User prompt
Haz que si el objetivo está de lado izquierdo a la torre el asset se voltea en el eje Y
User prompt
Haz que si el objetivo está del lado izquierdo eo eje Y rota ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Haz que la torre rote para mirar la posición del objetivo ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Aumenta la velocidad de la bala
Code edit (1 edits merged)
Please save this source code
User prompt
Haz que el área muestre el rango verdadero de la torre ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Haz que el área aumente para mostrar con precisión el área de la torre ↪💡 Consider importing and using the following plugins: @upit/tween.v1
Code edit (1 edits merged)
Please save this source code
User prompt
Haz que el área se muestre roja cuando no se puede colocar la torre ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Haz que las torres ocupen un espacio y no puedan colocarse muy cerca. Sí no se pueden colocar se eliminan
User prompt
Haz que el área sea gris. Remplaza el tinte que que vuelve rojo a la torre y muévelo al área ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Optimiza el código
User prompt
Evita que los slimes disparen si no están colocados
User prompt
Haz que el codigo funcione de manera separada
User prompt
Agrega un sonido al colocar una torre
User prompt
Agrega sonido al colocar un slime
User prompt
Haz que cuando tower detecte a un enemigo en su rango le dispare ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Renombra test tower a "torre inicial" agrégale parámetros de daño, carencia y rango
User prompt
Haz que los botones se oculten cuando tower menú este activo
User prompt
Mientras tower menu y este activa los botones de creación desaparecen
User prompt
Agrega una variable "tower menú" que se activa cuando se está seleccionando un slime.
User prompt
Agrega una variable llamada "tower menú" y hz que los botones desaparezcan mientras esté este activa
User prompt
Arregla el error: cuando se toca otra vez el slime la animación se detiene o baja una vez más, esto debería funcionar una vez y no se debería detener.
User prompt
Haz que BG de los botones se muevan junto a los displsy, evita el error que al tocar de nuevo el slime se repite la acción, haz que solo funcione 1 vez ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Agrega una variable boleana llamada "tower menú" que es verdadero cuando se selecciona un slime. Al estar activado todos los botones desaparecen dela pantalla por la parte de abajo y al desactivarse regresan ↪💡 Consider importing and using the following plugins: @upit/tween.v1
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var Bullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.attachAsset('Bala', { anchorX: 0.5, anchorY: 0.5 }); self.target = null; self.speed = 300; // pixels per second self.damage = 0; self.update = function () { if (self.target && self.target.parent) { // Calculate direction to target var dx = self.target.x - self.x; var dy = self.target.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); // If close enough to target, hit it if (distance < 20) { // Remove bullet self.destroy(); return; } // Move towards target var moveX = dx / distance * self.speed * (1 / 60); // 60 FPS var moveY = dy / distance * self.speed * (1 / 60); self.x += moveX; self.y += moveY; // Rotate bullet to face target self.rotation = Math.atan2(dy, dx); } else { // Target is gone, remove bullet self.destroy(); } }; return self; }); var Gameplay = Container.expand(function () { var self = Container.call(this); var gameplayGraphics = self.attachAsset('gameplayBackground', { anchorX: 0.5, anchorY: 0.5 }); return self; }); var Tower = Container.expand(function () { var self = Container.call(this); // Tower parameters self.damage = 25; // Damage dealt per shot self.cadence = 1000; // Time between shots in milliseconds (1 second) self.range = 200; // Range in pixels var rangeGraphics = self.attachAsset('rangeArea', { anchorX: 0.5, anchorY: 0.5 }); rangeGraphics.alpha = 0.3; rangeGraphics.visible = false; // Hide range area by default var towerGraphics = self.attachAsset('torreInicial', { anchorX: 0.5, anchorY: 0.5 }); // Method to show range area self.showRange = function () { rangeGraphics.visible = true; }; // Method to hide range area self.hideRange = function () { rangeGraphics.visible = false; }; // Tower selection state self.isSelected = false; // Shooting properties self.lastShotTime = 0; self.bullets = []; // Method to find enemies in range self.findEnemiesInRange = function () { var enemies = []; // Check if enemyTest is in range if (enemyTest && enemyTest.parent) { var dx = enemyTest.x - self.x; var dy = enemyTest.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance <= self.range) { enemies.push(enemyTest); } } return enemies; }; // Method to shoot at target self.shoot = function (target) { var currentTime = Date.now(); if (currentTime - self.lastShotTime >= self.cadence) { var bullet = new Bullet(); bullet.x = self.x; bullet.y = self.y; bullet.target = target; bullet.damage = self.damage; self.bullets.push(bullet); game.addChild(bullet); self.lastShotTime = currentTime; } }; // Update method for tower self.update = function () { // Clean up destroyed bullets for (var i = self.bullets.length - 1; i >= 0; i--) { if (!self.bullets[i].parent) { self.bullets.splice(i, 1); } } // Find and shoot at enemies var enemies = self.findEnemiesInRange(); if (enemies.length > 0) { // Shoot at the first enemy found self.shoot(enemies[0]); } }; // Handle tower selection self.down = function (x, y, obj) { // Deselect all other towers first for (var i = 0; i < placedTowers.length; i++) { if (placedTowers[i] !== self) { placedTowers[i].isSelected = false; placedTowers[i].hideRange(); } } // Toggle selection for this tower self.isSelected = !self.isSelected; if (self.isSelected) { self.showRange(); } else { self.hideRange(); } }; return self; }); var UI = Container.expand(function () { var self = Container.call(this); var uiGraphics = self.attachAsset('uiBackground', { anchorX: 0.5, anchorY: 0.5 }); return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ var draggedTower = null; var isDragging = false; var placedTowers = []; // Track all placed towers // Reusable tower creation function function createTowerButton(color, x, y) { var buttonBG = game.addChild(LK.getAsset('BGbuttonTower', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.5, scaleY: 1.5 })); buttonBG.x = x; buttonBG.y = y; var button = game.addChild(new Tower()); button.x = x; button.y = y; button.tint = color; button.down = function (x, y, obj) { isDragging = true; draggedTower = game.addChild(new Tower()); draggedTower.x = button.x; draggedTower.y = button.y; draggedTower.alpha = 0.7; draggedTower.tint = color; draggedTower.showRange(); // Show range area when dragging }; // Game down handler to deselect towers when clicking on gameplay area game.down = function (x, y, obj) { // Check if click is in gameplay area (not on UI or towers) var gameplayBounds = getGameplayBounds(); var clickInGameplay = x >= gameplayBounds.left && x <= gameplayBounds.right && y >= gameplayBounds.top && y <= gameplayBounds.bottom; if (clickInGameplay) { // Deselect all towers for (var i = 0; i < placedTowers.length; i++) { placedTowers[i].isSelected = false; placedTowers[i].hideRange(); } } }; return button; } // Helper functions for bounds calculations function getGameplayBounds() { return { left: gameplay.x - gameplay.width / 2, right: gameplay.x + gameplay.width / 2, top: gameplay.y - gameplay.height / 2, bottom: gameplay.y + gameplay.height / 2, centerX: gameplay.x, centerY: gameplay.y }; } function getUIBounds() { return { left: ui.x - ui.width / 2, right: ui.x + ui.width / 2, top: ui.y - ui.height / 2, bottom: ui.y + ui.height / 2 }; } function isPointInUI(x, y) { var bounds = getUIBounds(); return x >= bounds.left && x <= bounds.right && y >= bounds.top && y <= bounds.bottom; } function calculateDragOffset(x, y) { var bounds = getGameplayBounds(); var distanceFromCenterX = Math.abs(x - bounds.centerX); var distanceFromCenterY = Math.abs(y - bounds.centerY); var maxDistanceX = gameplay.width / 2; var maxDistanceY = gameplay.height / 2; var normalizedDistanceX = distanceFromCenterX / maxDistanceX; var normalizedDistanceY = distanceFromCenterY / maxDistanceY; var maxOffset = 200; var offsetMagnitudeX = maxOffset * normalizedDistanceX; var offsetMagnitudeY = maxOffset * normalizedDistanceY; var offsetX = 0; var offsetY = 0; if (x >= bounds.centerX && y <= bounds.centerY) { offsetX = offsetMagnitudeX; offsetY = -offsetMagnitudeY; } else if (x <= bounds.centerX && y <= bounds.centerY) { offsetX = -offsetMagnitudeX; offsetY = -offsetMagnitudeY; } else if (x <= bounds.centerX && y >= bounds.centerY) { offsetX = -offsetMagnitudeX; offsetY = offsetMagnitudeY; } else if (x >= bounds.centerX && y >= bounds.centerY) { offsetX = offsetMagnitudeX; offsetY = offsetMagnitudeY; } return { offsetX: offsetX, offsetY: offsetY }; } // Layer management - objects are added in z-index order (bottom to top) // Background layer var gameplay = game.addChild(new Gameplay()); gameplay.x = 1024; gameplay.y = 1093; // Game objects layer (towers will be added here) // UI layer var ui = game.addChild(new UI()); ui.x = 1024; ui.y = 2459; // Create multiple tower creation buttons with different colors var towerButtons = []; var buttonSpacing = 300; // Increased spacing between buttons var startX = 300; // Starting X position towerButtons.push(createTowerButton(0xffffff, startX, 2459)); // White tower towerButtons.push(createTowerButton(0xff0000, startX + buttonSpacing, 2459)); // Red tower towerButtons.push(createTowerButton(0x00ff00, startX + buttonSpacing * 2, 2459)); // Green tower towerButtons.push(createTowerButton(0x0000ff, startX + buttonSpacing * 3, 2459)); // Blue tower // Enemy test object in the center var enemyTest = game.addChild(LK.getAsset('Puntero', { anchorX: 0.5, anchorY: 0.5, scaleX: 5, scaleY: 5, color: 0xff0000 })); enemyTest.x = 1024; enemyTest.y = 1093; // Top overlay layer (pointer on top of everything) var puntero = game.addChild(LK.getAsset('Puntero', { anchorX: 0.5, anchorY: 0.5 })); puntero.x = 1024; puntero.y = 1366; puntero.alpha = 0; // Game move handler for dragging game.move = function (x, y, obj) { puntero.x = x; puntero.y = y; if (isDragging && draggedTower) { var gameplayBounds = getGameplayBounds(); var uiBounds = getUIBounds(); var offset = calculateDragOffset(x, y); var targetX = x + offset.offsetX; var targetY = y + offset.offsetY; // Apply boundary constraints if (targetY > uiBounds.top) { targetY = uiBounds.top - 70; } if (targetY < gameplayBounds.top) { targetY = gameplayBounds.top + 70; } if (targetX < uiBounds.left) { targetX = uiBounds.left + 70; } if (targetX > uiBounds.right) { targetX = uiBounds.right - 70; } // Update tower tint based on pointer position var pointerInUI = isPointInUI(puntero.x, puntero.y); if (pointerInUI) { draggedTower.tint = 0xff0000; } else { draggedTower.tint = 0xffffff; } // Smooth movement var smoothness = 0.15; draggedTower.x += (targetX - draggedTower.x) * smoothness; draggedTower.y += (targetY - draggedTower.y) * smoothness; } }; // Game release handler game.up = function (x, y, obj) { if (isDragging && draggedTower) { var gameplayBounds = getGameplayBounds(); var uiBounds = getUIBounds(); var pointerInUI = isPointInUI(puntero.x, puntero.y); var towerInUI = draggedTower.x >= uiBounds.left && draggedTower.x <= uiBounds.right && draggedTower.y >= uiBounds.top && draggedTower.y <= uiBounds.bottom; if (pointerInUI || towerInUI) { draggedTower.destroy(); } else if (draggedTower.x >= gameplayBounds.left && draggedTower.x <= gameplayBounds.right && draggedTower.y >= gameplayBounds.top && draggedTower.y <= gameplayBounds.bottom) { draggedTower.alpha = 1.0; draggedTower.tint = 0xffffff; draggedTower.hideRange(); // Hide range area when placed placedTowers.push(draggedTower); // Add to placed towers array LK.getSound('towerPlace').play(); // Play tower placement sound } else { draggedTower.destroy(); } isDragging = false; draggedTower = null; } };
===================================================================
--- original.js
+++ change.js
@@ -339,9 +339,9 @@
draggedTower.alpha = 1.0;
draggedTower.tint = 0xffffff;
draggedTower.hideRange(); // Hide range area when placed
placedTowers.push(draggedTower); // Add to placed towers array
- LK.getSound('SlimePlace').play();
+ LK.getSound('towerPlace').play(); // Play tower placement sound
} else {
draggedTower.destroy();
}
isDragging = false;