User prompt
Evin bir can barı olsun
User prompt
50 paraya bir atıcı çiçek koy mağazaya
User prompt
Çiçek yerleştirmeden oyun başlamasın
User prompt
Mağazadan paramiza göre hangisini aldıysak onu yerleştirelim
User prompt
Aşagıya bir mağaza yap çiçekleri alabileceğimiz
User prompt
Biraz daha büyüt aşağiya dogru grid hücresini ve evi
User prompt
Yazıları sağ tarafa al
User prompt
Grid hucresini ve evi aşagıya doğru uzat
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot set properties of undefined (setting 'fill')' in or related to this line: 'sunflowerBtn.style.fill = sunlightCount >= 50 ? "#FFD700" : "#666666";' Line Number: 386
User prompt
Oyunu yap
User prompt
Garden Defense: Plant Warriors
Initial prompt
Plants vs zombies
/**** * Classes ****/ var Pea = Container.expand(function () { var self = Container.call(this); var graphics = self.attachAsset('pea', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 8; self.damage = 20; self.lane = 0; self.update = function () { self.x += self.speed; // Check collision with zombies in same lane for (var i = zombies.length - 1; i >= 0; i--) { var zombie = zombies[i]; if (zombie.lane === self.lane && self.intersects(zombie)) { zombie.takeDamage(self.damage); self.destroy(); break; } } // Remove if off screen if (self.x > 2048) { self.destroy(); } }; return self; }); var Plant = Container.expand(function () { var self = Container.call(this); self.gridX = 0; self.gridY = 0; self.lane = 0; self.health = 100; self.maxHealth = 100; self.type = 'basic'; self.takeDamage = function (damage) { self.health -= damage; if (self.health <= 0) { self.destroy(); } }; self.destroy = function () { // Remove from grid if (gameGrid[self.gridY] && gameGrid[self.gridY][self.gridX]) { gameGrid[self.gridY][self.gridX] = null; } Container.prototype.destroy.call(self); }; return self; }); var Wallnut = Plant.expand(function () { var self = Plant.call(this); var graphics = self.attachAsset('wallnut', { anchorX: 0.5, anchorY: 0.5 }); self.type = 'wallnut'; self.health = 300; self.maxHealth = 300; self.update = function () { // Update visual based on health var healthPercent = self.health / self.maxHealth; if (healthPercent < 0.3) { graphics.tint = 0x8B0000; // Dark red when damaged } else if (healthPercent < 0.6) { graphics.tint = 0xCD853F; // Brown when moderately damaged } }; return self; }); var Sunflower = Plant.expand(function () { var self = Plant.call(this); var graphics = self.attachAsset('sunflower', { anchorX: 0.5, anchorY: 0.5 }); self.type = 'sunflower'; self.sunTimer = 0; self.sunInterval = 300; // 5 seconds at 60fps self.update = function () { self.sunTimer++; if (self.sunTimer >= self.sunInterval) { self.sunTimer = 0; self.generateSun(); } }; self.generateSun = function () { var sun = new Sunlight(); sun.x = self.x + (Math.random() - 0.5) * 60; sun.y = self.y + (Math.random() - 0.5) * 60; sunlights.push(sun); game.addChild(sun); }; return self; }); var Peashooter = Plant.expand(function () { var self = Plant.call(this); var graphics = self.attachAsset('peashooter', { anchorX: 0.5, anchorY: 0.5 }); self.type = 'peashooter'; self.shootTimer = 0; self.shootInterval = 90; // 1.5 seconds at 60fps self.update = function () { // Check if there's a zombie in this lane var zombieInLane = false; for (var i = 0; i < zombies.length; i++) { if (zombies[i].lane === self.lane && zombies[i].x > self.x) { zombieInLane = true; break; } } if (zombieInLane) { self.shootTimer++; if (self.shootTimer >= self.shootInterval) { self.shootTimer = 0; self.shoot(); } } }; self.shoot = function () { var pea = new Pea(); pea.x = self.x + 40; pea.y = self.y; pea.lane = self.lane; peas.push(pea); game.addChild(pea); LK.getSound('shoot').play(); }; return self; }); var Sunlight = Container.expand(function () { var self = Container.call(this); var graphics = self.attachAsset('sunlight', { anchorX: 0.5, anchorY: 0.5 }); self.collected = false; self.lifeTime = 0; self.maxLifeTime = 600; // 10 seconds at 60fps self.update = function () { self.lifeTime++; if (self.lifeTime > self.maxLifeTime && !self.collected) { self.destroy(); } }; self.down = function (x, y, obj) { if (!self.collected) { self.collected = true; sunlightCount += 25; updateSunlightDisplay(); LK.getSound('collect').play(); self.destroy(); } }; return self; }); var Zombie = Container.expand(function () { var self = Container.call(this); self.speed = 1; self.health = 100; self.damage = 20; self.lane = 0; self.attackTimer = 0; self.attackInterval = 60; // 1 second at 60fps self.isAttacking = false; self.update = function () { if (!self.isAttacking) { self.x -= self.speed; // Check for collision with plants var plantToAttack = null; for (var row = 0; row < gameGrid.length; row++) { for (var col = 0; col < gameGrid[row].length; col++) { var plant = gameGrid[row][col]; if (plant && plant.lane === self.lane && self.intersects(plant)) { plantToAttack = plant; break; } } if (plantToAttack) break; } if (plantToAttack) { self.isAttacking = true; self.attackTarget = plantToAttack; } } else { // Attack mode self.attackTimer++; if (self.attackTimer >= self.attackInterval) { self.attackTimer = 0; if (self.attackTarget && !self.attackTarget.destroyed) { self.attackTarget.takeDamage(self.damage); if (self.attackTarget.health <= 0) { self.isAttacking = false; self.attackTarget = null; } } else { self.isAttacking = false; self.attackTarget = null; } } } // Check if reached house if (self.x < 50) { // Game over LK.showGameOver(); } }; self.takeDamage = function (damage) { self.health -= damage; if (self.health <= 0) { LK.getSound('zombieDie').play(); self.destroy(); } }; self.destroy = function () { // Remove from zombies array for (var i = zombies.length - 1; i >= 0; i--) { if (zombies[i] === self) { zombies.splice(i, 1); break; } } Container.prototype.destroy.call(self); }; return self; }); var FastZombie = Zombie.expand(function () { var self = Zombie.call(this); var graphics = self.attachAsset('fastZombie', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 1.5; self.health = 60; return self; }); // Game state variables var BasicZombie = Zombie.expand(function () { var self = Zombie.call(this); var graphics = self.attachAsset('basicZombie', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 0.8; self.health = 100; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x228B22 // Forest green background }); /**** * Game Code ****/ // Game state variables // Plant assets // Zombie assets // Projectile and resource assets // Grid and UI assets // Sound effects var sunlightCount = 50; var selectedPlantType = 'sunflower'; var waveNumber = 1; var zombiesSpawned = 0; var zombiesPerWave = 5; var waveTimer = 0; var waveInterval = 600; // 10 seconds between waves // Game object arrays var plants = []; var zombies = []; var peas = []; var sunlights = []; // Grid system (5 lanes, 9 columns) var gameGrid = []; var gridStartX = 200; var gridStartY = 400; var cellWidth = 100; var cellHeight = 100; var gridRows = 5; var gridCols = 9; // Plant costs var plantCosts = { 'sunflower': 50, 'peashooter': 100, 'wallnut': 50 }; // Initialize grid for (var row = 0; row < gridRows; row++) { gameGrid[row] = []; for (var col = 0; col < gridCols; col++) { gameGrid[row][col] = null; } } // Create visual grid for (var row = 0; row < gridRows; row++) { for (var col = 0; col < gridCols; col++) { var cell = LK.getAsset('gridCell', { anchorX: 0.5, anchorY: 0.5, alpha: 0.3 }); cell.x = gridStartX + col * cellWidth; cell.y = gridStartY + row * cellHeight; cell.gridRow = row; cell.gridCol = col; game.addChild(cell); } } // Create house var house = LK.getAsset('house', { anchorX: 0.5, anchorY: 0.5 }); house.x = 75; house.y = gridStartY + gridRows * cellHeight / 2; game.addChild(house); // Create UI var sunlightDisplay = new Text2('Sun: ' + sunlightCount, { size: 60, fill: 0xFFD700 }); sunlightDisplay.anchor.set(0, 0); LK.gui.topLeft.addChild(sunlightDisplay); var waveDisplay = new Text2('Wave: ' + waveNumber, { size: 50, fill: 0xFFFFFF }); waveDisplay.anchor.set(0.5, 0); LK.gui.top.addChild(waveDisplay); // Plant selection buttons var sunflowerBtn = new Text2('Sunflower (50)', { size: 40, fill: 0xFFD700 }); sunflowerBtn.anchor.set(0, 0); sunflowerBtn.x = 20; sunflowerBtn.y = 100; LK.gui.topLeft.addChild(sunflowerBtn); var peashooterBtn = new Text2('Peashooter (100)', { size: 40, fill: 0x00FF00 }); peashooterBtn.anchor.set(0, 0); peashooterBtn.x = 20; peashooterBtn.y = 150; LK.gui.topLeft.addChild(peashooterBtn); var wallnutBtn = new Text2('Wall-nut (50)', { size: 40, fill: 0x8B4513 }); wallnutBtn.anchor.set(0, 0); wallnutBtn.x = 20; wallnutBtn.y = 200; LK.gui.topLeft.addChild(wallnutBtn); function updateSunlightDisplay() { sunlightDisplay.setText('Sun: ' + sunlightCount); // Update button colors based on affordability using tint property sunflowerBtn.tint = sunlightCount >= 50 ? 0xFFD700 : 0x666666; peashooterBtn.tint = sunlightCount >= 100 ? 0x00FF00 : 0x666666; wallnutBtn.tint = sunlightCount >= 50 ? 0x8B4513 : 0x666666; } // Input handling game.down = function (x, y, obj) { // Check if clicking on plant selection buttons var localPos = LK.gui.topLeft.toLocal({ x: x, y: y }); if (localPos.x >= 20 && localPos.x <= 300) { if (localPos.y >= 100 && localPos.y <= 140 && sunlightCount >= 50) { selectedPlantType = 'sunflower'; return; } else if (localPos.y >= 150 && localPos.y <= 190 && sunlightCount >= 100) { selectedPlantType = 'peashooter'; return; } else if (localPos.y >= 200 && localPos.y <= 240 && sunlightCount >= 50) { selectedPlantType = 'wallnut'; return; } } // Check if clicking on grid for plant placement var gridCol = Math.floor((x - gridStartX + cellWidth / 2) / cellWidth); var gridRow = Math.floor((y - gridStartY + cellHeight / 2) / cellHeight); if (gridCol >= 0 && gridCol < gridCols && gridRow >= 0 && gridRow < gridRows) { if (gameGrid[gridRow][gridCol] === null && sunlightCount >= plantCosts[selectedPlantType]) { placePlant(gridRow, gridCol, selectedPlantType); } } }; function placePlant(row, col, type) { var plant; switch (type) { case 'sunflower': plant = new Sunflower(); break; case 'peashooter': plant = new Peashooter(); break; case 'wallnut': plant = new Wallnut(); break; default: return; } plant.gridX = col; plant.gridY = row; plant.lane = row; plant.x = gridStartX + col * cellWidth; plant.y = gridStartY + row * cellHeight; gameGrid[row][col] = plant; plants.push(plant); game.addChild(plant); sunlightCount -= plantCosts[type]; updateSunlightDisplay(); LK.getSound('plantPlace').play(); } // Main game loop game.update = function () { // Update wave timer and spawn zombies waveTimer++; if (waveTimer >= waveInterval && zombiesSpawned < zombiesPerWave) { spawnZombie(); waveTimer = 0; zombiesSpawned++; if (zombiesSpawned >= zombiesPerWave && zombies.length === 0) { // Start next wave waveNumber++; zombiesPerWave = Math.min(10, 5 + waveNumber); zombiesSpawned = 0; waveDisplay.setText('Wave: ' + waveNumber); } } // Clean up destroyed objects for (var i = peas.length - 1; i >= 0; i--) { if (peas[i].destroyed) { peas.splice(i, 1); } } for (var i = sunlights.length - 1; i >= 0; i--) { if (sunlights[i].destroyed) { sunlights.splice(i, 1); } } for (var i = plants.length - 1; i >= 0; i--) { if (plants[i].destroyed) { plants.splice(i, 1); } } // Check win condition (survived 10 waves) if (waveNumber > 10 && zombies.length === 0) { LK.showYouWin(); } }; function spawnZombie() { var zombie; // 70% chance for basic zombie, 30% for fast zombie if (Math.random() < 0.7) { zombie = new BasicZombie(); } else { zombie = new FastZombie(); } // Random lane var lane = Math.floor(Math.random() * gridRows); zombie.lane = lane; zombie.x = 2048 - 50; zombie.y = gridStartY + lane * cellHeight; zombies.push(zombie); game.addChild(zombie); }
===================================================================
--- original.js
+++ change.js
@@ -362,12 +362,12 @@
wallnutBtn.y = 200;
LK.gui.topLeft.addChild(wallnutBtn);
function updateSunlightDisplay() {
sunlightDisplay.setText('Sun: ' + sunlightCount);
- // Update button colors based on affordability
- sunflowerBtn.style.fill = sunlightCount >= 50 ? "#FFD700" : "#666666";
- peashooterBtn.style.fill = sunlightCount >= 100 ? "#00FF00" : "#666666";
- wallnutBtn.style.fill = sunlightCount >= 50 ? "#8B4513" : "#666666";
+ // Update button colors based on affordability using tint property
+ sunflowerBtn.tint = sunlightCount >= 50 ? 0xFFD700 : 0x666666;
+ peashooterBtn.tint = sunlightCount >= 100 ? 0x00FF00 : 0x666666;
+ wallnutBtn.tint = sunlightCount >= 50 ? 0x8B4513 : 0x666666;
}
// Input handling
game.down = function (x, y, obj) {
// Check if clicking on plant selection buttons
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