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
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Renombra test tower a "torre inicial" agrégale parámetros de daño, carencia y rango
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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
User prompt
Haz que mientras esté seleccionado una torre los botones desaparecen por abajo y al desactivar suban ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Cuando el área esté activo si se toca de vuelta la torre o cualquier lugar/componente de gameplay este desaparece
User prompt
Haz que el área slime desapar acá al tocar en el o cualquier lado de Gameplay
User prompt
Agrega un área a las torres que se muestra cuando se está arrastrando o cuando se selecciona la torre
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of null (reading 'children')' in or related to this line: 'if (draggedTower.children && draggedTower.children.length > 0) {' Line Number: 230
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of null (reading 'children')' in or related to this line: 'draggedTower.children[0].visible = true;' Line Number: 226
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Haz que al mantener presiondo una torre colocada se vea su área
User prompt
Haz que el área aparezca mientras está en arrastre
User prompt
Agrega a las torres un área de alcance
User prompt
Agrega un objeto en el medio llamado "enemy test" sin código
Code edit (1 edits merged)
Please save this source code
/**** * 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 = 200; // 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 }); 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; } // 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 draggedTower.isPlaced = true; // Set placement status placedTowers.push(draggedTower); // Add to placed towers array LK.getSound('TorreColocada').play(); // Play tower placement sound } else { draggedTower.destroy(); } isDragging = false; draggedTower = null; } };
===================================================================
--- original.js
+++ change.js
@@ -19,18 +19,20 @@
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) {
+ 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 moveX = dx / distance * self.speed * (1 / 60); // 60 FPS
- var moveY = dy / distance * self.speed * (1 / 60);
+ 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);
@@ -54,8 +56,9 @@
// 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
+ self.rangeSquared = self.range * self.range; // Cache squared range for optimization
var rangeGraphics = self.attachAsset('rangeArea', {
anchorX: 0.5,
anchorY: 0.5
});
@@ -74,8 +77,10 @@
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
@@ -84,10 +89,10 @@
// 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) {
+ var distanceSquared = dx * dx + dy * dy;
+ if (distanceSquared <= self.rangeSquared) {
enemies.push(enemyTest);
}
}
return enemies;
@@ -113,17 +118,10 @@
if (!self.bullets[i].parent) {
self.bullets.splice(i, 1);
}
}
- // Only shoot if tower is placed (exists in placedTowers array)
- var isPlaced = false;
- for (var j = 0; j < placedTowers.length; j++) {
- if (placedTowers[j] === self) {
- isPlaced = true;
- break;
- }
- }
- if (isPlaced) {
+ // 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
@@ -171,8 +169,12 @@
****/
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,
@@ -348,8 +350,9 @@
} 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
+ draggedTower.isPlaced = true; // Set placement status
placedTowers.push(draggedTower); // Add to placed towers array
LK.getSound('TorreColocada').play(); // Play tower placement sound
} else {
draggedTower.destroy();