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 distanceSquared = dx * dx + dy * dy;
// If close enough to target, hit it (using squared distance to avoid sqrt)
if (distanceSquared < 400) {
// 20 * 20 = 400
// Remove bullet
self.destroy();
return;
}
// Move towards target
var distance = Math.sqrt(distanceSquared);
var moveX = dx / distance * self.speed * frameTime; // 60 FPS
var moveY = dy / distance * self.speed * frameTime;
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 = 400; // Range in pixels
self.rangeSquared = self.range * self.range; // Cache squared range for optimization
var rangeGraphics = self.attachAsset('rangeArea', {
anchorX: 0.5,
anchorY: 0.5
});
// Scale the range area to match the tower's actual range
// rangeArea asset is 400px, so scale factor = tower range / asset size
var rangeScale = self.range / 400;
rangeGraphics.scaleX = rangeScale;
rangeGraphics.scaleY = rangeScale;
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;
// Tower placement state
self.isPlaced = 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 distanceSquared = dx * dx + dy * dy;
if (distanceSquared <= self.rangeSquared) {
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);
}
}
// Only shoot if tower is placed (check cached status)
if (self.isPlaced) {
// 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
// Cache frequently used values
var gameplayBounds = null;
var uiBounds = null;
var frameTime = 1 / 60; // Cache frame time calculation
// 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
};
return button;
}
// 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();
}
}
};
// 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;
}
// Check if tower is too close to existing towers
var minDistance = 200; // Minimum distance between towers
var minDistanceSquared = minDistance * minDistance;
var tooCloseToOtherTowers = false;
for (var i = 0; i < placedTowers.length; i++) {
var existingTower = placedTowers[i];
var dx = targetX - existingTower.x;
var dy = targetY - existingTower.y;
var distanceSquared = dx * dx + dy * dy;
if (distanceSquared < minDistanceSquared) {
tooCloseToOtherTowers = true;
break;
}
}
// Update area tint based on pointer position and tower proximity
var pointerInUI = isPointInUI(puntero.x, puntero.y);
var cannotPlace = pointerInUI || tooCloseToOtherTowers;
if (cannotPlace) {
// Apply red tint to area when cannot place tower
if (draggedTower.children[0]) {
draggedTower.children[0].tint = 0xff0000;
}
} else {
// Remove tint from area when tower can be placed
if (draggedTower.children[0]) {
draggedTower.children[0].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) {
// Check if tower is too close to existing towers
var minDistance = 200; // Minimum distance between towers
var minDistanceSquared = minDistance * minDistance;
var canPlace = true;
for (var i = 0; i < placedTowers.length; i++) {
var existingTower = placedTowers[i];
var dx = draggedTower.x - existingTower.x;
var dy = draggedTower.y - existingTower.y;
var distanceSquared = dx * dx + dy * dy;
if (distanceSquared < minDistanceSquared) {
canPlace = false;
break;
}
}
if (canPlace) {
draggedTower.alpha = 1.0;
draggedTower.tint = 0xffffff;
draggedTower.hideRange(); // Hide range area when placed
draggedTower.isPlaced = true; // Set placement status
placedTowers.push(draggedTower); // Add to placed towers array
LK.getSound('TorreColocada').play(); // Play tower placement sound
} else {
// Tower is too close to existing towers, destroy it
draggedTower.destroy();
}
} else {
draggedTower.destroy();
}
isDragging = false;
draggedTower = null;
}
}; ===================================================================
--- original.js
+++ change.js
@@ -61,8 +61,13 @@
var rangeGraphics = self.attachAsset('rangeArea', {
anchorX: 0.5,
anchorY: 0.5
});
+ // Scale the range area to match the tower's actual range
+ // rangeArea asset is 400px, so scale factor = tower range / asset size
+ var rangeScale = self.range / 400;
+ rangeGraphics.scaleX = rangeScale;
+ rangeGraphics.scaleY = rangeScale;
rangeGraphics.alpha = 0.3;
rangeGraphics.visible = false; // Hide range area by default
var towerGraphics = self.attachAsset('torreInicial', {
anchorX: 0.5,