / 2;\n var spacing = 400;\n-// Create UI container for game elements\n-var gameUIContainer = new Container();\n-gameUIContainer.addChild(goldText);\n-gameUIContainer.addChild(livesText);\n-gameUIContainer.addChild(scoreText);\n+LK.gui.top.addChild(goldText);\n+LK.gui.top.addChild(livesText);\n+LK.gui.top.addChild(scoreText);\n livesText.x = 0;\n livesText.y = topMargin;\n goldText.x = -spacing;\n goldText.y = topMargin;\n scoreText.x = spacing;\n scoreText.y = topMargin;\n-// Initially hide game UI\n-gameUIContainer.visible = false;\n-LK.gui.top.addChild(gameUIContainer);\n var lastGold = -1;\n var lastLives = -1;\n var lastScore = -1;\n function updateUI() {\n@@ -3983,19 +3977,11 @@\n grid.y = 200 - CELL_SIZE * 4;\n grid.pathFind();\n grid.renderDebug();\n debugLayer.addChild(grid);\n-// Create menu container\n-var menuContainer = new Container();\n-game.addChild(menuContainer);\n-// Create game container for all game elements\n-var gameContainer = new Container();\n-gameContainer.addChild(debugLayer);\n-gameContainer.addChild(towerLayer);\n-gameContainer.addChild(enemyLayer);\n-game.addChild(gameContainer);\n-// Initially hide game elements\n-gameContainer.visible = false;\n+game.addChild(debugLayer);\n+game.addChild(towerLayer);\n+game.addChild(enemyLayer);\n var offset = 0;\n var towerPreview = new TowerPreview();\n game.addChild(towerPreview);\n towerPreview.visible = false;\n@@ -4170,15 +4156,15 @@\n };\n var waveIndicator = new WaveIndicator();\n waveIndicator.x = 2048 / 2;\n waveIndicator.y = 2732 - 80;\n-gameContainer.addChild(waveIndicator);\n+game.addChild(waveIndicator);\n var nextWaveButtonContainer = new Container();\n var nextWaveButton = new NextWaveButton();\n nextWaveButton.x = 2048 - 200;\n nextWaveButton.y = 2732 - 100 + 20;\n nextWaveButtonContainer.addChild(nextWaveButton);\n-gameContainer.addChild(nextWaveButtonContainer);\n+game.addChild(nextWaveButtonContainer);\n var towerTypes = ['landmine', 'flamethrower', 'trap', 'sniper', 'slow', 'tank'];\n var sourceTowers = [];\n var towerSpacing = 350; // Increase spacing for larger towers\n var startX = 2048 / 2 - towerTypes.length * towerSpacing / 2 + towerSpacing / 2;\n@@ -4191,57 +4177,8 @@\n \tsourceTowers.push(tower);\n }\n sourceTower = null;\n enemiesToSpawn = 10;\n-// Create menu elements\n-var menuTitle = new Text2('Tower Defense', {\n-\tsize: 120,\n-\tfill: 0xFFFFFF,\n-\tweight: 800\n-});\n-menuTitle.anchor.set(0.5, 0.5);\n-menuTitle.x = 2048 / 2;\n-menuTitle.y = 2732 / 2 - 200;\n-menuContainer.addChild(menuTitle);\n-var startButton = new Container();\n-var startButtonBG = startButton.attachAsset('notification', {\n-\tanchorX: 0.5,\n-\tanchorY: 0.5\n-});\n-startButtonBG.width = 400;\n-startButtonBG.height = 120;\n-startButtonBG.tint = 0x00AA00;\n-var startButtonText = new Text2('Start Game', {\n-\tsize: 80,\n-\tfill: 0xFFFFFF,\n-\tweight: 800\n-});\n-startButtonText.anchor.set(0.5, 0.5);\n-startButton.addChild(startButtonText);\n-startButton.x = 2048 / 2;\n-startButton.y = 2732 / 2;\n-menuContainer.addChild(startButton);\n-startButton.down = function () {\n-\t// Transition from menu to game\n-\tgameState = 'playing';\n-\tmenuContainer.visible = false;\n-\tgameContainer.visible = true;\n-\tgameUIContainer.visible = true;\n-};\n-// Function to show menu\n-function showMenu() {\n-\tgameState = 'menu';\n-\tmenuContainer.visible = true;\n-\tgameContainer.visible = false;\n-\tgameUIContainer.visible = false;\n-}\n-// Function to show game\n-function showGame() {\n-\tgameState = 'playing';\n-\tmenuContainer.visible = false;\n-\tgameContainer.visible = true;\n-\tgameUIContainer.visible = true;\n-}\n function onGameStart(callback) {\n \t// Store the callback to be executed when game starts\n \tif (waveIndicator && waveIndicator.gameStarted) {\n \t\tcallback();\n@@ -4257,12 +4194,8 @@\n }\n // Tank spawning is now handled by the main wave system in game.update\n // No manual spawning needed here\n game.update = function () {\n-\t// Only run game logic when in playing state\n-\tif (gameState !== 'playing') {\n-\t\treturn;\n-\t}\n \tif (waveInProgress) {\n \t\tif (!waveSpawned) {\n \t\t\twaveSpawned = true;\n \t\t\t// Get wave type and enemy count from the wave indicator\n@@ -4455,23 +4388,23 @@\n \t\t\t\t\ttween.stop(child);\n \t\t\t\t\tchild.destroy();\n \t\t\t\t}\n \t\t\t}\n-\t\t\t// Create MASSIVE spectacular death explosion for all enemies except fast enemies\n-\t\t\tif (enemy.type !== 'fast') {\n+\t\t\t// Create MASSIVE spectacular death explosion for all enemies except fast and tank enemies\n+\t\t\tif (enemy.type !== 'fast' && enemy.type !== 'tank') {\n \t\t\t\t// Stage 1: Initial massive impact flash\n \t\t\t\tvar deathFlash = new EffectIndicator(enemy.x, enemy.y, 'splash');\n \t\t\t\tdeathFlash.children[0].tint = 0xFFFFFF; // Bright white impact flash\n-\t\t\t\tdeathFlash.children[0].width = deathFlash.children[0].height = CELL_SIZE * (enemy.isBoss ? 3.0 : enemy.type === 'tank' ? 2.4 : 2.0); // ENORMOUS flash - bigger for bosses and tank enemies\n+\t\t\t\tdeathFlash.children[0].width = deathFlash.children[0].height = CELL_SIZE * (enemy.isBoss ? 3.0 : 2.0); // ENORMOUS flash - bigger for bosses\n \t\t\t\tdeathFlash.alpha = 1;\n \t\t\t\tdeathFlash.scaleX = 0.1;\n \t\t\t\tdeathFlash.scaleY = 0.1;\n \t\t\t\tgame.addChild(deathFlash);\n \t\t\t\t// Ultra-fast bright flash expansion - much bigger than weapon explosions\n \t\t\t\ttween(deathFlash, {\n-\t\t\t\t\tscaleX: enemy.isBoss ? 3.6 : enemy.type === 'tank' ? 2.88 : 2.4,\n+\t\t\t\t\tscaleX: enemy.isBoss ? 3.6 : 2.4,\n \t\t\t\t\t// MASSIVE scale - bigger than tank weapon explosions\n-\t\t\t\t\tscaleY: enemy.isBoss ? 3.6 : enemy.type === 'tank' ? 2.88 : 2.4,\n+\t\t\t\t\tscaleY: enemy.isBoss ? 3.6 : 2.4,\n \t\t\t\t\talpha: 0\n \t\t\t\t}, {\n \t\t\t\t\tduration: 80,\n \t\t\t\t\t// Faster than weapon explosions for more impact\n@@ -4481,37 +4414,35 @@\n \t\t\t\tvar mainDeathExplosion = new EffectIndicator(enemy.x, enemy.y, 'splash');\n \t\t\t\t// Color based on enemy type\n \t\t\t\tif (enemy.isBoss) {\n \t\t\t\t\tmainDeathExplosion.children[0].tint = 0xFF0000; // Bright red for boss death\n-\t\t\t\t} else if (enemy.type === 'tank') {\n-\t\t\t\t\tmainDeathExplosion.children[0].tint = 0x8B4513; // Brown for tank enemies\n \t\t\t\t} else if (enemy.type === 'immune') {\n \t\t\t\t\tmainDeathExplosion.children[0].tint = 0xAA0000; // Dark red for immune enemies\n \t\t\t\t} else if (enemy.isFlying) {\n \t\t\t\t\tmainDeathExplosion.children[0].tint = 0xFFFF00; // Yellow for flying enemies\n \t\t\t\t} else {\n \t\t\t\t\tmainDeathExplosion.children[0].tint = 0xFF4500; // Orange for other enemies\n \t\t\t\t}\n-\t\t\t\tmainDeathExplosion.children[0].width = mainDeathExplosion.children[0].height = CELL_SIZE * (enemy.isBoss ? 3.75 : enemy.type === 'tank' ? 3.0 : 2.5); // ENORMOUS - bigger than tank weapons\n+\t\t\t\tmainDeathExplosion.children[0].width = mainDeathExplosion.children[0].height = CELL_SIZE * (enemy.isBoss ? 3.75 : 2.5); // ENORMOUS - bigger than tank weapons\n \t\t\t\tmainDeathExplosion.alpha = 1;\n \t\t\t\tmainDeathExplosion.scaleX = 0.2;\n \t\t\t\tmainDeathExplosion.scaleY = 0.2;\n \t\t\t\tgame.addChild(mainDeathExplosion);\n \t\t\t\t// Dramatic ENORMOUS fireball expansion with intense bounce effect\n \t\t\t\ttween(mainDeathExplosion, {\n-\t\t\t\t\tscaleX: enemy.isBoss ? 3.0 : enemy.type === 'tank' ? 2.52 : 2.1,\n+\t\t\t\t\tscaleX: enemy.isBoss ? 3.0 : 2.1,\n \t\t\t\t\t// Much bigger than tank weapon explosions\n-\t\t\t\t\tscaleY: enemy.isBoss ? 3.0 : enemy.type === 'tank' ? 2.52 : 2.1,\n+\t\t\t\t\tscaleY: enemy.isBoss ? 3.0 : 2.1,\n \t\t\t\t\talpha: 0.95\n \t\t\t\t}, {\n \t\t\t\t\tduration: enemy.isBoss ? 400 : 300,\n \t\t\t\t\t// Longer for bosses\n \t\t\t\t\teasing: tween.bounceOut,\n \t\t\t\t\tonFinish: function onFinish() {\n \t\t\t\t\t\ttween(mainDeathExplosion, {\n-\t\t\t\t\t\t\tscaleX: enemy.isBoss ? 4.5 : enemy.type === 'tank' ? 4.32 : 3.6,\n+\t\t\t\t\t\t\tscaleX: enemy.isBoss ? 4.5 : 3.6,\n \t\t\t\t\t\t\t// ENORMOUS final scale - biggest explosions in game\n-\t\t\t\t\t\t\tscaleY: enemy.isBoss ? 4.5 : enemy.type === 'tank' ? 4.32 : 3.6,\n+\t\t\t\t\t\t\tscaleY: enemy.isBoss ? 4.5 : 3.6,\n \t\t\t\t\t\t\talpha: 0\n \t\t\t\t\t\t}, {\n \t\t\t\t\t\t\tduration: enemy.isBoss ? 1000 : 800,\n \t\t\t\t\t\t\t// Very long for dramatic effect\n@@ -4529,19 +4460,17 @@\n \t\t\t\t\t// Varied particle colors based on enemy type\n \t\t\t\t\tvar particleColors;\n \t\t\t\t\tif (enemy.isBoss) {\n \t\t\t\t\t\tparticleColors = [0xFF0000, 0xFF3300, 0xFF6600, 0xFF9900, 0xFFCC00, 0xFFFF00, 0xFF0033, 0xFF0066];\n-\t\t\t\t\t} else if (enemy.type === 'tank') {\n-\t\t\t\t\t\tparticleColors = [0x8B4513, 0xA0522D, 0xD2691E, 0xFF8C00, 0xCD853F, 0xDEB887, 0x654321, 0x8B7355];\n \t\t\t\t\t} else if (enemy.type === 'immune') {\n \t\t\t\t\t\tparticleColors = [0xAA0000, 0xBB0000, 0xCC0000, 0xDD0000, 0xEE0000, 0xFF0000, 0x990000, 0x880000];\n \t\t\t\t\t} else if (enemy.isFlying) {\n \t\t\t\t\t\tparticleColors = [0xFFFF00, 0xFFFF33, 0xFFFF66, 0xFFFF99, 0xFFFFCC, 0xFFFFFF, 0xFFCC00, 0xFF9900];\n \t\t\t\t\t} else {\n \t\t\t\t\t\tparticleColors = [0xFF4500, 0xFF6600, 0xFF8800, 0xFFAA00, 0xFF2200, 0xFFCC00, 0xFF3300, 0xFFDD00];\n \t\t\t\t\t}\n \t\t\t\t\tdeathParticle.children[0].tint = particleColors[particleIndex % particleColors.length];\n-\t\t\t\t\tdeathParticle.children[0].width = deathParticle.children[0].height = CELL_SIZE * (enemy.type === 'tank' ? 0.75 + Math.random() * 0.6 : 0.625 + Math.random() * 0.5); // ENORMOUS particles - bigger than tank weapons\n+\t\t\t\t\tdeathParticle.children[0].width = deathParticle.children[0].height = CELL_SIZE * (0.625 + Math.random() * 0.5); // ENORMOUS particles - bigger than tank weapons\n \t\t\t\t\tdeathParticle.alpha = 1.0;\n \t\t\t\t\tdeathParticle.scaleX = 0.8 + Math.random() * 0.6;\n \t\t\t\t\tdeathParticle.scaleY = 0.8 + Math.random() * 0.6;\n \t\t\t\t\t// ULTRA-MASSIVE particle scatter distance - bigger than tank weapons\n@@ -4556,11 +4485,11 @@\n \t\t\t\t\t// Animate particles with ENORMOUS final scale\n \t\t\t\t\ttween(deathParticle, {\n \t\t\t\t\t\tx: targetX,\n \t\t\t\t\t\ty: targetY,\n-\t\t\t\t\t\tscaleX: enemy.type === 'tank' ? 1.8 + Math.random() * 0.72 : 1.5 + Math.random() * 0.6,\n+\t\t\t\t\t\tscaleX: 1.5 + Math.random() * 0.6,\n \t\t\t\t\t\t// ENORMOUS final scale - bigger than tank weapons\n-\t\t\t\t\t\tscaleY: enemy.type === 'tank' ? 1.8 + Math.random() * 0.72 : 1.5 + Math.random() * 0.6,\n+\t\t\t\t\t\tscaleY: 1.5 + Math.random() * 0.6,\n \t\t\t\t\t\talpha: 0.8\n \t\t\t\t\t}, {\n \t\t\t\t\t\tduration: 500 + Math.random() * 400,\n \t\t\t\t\t\t// Longer duration\n@@ -4589,11 +4518,11 @@\n \t\t\t\tprimaryDeathShockwave.alpha = 1.0;\n \t\t\t\tgame.addChild(primaryDeathShockwave);\n \t\t\t\t// ENORMOUS expanding death shockwave - bigger than tank weapons\n \t\t\t\ttween(primaryDeathShockwave, {\n-\t\t\t\t\tscaleX: enemy.isBoss ? 6.0 : enemy.type === 'tank' ? 5.76 : 4.8,\n+\t\t\t\t\tscaleX: enemy.isBoss ? 6.0 : 4.8,\n \t\t\t\t\t// ENORMOUS scale - bigger than tank weapon shockwaves\n-\t\t\t\t\tscaleY: enemy.isBoss ? 6.0 : enemy.type === 'tank' ? 5.76 : 4.8,\n+\t\t\t\t\tscaleY: enemy.isBoss ? 6.0 : 4.8,\n \t\t\t\t\talpha: 0\n \t\t\t\t}, {\n \t\t\t\t\tduration: enemy.isBoss ? 1200 : 1000,\n \t\t\t\t\t// Very long expansion\n@@ -4612,11 +4541,11 @@\n \t\t\t\t\tadditionalDeathShockwave.alpha = 0.8 - shockIndex * 0.1;\n \t\t\t\t\tgame.addChild(additionalDeathShockwave);\n \t\t\t\t\t// Delayed ENORMOUS death shockwaves\n \t\t\t\t\ttween(additionalDeathShockwave, {\n-\t\t\t\t\t\tscaleX: (enemy.isBoss ? 6.6 : enemy.type === 'tank' ? 6.48 : 5.4) + shockIndex * (enemy.type === 'tank' ? 0.54 : 0.45),\n+\t\t\t\t\t\tscaleX: (enemy.isBoss ? 6.6 : 5.4) + shockIndex * 0.45,\n \t\t\t\t\t\t// ENORMOUS expanding scale\n-\t\t\t\t\t\tscaleY: (enemy.isBoss ? 6.6 : enemy.type === 'tank' ? 6.48 : 5.4) + shockIndex * (enemy.type === 'tank' ? 0.54 : 0.45),\n+\t\t\t\t\t\tscaleY: (enemy.isBoss ? 6.6 : 5.4) + shockIndex * 0.45,\n \t\t\t\t\t\talpha: 0\n \t\t\t\t\t}, {\n \t\t\t\t\t\tduration: (enemy.isBoss ? 1300 : 1100) + shockIndex * 150,\n \t\t\t\t\t\tdelay: shockIndex * (enemy.isBoss ? 300 : 250),\n@@ -4629,30 +4558,30 @@\n \t\t\t\t// Stage 5: ENORMOUS lingering death smoke cloud - bigger and longer than tank weapons\n \t\t\t\tvar deathSmokeCloud = new EffectIndicator(enemy.x, enemy.y, 'splash');\n \t\t\t\tdeathSmokeCloud.children[0].tint = 0x444444; // Dark gray death smoke\n \t\t\t\tdeathSmokeCloud.children[0].alpha = 0.8;\n-\t\t\t\tdeathSmokeCloud.children[0].width = deathSmokeCloud.children[0].height = CELL_SIZE * (enemy.isBoss ? 3.0 : enemy.type === 'tank' ? 3.0 : 2.5); // ENORMOUS smoke cloud\n+\t\t\t\tdeathSmokeCloud.children[0].width = deathSmokeCloud.children[0].height = CELL_SIZE * (enemy.isBoss ? 3.0 : 2.5); // ENORMOUS smoke cloud\n \t\t\t\tdeathSmokeCloud.alpha = 0;\n \t\t\t\tdeathSmokeCloud.scaleX = 1.5;\n \t\t\t\tdeathSmokeCloud.scaleY = 1.5;\n \t\t\t\tgame.addChild(deathSmokeCloud);\n \t\t\t\t// Delayed ENORMOUS death smoke appearance\n \t\t\t\ttween(deathSmokeCloud, {\n \t\t\t\t\talpha: 1.0,\n-\t\t\t\t\tscaleX: enemy.isBoss ? 3.0 : enemy.type === 'tank' ? 2.88 : 2.4,\n+\t\t\t\t\tscaleX: enemy.isBoss ? 3.0 : 2.4,\n \t\t\t\t\t// Bigger initial expansion than tank weapons\n-\t\t\t\t\tscaleY: enemy.isBoss ? 3.0 : enemy.type === 'tank' ? 2.88 : 2.4\n+\t\t\t\t\tscaleY: enemy.isBoss ? 3.0 : 2.4\n \t\t\t\t}, {\n \t\t\t\t\tduration: 600,\n \t\t\t\t\tdelay: 600,\n \t\t\t\t\teasing: tween.easeOut,\n \t\t\t\t\tonFinish: function onFinish() {\n \t\t\t\t\t\t// Death smoke slowly dissipates over ULTRA-LONG time\n \t\t\t\t\t\ttween(deathSmokeCloud, {\n \t\t\t\t\t\t\talpha: 0,\n-\t\t\t\t\t\t\tscaleX: enemy.isBoss ? 5.4 : enemy.type === 'tank' ? 5.76 : 4.8,\n+\t\t\t\t\t\t\tscaleX: enemy.isBoss ? 5.4 : 4.8,\n \t\t\t\t\t\t\t// ENORMOUS final scale - bigger than tank weapons\n-\t\t\t\t\t\t\tscaleY: enemy.isBoss ? 5.4 : enemy.type === 'tank' ? 5.76 : 4.8\n+\t\t\t\t\t\t\tscaleY: enemy.isBoss ? 5.4 : 4.8\n \t\t\t\t\t\t}, {\n \t\t\t\t\t\t\tduration: enemy.isBoss ? 3000 : 2500,\n \t\t\t\t\t\t\t// ULTRA-LONG dissipation - longer than tank weapons\n \t\t\t\t\t\t\teasing: tween.easeIn,\n
"} Upit | Learn about creating the game Tower Defense with gen AI