User prompt
Add a mute/unmute toggle button that turns the game sound off when clicked and back on when clicked again. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Increase the HP of the archer tower and the bomb tower by 10 times.
User prompt
delete motionLine in game
User prompt
When a button is clicked, animate it by quickly scaling up (growing), then scaling back down to its original size to indicate the press action. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
When a button is clicked, play a scale animation that briefly enlarges and then shrinks the button to visually indicate it was pressed. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
When the restart button is clicked, trigger the game over state and then reset the game to start from zero.
User prompt
Remove and delete the volume control bar that is located above the speed bar from both the screen and the game.
User prompt
Add a “Restart” button that resets the game to the beginning when clicked.
User prompt
try again
User prompt
Enable map panning by allowing the player to click and drag using the mouse middle button (scroll wheel) to move the map view.
User prompt
Expand the map dynamically in the direction the character moves, so the playable area grows as the character explores further.
User prompt
Please fix the bug: 'Cannot set properties of undefined (setting 'x')' in or related to this line: 'camera.x = hero.x;' Line Number: 1125
User prompt
Please fix the bug: 'Cannot set properties of undefined (setting 'x')' in or related to this line: 'camera.x = hero.x;' Line Number: 1125
User prompt
Please fix the bug: 'Cannot set properties of undefined (setting 'x')' in or related to this line: 'camera.x = hero.x;' Line Number: 1125
User prompt
// Before setting camera.x, check if camera is defined if (camera) { camera.x = hero.x; } else { console.error("Camera object is undefined at line 1125"); }
User prompt
Please fix the bug: 'Cannot set properties of undefined (setting 'x')' in or related to this line: 'camera.x = hero.x;' Line Number: 1125
User prompt
Please fix the bug: 'Cannot set properties of undefined (setting 'x')' in or related to this line: 'camera.x = hero.x;' Line Number: 1125
User prompt
As the character moves, the map should expand in the direction of movement, and the camera should smoothly follow the character in that direction. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
As the volume level changes, both in-game sound effects and music volume should increase or decrease accordingly.
User prompt
Place the volume control panel directly above the game speed control bar on the screen.
User prompt
Have background music play continuously on a loop. Add a volume control slider to the game that allows players to adjust or mute the music as needed.
User prompt
Make the hero’s HP bar half as wide horizontally. Remove the black top and bottom borders from the HP bar.
User prompt
Make the character’s HP bar thicker and more visually prominent. The next wave should only begin after all the gold on the map has been collected — if any gold remains, the next wave should not start.
User prompt
Position the character’s HP bar slightly lower, further below the character.
User prompt
Increase the character’s HP by 10 times. The game should only be lost when **both** the main building’s HP and the character’s HP reach 0.
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var Boss = Container.expand(function () { var self = Container.call(this); self.health = Math.floor(8000 * difficultyScaling.healthMultiplier); self.maxHealth = Math.floor(8000 * difficultyScaling.healthMultiplier); self.speed = 0.6; self.goldValue = 100; self.currentTarget = null; self.lastX = 0; self.lastY = 0; self.dustTimer = 0; self.motionEffects = []; var graphics = self.attachAsset('boos', { anchorX: 0.5, anchorY: 1 }); // Scale boss to be larger graphics.scaleX = 1.5; graphics.scaleY = 1.5; graphics.tint = 0x800080; // Purple tint for boss // Add glowing red eyes self.redEyes = self.attachAsset('redEyes', { anchorX: 0.5, anchorY: 0.5 }); self.redEyes.y = -graphics.height * 0.8; self.redEyes.scaleX = 1.5; self.redEyes.scaleY = 1.5; // Make eyes glow with pulsing effect self.eyeGlowDirection = 1; self.eyeGlowAlpha = 0.8; self.targetX = 1024; self.targetY = 1366; self.findNearestTarget = function () { var nearestTarget = null; var shortestDistance = Infinity; // Check crystal tower var dx = crystalTower.x - self.x; var dy = crystalTower.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); nearestTarget = crystalTower; shortestDistance = distance; // Check hero dx = hero.x - self.x; dy = hero.y - self.y; distance = Math.sqrt(dx * dx + dy * dy); if (distance < shortestDistance) { nearestTarget = hero; shortestDistance = distance; } // Check towers for (var i = 0; i < towers.length; i++) { var tower = towers[i]; dx = tower.x - self.x; dy = tower.y - self.y; distance = Math.sqrt(dx * dx + dy * dy); if (distance < shortestDistance) { nearestTarget = tower; shortestDistance = distance; } } return nearestTarget; }; self.createDustCloud = function () { var dust = LK.getAsset('dustCloud', { anchorX: 0.5, anchorY: 0.5 }); dust.x = self.x + (Math.random() - 0.5) * 30; dust.y = self.y + (Math.random() - 0.5) * 20; dust.alpha = 0.6; game.addChild(dust); // Animate dust cloud tween(dust, { alpha: 0, scaleX: 1.5, scaleY: 1.5, y: dust.y - 20 }, { duration: Math.floor(800 / gameSpeed), easing: tween.easeOut, onFinish: function onFinish() { dust.destroy(); } }); }; self.createMotionLine = function () { var motionLine = LK.getAsset('motionLine', { anchorX: 0, anchorY: 0.5 }); motionLine.x = self.x - 40; motionLine.y = self.y - 20; motionLine.alpha = 0.7; // Calculate motion direction for line orientation var dx = self.x - self.lastX; var dy = self.y - self.lastY; if (dx !== 0 || dy !== 0) { motionLine.rotation = Math.atan2(dy, dx); } game.addChild(motionLine); self.motionEffects.push(motionLine); // Fade out motion line tween(motionLine, { alpha: 0, scaleX: 0.5 }, { duration: Math.floor(600 / gameSpeed), easing: tween.easeOut, onFinish: function onFinish() { for (var i = self.motionEffects.length - 1; i >= 0; i--) { if (self.motionEffects[i] === motionLine) { self.motionEffects.splice(i, 1); break; } } motionLine.destroy(); } }); }; self.takeDamage = function (damage) { self.health -= damage; if (self.health <= 0) { self.die(); } }; self.die = function () { // Clean up motion effects for (var i = 0; i < self.motionEffects.length; i++) { self.motionEffects[i].destroy(); } var coin = new GoldCoin(); coin.x = self.x; coin.y = self.y; coin.value = self.goldValue; game.addChild(coin); goldCoins.push(coin); LK.getSound('enemyDeath').play(); enemyKills++; // Increment kill counter when boss dies // Continue wave progression after boss death and re-enable hero shooting bossActive = false; heroCanShoot = true; // Remove boss from enemies array for (var i = enemies.length - 1; i >= 0; i--) { if (enemies[i] === self) { enemies.splice(i, 1); break; } } self.destroy(); }; self.update = function () { // Store last position for motion effects self.lastX = self.x; self.lastY = self.y; // Update glowing eyes effect self.eyeGlowAlpha += self.eyeGlowDirection * 0.05 * gameSpeed; if (self.eyeGlowAlpha >= 1) { self.eyeGlowDirection = -1; } else if (self.eyeGlowAlpha <= 0.5) { self.eyeGlowDirection = 1; } self.redEyes.alpha = self.eyeGlowAlpha; // Find nearest target and charge toward it self.currentTarget = self.findNearestTarget(); var targetX = self.currentTarget.x; var targetY = self.currentTarget.y; var dx = targetX - self.x; var dy = targetY - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 5) { // Move toward target with charging behavior var moveX = dx / distance * self.speed * gameSpeed; var moveY = dy / distance * self.speed * gameSpeed; self.x += moveX; self.y += moveY; // Create dust clouds periodically while moving self.dustTimer += gameSpeed; if (self.dustTimer >= 15) { self.createDustCloud(); self.dustTimer = 0; } // Create motion lines for charging effect if (LK.ticks % Math.max(1, Math.floor(8 / gameSpeed)) === 0) { self.createMotionLine(); } } else { // Attack the target (boss deals more damage) if (self.currentTarget === crystalTower) { crystalTower.takeDamage(40); enemyAttacks++; } else if (self.currentTarget === hero) { // Flash hero red when attacked LK.effects.flashObject(hero, 0xff0000, 500); // Damage hero heroHealth -= 50; enemyAttacks++; if (heroHealth <= 0 && !heroCollapsed) { heroCollapsed = true; // Hero collapse effect tween(hero, { alpha: 0.3, scaleX: 0.8, scaleY: 0.4, rotation: Math.PI / 2 }, { duration: Math.floor(1000 / gameSpeed), easing: tween.easeOut }); // Add smoke effect var smoke = new SmokeEffect(); smoke.x = hero.x; smoke.y = hero.y; game.addChild(smoke); } } else { // Check if target is a tower for (var i = 0; i < towers.length; i++) { if (towers[i] === self.currentTarget) { self.currentTarget.takeDamage(); enemyAttacks++; break; } } } } }; return self; }); var CrystalTower = Container.expand(function () { var self = Container.call(this); self.health = 1500; self.maxHealth = 1500; self.range = 200; self.damage = 40; self.fireRate = 30; self.lastShot = 0; self.hits = 0; self.maxHits = 10; // Create magic aura for attack radius visualization self.magicAura = new MagicAura(); self.addChild(self.magicAura); // Scale aura to match tower range (range 200 = diameter 400) self.magicAura.scaleX = self.range * 2 / 400; self.magicAura.scaleY = self.range * 2 / 400; var graphics = self.attachAsset('crystalTower', { anchorX: 0.5, anchorY: 1 }); self.takeDamage = function (damage) { self.health -= damage; self.hits++; // Tower blinks red when taking damage tween(graphics, { tint: 0xff0000 }, { duration: 150, easing: tween.easeOut, onFinish: function onFinish() { tween(graphics, { tint: 0xffffff }, { duration: 150, easing: tween.easeOut, onFinish: function onFinish() { tween(graphics, { tint: 0xff0000 }, { duration: 150, easing: tween.easeOut, onFinish: function onFinish() { tween(graphics, { tint: 0xffffff }, { duration: 150, easing: tween.easeOut }); } }); } }); } }); LK.effects.flashObject(self, 0xff0000, 500); // Add damage effects based on health percentage var healthPercent = self.health / self.maxHealth; if (healthPercent < 0.7) { // Add cracks var crack = LK.getAsset('crackEffect', { anchorX: 0.5, anchorY: 0.5 }); crack.x = self.x + (Math.random() - 0.5) * 100; crack.y = self.y - Math.random() * 150; crack.rotation = Math.random() * Math.PI; crack.alpha = 0.8; game.addChild(crack); } if (healthPercent < 0.5) { // Add smoke effects var smoke = new SmokeEffect(); smoke.x = self.x + (Math.random() - 0.5) * 80; smoke.y = self.y - 100 - Math.random() * 50; game.addChild(smoke); } if (healthPercent < 0.3) { // Add red alert glow LK.effects.flashScreen(0xff0000, 300); } if (self.hits >= self.maxHits) { // Create massive explosion effect for (var i = 0; i < 5; i++) { var explosion = new ExplosionEffect(); explosion.x = self.x + (Math.random() - 0.5) * 150; explosion.y = self.y - Math.random() * 200; game.addChild(explosion); } // Play destruction sound LK.getSound('towerDestroy').play(); // Flash screen red for dramatic effect LK.effects.flashScreen(0xff0000, 1500); // Only show game over if both tower and hero HP reach 0 if (heroHealth <= 0) { LK.showGameOver(); } } }; self.findTarget = function () { var closest = null; var closestDistance = self.range; for (var i = 0; i < enemies.length; i++) { var enemy = enemies[i]; var dx = enemy.x - self.x; var dy = enemy.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < closestDistance) { closest = enemy; closestDistance = distance; } } return closest; }; self.shoot = function (target) { if (LK.ticks - self.lastShot >= Math.floor(self.fireRate / gameSpeed)) { var projectile = new TowerProjectile(); projectile.x = self.x; projectile.y = self.y - 60; projectile.target = target; projectile.damage = self.damage; game.addChild(projectile); towerProjectiles.push(projectile); self.lastShot = LK.ticks; // Trigger magical attack aura effect self.magicAura.showAttackPulse(); // Add magical flash effect to tower LK.effects.flashObject(graphics, 0x4169e1, 500); // Add muzzle flash var flash = new MuzzleFlash(); flash.x = self.x; flash.y = self.y - 80; game.addChild(flash); LK.getSound('towerShoot').play(); } }; self.update = function () { var target = self.findTarget(); if (target) { self.shoot(target); } }; return self; }); var Enemy = Container.expand(function (type) { var self = Container.call(this); self.enemyType = type || 'goblin'; self.health = 100; self.maxHealth = 100; self.speed = 1; self.goldValue = 10; self.currentTarget = null; self.lastX = 0; self.lastY = 0; self.dustTimer = 0; self.motionEffects = []; if (self.enemyType === 'goblin') { self.health = Math.floor(160 * difficultyScaling.healthMultiplier); self.maxHealth = Math.floor(160 * difficultyScaling.healthMultiplier); self.speed = 1.5; self.goldValue = 15; var graphics = self.attachAsset('goblin', { anchorX: 0.5, anchorY: 1 }); } else if (self.enemyType === 'troll') { self.health = Math.floor(400 * difficultyScaling.healthMultiplier); self.maxHealth = Math.floor(400 * difficultyScaling.healthMultiplier); self.speed = 0.8; self.goldValue = 30; var graphics = self.attachAsset('troll', { anchorX: 0.5, anchorY: 1 }); } else if (self.enemyType === 'skeleton') { self.health = Math.floor(240 * difficultyScaling.healthMultiplier); self.maxHealth = Math.floor(240 * difficultyScaling.healthMultiplier); self.speed = 1.2 * difficultyScaling.skeletonSpeedMultiplier; self.goldValue = 20; var graphics = self.attachAsset('skeleton', { anchorX: 0.5, anchorY: 1 }); } // Add glowing red eyes self.redEyes = self.attachAsset('redEyes', { anchorX: 0.5, anchorY: 0.5 }); self.redEyes.y = -graphics.height * 0.8; // Make eyes glow with pulsing effect self.eyeGlowDirection = 1; self.eyeGlowAlpha = 0.8; self.targetX = 1024; self.targetY = 1366; self.findNearestTarget = function () { var nearestTarget = null; var shortestDistance = Infinity; // Check crystal tower var dx = crystalTower.x - self.x; var dy = crystalTower.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); nearestTarget = crystalTower; shortestDistance = distance; // Check hero dx = hero.x - self.x; dy = hero.y - self.y; distance = Math.sqrt(dx * dx + dy * dy); if (distance < shortestDistance) { nearestTarget = hero; shortestDistance = distance; } // Check towers for (var i = 0; i < towers.length; i++) { var tower = towers[i]; dx = tower.x - self.x; dy = tower.y - self.y; distance = Math.sqrt(dx * dx + dy * dy); if (distance < shortestDistance) { nearestTarget = tower; shortestDistance = distance; } } return nearestTarget; }; self.createDustCloud = function () { var dust = LK.getAsset('dustCloud', { anchorX: 0.5, anchorY: 0.5 }); dust.x = self.x + (Math.random() - 0.5) * 30; dust.y = self.y + (Math.random() - 0.5) * 20; dust.alpha = 0.6; game.addChild(dust); // Animate dust cloud tween(dust, { alpha: 0, scaleX: 1.5, scaleY: 1.5, y: dust.y - 20 }, { duration: 800, easing: tween.easeOut, onFinish: function onFinish() { dust.destroy(); } }); }; self.createMotionLine = function () { var motionLine = LK.getAsset('motionLine', { anchorX: 0, anchorY: 0.5 }); motionLine.x = self.x - 40; motionLine.y = self.y - 20; motionLine.alpha = 0.7; // Calculate motion direction for line orientation var dx = self.x - self.lastX; var dy = self.y - self.lastY; if (dx !== 0 || dy !== 0) { motionLine.rotation = Math.atan2(dy, dx); } game.addChild(motionLine); self.motionEffects.push(motionLine); // Fade out motion line tween(motionLine, { alpha: 0, scaleX: 0.5 }, { duration: 600, easing: tween.easeOut, onFinish: function onFinish() { for (var i = self.motionEffects.length - 1; i >= 0; i--) { if (self.motionEffects[i] === motionLine) { self.motionEffects.splice(i, 1); break; } } motionLine.destroy(); } }); }; self.takeDamage = function (damage) { self.health -= damage; if (self.health <= 0) { self.die(); } }; self.die = function () { // Clean up motion effects for (var i = 0; i < self.motionEffects.length; i++) { self.motionEffects[i].destroy(); } var coin = new GoldCoin(); coin.x = self.x; coin.y = self.y; coin.value = self.goldValue; game.addChild(coin); goldCoins.push(coin); LK.getSound('enemyDeath').play(); enemyKills++; // Increment kill counter when enemy dies for (var i = enemies.length - 1; i >= 0; i--) { if (enemies[i] === self) { enemies.splice(i, 1); break; } } self.destroy(); }; self.update = function () { // Store last position for motion effects self.lastX = self.x; self.lastY = self.y; // Update glowing eyes effect self.eyeGlowAlpha += self.eyeGlowDirection * 0.05 * gameSpeed; if (self.eyeGlowAlpha >= 1) { self.eyeGlowDirection = -1; } else if (self.eyeGlowAlpha <= 0.5) { self.eyeGlowDirection = 1; } self.redEyes.alpha = self.eyeGlowAlpha; // Find nearest target and charge toward it self.currentTarget = self.findNearestTarget(); var targetX = self.currentTarget.x; var targetY = self.currentTarget.y; var dx = targetX - self.x; var dy = targetY - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 5) { // Move toward target with charging behavior var moveX = dx / distance * self.speed * gameSpeed; var moveY = dy / distance * self.speed * gameSpeed; self.x += moveX; self.y += moveY; // Create dust clouds periodically while moving self.dustTimer += gameSpeed; if (self.dustTimer >= 15) { self.createDustCloud(); self.dustTimer = 0; } // Create motion lines for charging effect if (LK.ticks % Math.max(1, Math.floor(8 / gameSpeed)) === 0) { self.createMotionLine(); } } else { // Attack the target if (self.currentTarget === crystalTower) { crystalTower.takeDamage(20); enemyAttacks++; } else if (self.currentTarget === hero) { // Flash hero red when attacked LK.effects.flashObject(hero, 0xff0000, 500); // Damage hero heroHealth -= 25; enemyAttacks++; if (heroHealth <= 0 && !heroCollapsed) { heroCollapsed = true; // Hero collapse effect tween(hero, { alpha: 0.3, scaleX: 0.8, scaleY: 0.4, rotation: Math.PI / 2 }, { duration: Math.floor(1000 / gameSpeed), easing: tween.easeOut }); // Add smoke effect var smoke = new SmokeEffect(); smoke.x = hero.x; smoke.y = hero.y; game.addChild(smoke); } } else { // Check if target is a tower for (var i = 0; i < towers.length; i++) { if (towers[i] === self.currentTarget) { self.currentTarget.takeDamage(); enemyAttacks++; break; } } } } }; return self; }); var ExplosionEffect = Container.expand(function () { var self = Container.call(this); var graphics = self.attachAsset('explosion', { anchorX: 0.5, anchorY: 0.5 }); graphics.alpha = 0.8; self.scaleX = 0.3; self.scaleY = 0.3; // Animate explosion tween(self, { scaleX: 2, scaleY: 2, alpha: 0 }, { duration: 600, easing: tween.easeOut, onFinish: function onFinish() { self.destroy(); } }); return self; }); var GoldCoin = Container.expand(function () { var self = Container.call(this); var graphics = self.attachAsset('goldCoin', { anchorX: 0.5, anchorY: 0.5 }); self.value = 10; self.collected = false; self.collect = function () { if (!self.collected) { self.collected = true; gold += self.value; goldText.setText('Gold: ' + gold); LK.getSound('coinCollect').play(); for (var i = goldCoins.length - 1; i >= 0; i--) { if (goldCoins[i] === self) { goldCoins.splice(i, 1); break; } } self.destroy(); } }; self.down = function (x, y, obj) { self.collect(); }; return self; }); var GrassPatch = Container.expand(function (grassType) { var self = Container.call(this); self.grassType = grassType || 'grassPatch'; self.swayAmount = 0.1 + Math.random() * 0.15; // Random sway intensity self.swaySpeed = 2000 + Math.random() * 1000; // Random sway duration var graphics = self.attachAsset(self.grassType, { anchorX: 0.5, anchorY: 1 }); // Start initial sway animation self.startSway = function () { var targetRotation = self.swayAmount * (Math.random() > 0.5 ? 1 : -1); tween(self, { rotation: targetRotation }, { duration: self.swaySpeed, easing: tween.easeInOut, onFinish: function onFinish() { // Reverse sway direction var reverseRotation = -targetRotation * (0.8 + Math.random() * 0.4); tween(self, { rotation: reverseRotation }, { duration: self.swaySpeed * (0.8 + Math.random() * 0.4), easing: tween.easeInOut, onFinish: function onFinish() { self.startSway(); // Continue swaying indefinitely } }); } }); }; // Start swaying with random delay to create natural effect LK.setTimeout(function () { self.startSway(); }, Math.random() * 2000); return self; }); var Hero = Container.expand(function () { var self = Container.call(this); var graphics = self.attachAsset('hero', { anchorX: 0.5, anchorY: 1 }); self.speed = 3; self.range = 450; self.damage = 35; self.fireRate = 20; self.lastShot = 0; self.findTarget = function () { var closest = null; var closestDistance = self.range; for (var i = 0; i < enemies.length; i++) { var enemy = enemies[i]; var dx = enemy.x - self.x; var dy = enemy.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < closestDistance) { closest = enemy; closestDistance = distance; } } return closest; }; self.shoot = function (target) { if (LK.ticks - self.lastShot >= Math.floor(self.fireRate / gameSpeed)) { var projectile = new HeroProjectile(); projectile.x = self.x; projectile.y = self.y - 25; projectile.target = target; projectile.damage = self.damage; game.addChild(projectile); heroProjectiles.push(projectile); self.lastShot = LK.ticks; } }; self.update = function () { // Only shoot if hero is not collapsed (dead) and is allowed to shoot if (!heroCollapsed && heroCanShoot) { var target = self.findTarget(); if (target) { self.shoot(target); } } }; return self; }); var HeroProjectile = Container.expand(function () { var self = Container.call(this); var graphics = self.attachAsset('heroProjectile', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 10; self.target = null; self.damage = 35; self.update = function () { if (!self.target || self.target.destroyed) { self.destroy(); for (var i = heroProjectiles.length - 1; i >= 0; i--) { if (heroProjectiles[i] === self) { heroProjectiles.splice(i, 1); break; } } return; } var dx = self.target.x - self.x; var dy = self.target.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < 20) { self.target.takeDamage(self.damage); LK.getSound('arrowImpact').play(); self.destroy(); for (var i = heroProjectiles.length - 1; i >= 0; i--) { if (heroProjectiles[i] === self) { heroProjectiles.splice(i, 1); break; } } } else { self.x += dx / distance * self.speed * gameSpeed; self.y += dy / distance * self.speed * gameSpeed; } }; return self; }); var MagicAura = Container.expand(function () { var self = Container.call(this); var graphics = self.attachAsset('magicAura', { anchorX: 0.5, anchorY: 0.5 }); graphics.alpha = 0.2; self.pulseDirection = 1; self.basePulse = 0.15; self.currentPulse = self.basePulse; self.update = function () { // Create pulsing effect self.currentPulse += self.pulseDirection * 0.003; if (self.currentPulse >= 0.4) { self.pulseDirection = -1; } else if (self.currentPulse <= self.basePulse) { self.pulseDirection = 1; } graphics.alpha = self.currentPulse; // Slight rotation for magical effect graphics.rotation += 0.01; }; self.showAttackPulse = function () { // Flash brighter when tower attacks tween(graphics, { alpha: 0.7, scaleX: 1.2, scaleY: 1.2 }, { duration: 300, easing: tween.easeOut, onFinish: function onFinish() { tween(graphics, { alpha: self.currentPulse, scaleX: 1, scaleY: 1 }, { duration: 200, easing: tween.easeIn }); } }); }; return self; }); var MuzzleFlash = Container.expand(function () { var self = Container.call(this); var graphics = self.attachAsset('muzzleFlash', { anchorX: 0.5, anchorY: 0.5 }); graphics.alpha = 0.9; self.scaleX = 0.5; self.scaleY = 0.5; // Quick flash effect tween(self, { scaleX: 1.5, scaleY: 1.5, alpha: 0 }, { duration: 200, easing: tween.easeOut, onFinish: function onFinish() { self.destroy(); } }); return self; }); var SmokeEffect = Container.expand(function () { var self = Container.call(this); var graphics = self.attachAsset('smokeCloud', { anchorX: 0.5, anchorY: 0.5 }); graphics.alpha = 0.4; self.scaleX = 0.8; self.scaleY = 0.8; // Rising smoke animation tween(self, { y: self.y - 100, scaleX: 1.5, scaleY: 1.5, alpha: 0 }, { duration: 2000, easing: tween.easeOut, onFinish: function onFinish() { self.destroy(); } }); return self; }); var Tower = Container.expand(function (type) { var self = Container.call(this); self.towerType = type || 'archer'; self.range = 150; self.damage = 25; self.fireRate = 60; self.lastShot = 0; self.hits = 0; self.maxHits = 4; if (self.towerType === 'archer') { self.range = 180; self.damage = 30; self.fireRate = 45; var graphics = self.attachAsset('archerTower', { anchorX: 0.5, anchorY: 1 }); } else if (self.towerType === 'cannon') { self.range = 120; self.damage = 60; self.fireRate = 90; var graphics = self.attachAsset('cannonTower', { anchorX: 0.5, anchorY: 1 }); } self.takeDamage = function () { self.hits++; // Tower blinks red when taking damage tween(graphics, { tint: 0xff0000 }, { duration: 200, easing: tween.easeOut, onFinish: function onFinish() { tween(graphics, { tint: 0xffffff }, { duration: 200, easing: tween.easeOut }); } }); if (self.hits >= self.maxHits) { // Create explosion effect var explosion = new ExplosionEffect(); explosion.x = self.x; explosion.y = self.y; game.addChild(explosion); // Play destruction sound LK.getSound('towerDestroy').play(); // Remove from towers array for (var i = towers.length - 1; i >= 0; i--) { if (towers[i] === self) { towers.splice(i, 1); break; } } self.destroy(); } }; self.findTarget = function () { var closest = null; var closestDistance = self.range; for (var i = 0; i < enemies.length; i++) { var enemy = enemies[i]; var dx = enemy.x - self.x; var dy = enemy.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < closestDistance) { closest = enemy; closestDistance = distance; } } return closest; }; self.shoot = function (target) { if (LK.ticks - self.lastShot >= Math.floor(self.fireRate / gameSpeed)) { var projectile = new TowerProjectile(); projectile.x = self.x; projectile.y = self.y - 40; projectile.target = target; projectile.damage = self.damage; game.addChild(projectile); towerProjectiles.push(projectile); self.lastShot = LK.ticks; LK.getSound('towerShoot').play(); // Add muzzle flash effect var flash = new MuzzleFlash(); flash.x = self.x; flash.y = self.y - 30; game.addChild(flash); } }; self.update = function () { var target = self.findTarget(); if (target) { self.shoot(target); } }; return self; }); var TowerProjectile = Container.expand(function () { var self = Container.call(this); var graphics = self.attachAsset('towerProjectile', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 8; self.target = null; self.damage = 25; self.update = function () { if (!self.target || self.target.destroyed) { self.destroy(); for (var i = towerProjectiles.length - 1; i >= 0; i--) { if (towerProjectiles[i] === self) { towerProjectiles.splice(i, 1); break; } } return; } var dx = self.target.x - self.x; var dy = self.target.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < 20) { self.target.takeDamage(self.damage); self.destroy(); for (var i = towerProjectiles.length - 1; i >= 0; i--) { if (towerProjectiles[i] === self) { towerProjectiles.splice(i, 1); break; } } } else { self.x += dx / distance * self.speed * gameSpeed; self.y += dy / distance * self.speed * gameSpeed; } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x1a4d1a }); /**** * Game Code ****/ var enemies = []; var towers = []; var towerProjectiles = []; var heroProjectiles = []; var goldCoins = []; var crystalTower; var hero; var gold = 100; var wave = 1; var enemiesInWave = 5; var enemySpawnTimer = 0; var minEnemiesOnField = 3; // Always maintain minimum enemies var enemiesSpawned = 0; var waveComplete = false; var draggedHero = false; var heroCollapsed = false; var heroHealth = 1000; var heroMaxHealth = 1000; var enemyAttacks = 0; var enemyKills = 0; var bossActive = false; var difficultyScaling = { healthMultiplier: 1.0, skeletonSpeedMultiplier: 1.0 }; // Control hero shooting behavior var heroCanShoot = true; // Track enemies in contact with crystal tower for continuous damage var enemiesInContact = []; var contactDamageTimer = 0; // Game speed control var gameSpeed = 1.0; var gameSpeedOptions = [1.0, 1.5, 2.0, 3.0, 5.0]; var currentSpeedIndex = 0; // Grass background removed - clean battlefield environment var grassPatches = []; // Create crystal tower at center crystalTower = new CrystalTower(); crystalTower.x = 1024; crystalTower.y = 1366; game.addChild(crystalTower); // Create hero hero = new Hero(); hero.x = 900; hero.y = 1200; game.addChild(hero); // Create hero HP bar that follows hero var heroHealthBar = LK.getAsset('uiPanel', { anchorX: 0.5, anchorY: 0.5 }); heroHealthBar.scaleX = 1.0; heroHealthBar.scaleY = 0.6; heroHealthBar.tint = 0x404040; game.addChild(heroHealthBar); var heroHealthFill = LK.getAsset('uiPanel', { anchorX: 0, anchorY: 0.5 }); heroHealthFill.scaleX = 1.0; heroHealthFill.scaleY = 0.6; heroHealthFill.tint = 0x00ff00; heroHealthBar.addChild(heroHealthFill); heroHealthFill.x = -100; heroHealthFill.y = 0; var heroHealthText = new Text2(heroHealth + '/' + heroMaxHealth, { size: 28, fill: 0xFFFFFF }); heroHealthText.anchor.set(0.5, 0.5); heroHealthBar.addChild(heroHealthText); // UI Elements var goldText = new Text2('Gold: ' + gold, { size: 60, fill: 0xFFD700 }); goldText.anchor.set(0, 0); LK.gui.topRight.addChild(goldText); goldText.x = -200; goldText.y = 20; var waveText = new Text2('Wave: ' + wave, { size: 60, fill: 0xFFFFFF }); waveText.anchor.set(0, 0); LK.gui.top.addChild(waveText); waveText.x = -100; waveText.y = 20; var healthText = new Text2('Tower HP: ' + crystalTower.health, { size: 50, fill: 0x00FFFF }); healthText.anchor.set(0, 0); LK.gui.bottom.addChild(healthText); healthText.x = -150; healthText.y = -80; // Boss health bar (initially hidden) var bossHealthBar = LK.getAsset('uiPanel', { anchorX: 0.5, anchorY: 0.5 }); bossHealthBar.scaleX = 4; bossHealthBar.scaleY = 0.5; bossHealthBar.tint = 0x800080; bossHealthBar.visible = false; LK.gui.top.addChild(bossHealthBar); bossHealthBar.x = 0; bossHealthBar.y = 100; var bossHealthFill = LK.getAsset('uiPanel', { anchorX: 0, anchorY: 0.5 }); bossHealthFill.scaleX = 4; bossHealthFill.scaleY = 0.4; bossHealthFill.tint = 0xff0000; bossHealthFill.visible = false; bossHealthBar.addChild(bossHealthFill); bossHealthFill.x = -400; bossHealthFill.y = 0; var bossHealthText = new Text2('BOSS', { size: 40, fill: 0xFFFFFF }); bossHealthText.anchor.set(0.5, 0.5); bossHealthText.visible = false; LK.gui.top.addChild(bossHealthText); bossHealthText.x = 0; bossHealthText.y = 60; // Tower placement UI var archerButton = LK.getAsset('uiPanel', { anchorX: 0.5, anchorY: 0.5 }); archerButton.x = 150; archerButton.y = -150; LK.gui.bottom.addChild(archerButton); var archerText = new Text2('Archer\n50g', { size: 30, fill: 0xFFFFFF }); archerText.anchor.set(0.5, 0.5); archerButton.addChild(archerText); var cannonButton = LK.getAsset('uiPanel', { anchorX: 0.5, anchorY: 0.5 }); cannonButton.x = 400; cannonButton.y = -150; LK.gui.bottom.addChild(cannonButton); var cannonText = new Text2('Cannon\n80g', { size: 30, fill: 0xFFFFFF }); cannonText.anchor.set(0.5, 0.5); cannonButton.addChild(cannonText); // Game speed button var speedButton = LK.getAsset('uiPanel', { anchorX: 0.5, anchorY: 0.5 }); speedButton.x = 150; speedButton.y = -50; speedButton.scaleX = 1.2; speedButton.scaleY = 0.8; speedButton.tint = 0x4169e1; LK.gui.bottomLeft.addChild(speedButton); var speedText = new Text2('Speed: 1.0x', { size: 28, fill: 0xFFFFFF }); speedText.anchor.set(0.5, 0.5); speedButton.addChild(speedText); // Volume control slider var volumeSliderBack = LK.getAsset('uiPanel', { anchorX: 0.5, anchorY: 0.5 }); volumeSliderBack.x = 150; volumeSliderBack.y = -120; volumeSliderBack.scaleX = 2; volumeSliderBack.scaleY = 0.4; volumeSliderBack.tint = 0x404040; LK.gui.bottomLeft.addChild(volumeSliderBack); var volumeSliderFill = LK.getAsset('uiPanel', { anchorX: 0, anchorY: 0.5 }); volumeSliderFill.scaleX = 2 * 0.1; // Start at 10% (current music volume) volumeSliderFill.scaleY = 0.3; volumeSliderFill.tint = 0x00ff00; volumeSliderBack.addChild(volumeSliderFill); volumeSliderFill.x = -200; volumeSliderFill.y = 0; var volumeText = new Text2('Volume: 10%', { size: 24, fill: 0xFFFFFF }); volumeText.anchor.set(0.5, 0.5); volumeSliderBack.addChild(volumeText); // Track current volume (0.0 to 1.0) var currentVolume = 0.1; // Speed button handler speedButton.down = function (x, y, obj) { currentSpeedIndex = (currentSpeedIndex + 1) % gameSpeedOptions.length; gameSpeed = gameSpeedOptions[currentSpeedIndex]; speedText.setText('Speed: ' + gameSpeed + 'x'); // Note: Game speed functionality not available in LK engine }; // Volume slider handler volumeSliderBack.down = function (x, y, obj) { // Convert click position to volume (0.0 to 1.0) var localX = x + 200; // Adjust for slider fill position offset var sliderWidth = 400; // Total slider width (scaleX 2 * panel width 200) var clickPercent = Math.max(0, Math.min(1, localX / sliderWidth)); currentVolume = clickPercent; volumeSliderFill.scaleX = 2 * currentVolume; // Update volume text var volumePercent = Math.round(currentVolume * 100); volumeText.setText('Volume: ' + volumePercent + '%'); // Update all sound effect volumes LK.getSound('arrowImpact').volume = 0.8 * currentVolume; LK.getSound('coinCollect').volume = 1.0 * currentVolume; LK.getSound('enemyDeath').volume = 1.0 * currentVolume; LK.getSound('towerDestroy').volume = 1.0 * currentVolume; LK.getSound('towerPlace').volume = 1.0 * currentVolume; LK.getSound('towerShoot').volume = 1.0 * currentVolume; // Stop current music and restart with new volume LK.stopMusic(); if (currentVolume > 0) { // Play music with new volume by updating the asset and restarting LK.playMusic('med'); } }; // Tower placement handlers archerButton.down = function (x, y, obj) { if (gold >= 50) { placingTowerType = 'archer'; placingTowerCost = 50; } }; cannonButton.down = function (x, y, obj) { if (gold >= 80) { placingTowerType = 'cannon'; placingTowerCost = 80; } }; var placingTowerType = null; var placingTowerCost = 0; function spawnEnemy() { var enemyTypes = ['goblin', 'goblin', 'skeleton']; if (wave >= 3) enemyTypes.push('troll'); if (wave >= 5) enemyTypes.push('troll', 'troll'); var randomType = enemyTypes[Math.floor(Math.random() * enemyTypes.length)]; var enemy = new Enemy(randomType); // Spawn from random edge var side = Math.floor(Math.random() * 4); if (side === 0) { // Top enemy.x = Math.random() * 2048; enemy.y = 0; } else if (side === 1) { // Right enemy.x = 2048; enemy.y = Math.random() * 2732; } else if (side === 2) { // Bottom enemy.x = Math.random() * 2048; enemy.y = 2732; } else { // Left enemy.x = 0; enemy.y = Math.random() * 2732; } game.addChild(enemy); enemies.push(enemy); enemiesSpawned++; } function checkWaveComplete() { if (enemyKills >= 30 && goldCoins.length === 0) { // Start next wave only after 30 kills AND all gold collected wave++; // Increase all enemy HP by 10 after each wave difficultyScaling.healthMultiplier += 10 / 160; // Base goblin health is 160, so this adds roughly 10 HP enemiesInWave += 2; enemiesSpawned = 0; enemyKills = 0; // Reset kill counter for next wave bossActive = false; // Reset boss active flag for next wave // Re-enable hero shooting for wave 6 and beyond (after first boss death) if (wave >= 6) { heroCanShoot = true; } waveText.setText('Wave: ' + wave); if (wave > 100) { LK.showYouWin(); } } } game.down = function (x, y, obj) { if (placingTowerType) { // Check if position is valid (not too close to crystal tower or other towers) var tooClose = false; var dx = x - crystalTower.x; var dy = y - crystalTower.y; if (Math.sqrt(dx * dx + dy * dy) < 200) { tooClose = true; } for (var i = 0; i < towers.length; i++) { var tower = towers[i]; var dx = x - tower.x; var dy = y - tower.y; if (Math.sqrt(dx * dx + dy * dy) < 120) { tooClose = true; break; } } if (!tooClose) { var newTower = new Tower(placingTowerType); newTower.x = x; newTower.y = y; game.addChild(newTower); towers.push(newTower); gold -= placingTowerCost; goldText.setText('Gold: ' + gold); LK.getSound('towerPlace').play(); } placingTowerType = null; placingTowerCost = 0; } else { // Check if clicking on hero to start drag - expanded hitbox 4x larger than original visual area var dx = x - hero.x; var dy = y - hero.y; // Hero asset is 125x156, expand hitbox to 4x the size (500x624 total area) var heroWidth = 125 * 2; // 4x area means 2x width/height var heroHeight = 156 * 2; if (Math.abs(dx) < heroWidth / 2 && Math.abs(dy) < heroHeight / 2) { draggedHero = true; } } }; game.move = function (x, y, obj) { if (draggedHero) { hero.x = x; hero.y = y; } }; game.up = function (x, y, obj) { draggedHero = false; }; game.update = function () { // Determine boss spawn requirements based on wave var shouldSpawnBoss = false; var bossCount = 0; var shouldSpawnRegularEnemies = true; if (wave === 5 && !bossActive && enemiesSpawned === 0) { shouldSpawnBoss = true; bossCount = 1; shouldSpawnRegularEnemies = false; // Only boss on wave 5 } else if (wave === 10 && !bossActive && enemiesSpawned === 0) { shouldSpawnBoss = true; bossCount = 2; shouldSpawnRegularEnemies = false; // Only bosses on wave 10 } else if (wave === 15 && !bossActive && enemiesSpawned === 0) { shouldSpawnBoss = true; bossCount = 1; // One boss plus regular enemies shouldSpawnRegularEnemies = true; // Both bosses and regular enemies } else if (wave === 100 && !bossActive && enemiesSpawned === 0) { // Special wave 100: spawn main character as boss shouldSpawnBoss = true; bossCount = 1; shouldSpawnRegularEnemies = false; } if (shouldSpawnBoss) { for (var bossIndex = 0; bossIndex < bossCount; bossIndex++) { var boss; if (wave === 100) { // Create main character as enemy with 10,000 HP boss = new Boss(); boss.health = 10000; boss.maxHealth = 10000; boss.goldValue = 1000; // Make it look like the hero boss.removeChild(boss.attachedAssets[0]); // Remove boss graphics var heroGraphics = boss.attachAsset('hero', { anchorX: 0.5, anchorY: 1 }); heroGraphics.tint = 0x800000; // Dark red tint to show it's evil heroGraphics.scaleX = 2; // Make it larger heroGraphics.scaleY = 2; } else { boss = new Boss(); } // Spawn from random edge var side = Math.floor(Math.random() * 4); if (side === 0) { // Top boss.x = Math.random() * 2048; boss.y = 0; } else if (side === 1) { // Right boss.x = 2048; boss.y = Math.random() * 2732; } else if (side === 2) { // Bottom boss.x = Math.random() * 2048; boss.y = 2732; } else { // Left boss.x = 0; boss.y = Math.random() * 2732; } game.addChild(boss); enemies.push(boss); enemiesSpawned++; // Count boss as spawned enemy } bossActive = true; // Flash screen to indicate boss spawn LK.effects.flashScreen(0x800080, 1000); // Increase difficulty scaling after each boss round difficultyScaling.healthMultiplier += 0.15; // 15% health increase per round difficultyScaling.skeletonSpeedMultiplier += 0.08; // 8% speed increase for skeletons per round } // Spawn regular enemies continuously - always keep enemies on the field // Only spawn regular enemies if it's not a boss-only wave (5, 10) or if it's a mixed wave (15) var shouldSpawnRegularNow = true; if ((wave === 5 || wave === 10) && !bossActive) { shouldSpawnRegularNow = false; // Don't spawn regular enemies on boss-only waves before boss spawns } else if ((wave === 5 || wave === 10) && bossActive) { shouldSpawnRegularNow = false; // Don't spawn regular enemies on boss-only waves after boss spawns } if (shouldSpawnRegularNow && (enemiesSpawned < enemiesInWave || enemies.length < 3)) { enemySpawnTimer += gameSpeed; if (enemySpawnTimer >= 60) { // Spawn every 1 second for continuous pressure spawnEnemy(); enemySpawnTimer = 0; } } // Update health display healthText.setText('Tower HP: ' + crystalTower.health); // Update boss health bar var currentBoss = null; for (var i = 0; i < enemies.length; i++) { if (enemies[i].health === undefined || enemies[i].maxHealth === undefined) continue; if (enemies[i].maxHealth >= 800) { // Boss has 800+ max health currentBoss = enemies[i]; break; } } if (currentBoss && bossActive) { bossHealthBar.visible = true; bossHealthFill.visible = true; bossHealthText.visible = true; var healthPercent = currentBoss.health / currentBoss.maxHealth; bossHealthFill.scaleX = 4 * healthPercent; bossHealthText.setText('BOSS - ' + currentBoss.health + '/' + currentBoss.maxHealth); } else { bossHealthBar.visible = false; bossHealthFill.visible = false; bossHealthText.visible = false; } // Check for enemies in contact with crystal tower for continuous damage var currentEnemiesInContact = []; for (var i = 0; i < enemies.length; i++) { var enemy = enemies[i]; var dx = enemy.x - crystalTower.x; var dy = enemy.y - crystalTower.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < 80) { // Contact threshold currentEnemiesInContact.push(enemy); } } // Apply contact damage every second (60 ticks) contactDamageTimer += gameSpeed; if (contactDamageTimer >= 60 && currentEnemiesInContact.length > 0) { crystalTower.takeDamage(2 * currentEnemiesInContact.length); contactDamageTimer = 0; } // Update enemies in contact array enemiesInContact = currentEnemiesInContact; // Check for hero collecting coins for (var i = goldCoins.length - 1; i >= 0; i--) { var coin = goldCoins[i]; var dx = coin.x - hero.x; var dy = coin.y - hero.y; if (Math.sqrt(dx * dx + dy * dy) < 40) { coin.collect(); } } // Add random battlefield explosions during intense moments if (enemies.length > 8 && LK.ticks % Math.max(1, Math.floor(180 / gameSpeed)) === 0) { var explosion = new ExplosionEffect(); explosion.x = 200 + Math.random() * 1648; explosion.y = 200 + Math.random() * 2332; game.addChild(explosion); } // Add red alert glow when tower health is critical if (crystalTower.health < crystalTower.maxHealth * 0.2 && LK.ticks % Math.max(1, Math.floor(60 / gameSpeed)) === 0) { LK.effects.flashScreen(0x8b0000, 200); } // Initialize all sound volumes based on current volume setting LK.getSound('arrowImpact').volume = 0.8 * currentVolume; LK.getSound('coinCollect').volume = 1.0 * currentVolume; LK.getSound('enemyDeath').volume = 1.0 * currentVolume; LK.getSound('towerDestroy').volume = 1.0 * currentVolume; LK.getSound('towerPlace').volume = 1.0 * currentVolume; LK.getSound('towerShoot').volume = 1.0 * currentVolume; // Start background music on loop LK.playMusic('med'); // Hero can continue fighting even when collapsed - no game over from hero death // Update hero HP bar position to follow hero heroHealthBar.x = hero.x; heroHealthBar.y = hero.y + 40; // Position below hero // Update hero HP bar display var heroHealthPercent = Math.max(0, heroHealth) / heroMaxHealth; heroHealthFill.scaleX = 1.0 * heroHealthPercent; heroHealthText.setText(Math.max(0, heroHealth) + '/' + heroMaxHealth); // Change HP bar color based on health if (heroHealthPercent > 0.6) { heroHealthFill.tint = 0x00ff00; // Green } else if (heroHealthPercent > 0.3) { heroHealthFill.tint = 0xffff00; // Yellow } else { heroHealthFill.tint = 0xff0000; // Red } checkWaveComplete(); };
===================================================================
--- original.js
+++ change.js
@@ -1260,8 +1260,15 @@
volumeSliderFill.scaleX = 2 * currentVolume;
// Update volume text
var volumePercent = Math.round(currentVolume * 100);
volumeText.setText('Volume: ' + volumePercent + '%');
+ // Update all sound effect volumes
+ LK.getSound('arrowImpact').volume = 0.8 * currentVolume;
+ LK.getSound('coinCollect').volume = 1.0 * currentVolume;
+ LK.getSound('enemyDeath').volume = 1.0 * currentVolume;
+ LK.getSound('towerDestroy').volume = 1.0 * currentVolume;
+ LK.getSound('towerPlace').volume = 1.0 * currentVolume;
+ LK.getSound('towerShoot').volume = 1.0 * currentVolume;
// Stop current music and restart with new volume
LK.stopMusic();
if (currentVolume > 0) {
// Play music with new volume by updating the asset and restarting
@@ -1536,8 +1543,15 @@
// Add red alert glow when tower health is critical
if (crystalTower.health < crystalTower.maxHealth * 0.2 && LK.ticks % Math.max(1, Math.floor(60 / gameSpeed)) === 0) {
LK.effects.flashScreen(0x8b0000, 200);
}
+ // Initialize all sound volumes based on current volume setting
+ LK.getSound('arrowImpact').volume = 0.8 * currentVolume;
+ LK.getSound('coinCollect').volume = 1.0 * currentVolume;
+ LK.getSound('enemyDeath').volume = 1.0 * currentVolume;
+ LK.getSound('towerDestroy').volume = 1.0 * currentVolume;
+ LK.getSound('towerPlace').volume = 1.0 * currentVolume;
+ LK.getSound('towerShoot').volume = 1.0 * currentVolume;
// Start background music on loop
LK.playMusic('med');
// Hero can continue fighting even when collapsed - no game over from hero death
// Update hero HP bar position to follow hero
izometric cannon tower. In-Game asset. 2d. High contrast. No shadows. izometric
archerTower. In-Game asset. 2d. High contrast. No shadows
goblin. In-Game asset. 2d. High contrast. No shadows
goldCoin. In-Game asset. 2d. High contrast. No shadows
Archer hero. In-Game asset. 2d. High contrast. No shadows
skeleton. In-Game asset. 2d. High contrast. No shadows
troll. In-Game asset. 2d. High contrast. No shadows
single arrow image. In-Game asset. 2d. High contrast. No shadows
Create a flying dragon enemy with the following features:. In-Game asset. 2d. High contrast. No shadows
Here’s a prompt for a very distant, wide-angle view of a tree-free forest floor: **Prompt:** A very distant, wide-angle aerial view of a tree-free forest floor, showing expansive grassy plains with patches of dirt, scattered rocks, and low vegetation. The terrain stretches far into the horizon with subtle color variations and soft natural lighting, creating a vast, open, and serene natural environment without any trees.. In-Game asset. 2d. High contrast. No shadows
A stylized full-body illustration of a small hobbit holding a glowing ring in one hand, viewed from a 45-degree angle. The hobbit has curly hair, bare feet, and wears rustic, earth-toned clothing with detailed textures. The scene has warm, soft lighting emphasizing the character’s expressive face and the shining ring. The art style is cartoonish with rich colors, smooth shading, and a fantasy atmosphere.. In-Game asset. 2d. High contrast. No shadows
A magical yellow light glowing softly, with radiant beams and sparkling particles floating around. The light has a warm, enchanting aura that illuminates its surroundings with a golden hue. The atmosphere feels mystical and inviting, perfect for fantasy scenes or magical effects.. In-Game asset. 2d. High contrast. No shadows
A full-body stylized illustration of Smeagol (Gollum), showing his thin, hunched frame and large expressive eyes. He is barefoot and shirtless, wearing ragged shorts, with exaggerated cartoonish features that highlight his creepy yet pitiful nature. He clutches a glowing precious ring tightly in one hand. The art style is dark fantasy with vibrant colors, detailed skin textures, and a shadowy, mysterious background to enhance the eerie atmosphere. Perfect for full-character concept art or game design.. In-Game asset. 2d. High contrast. No shadows
A full-body stylized illustration of an orc warrior, standing in a dynamic pose. The orc has green or grayish skin, muscular build, tusks, and tribal armor made of bone, leather, and metal. The style is fantasy-themed with bold lines, exaggerated proportions, and detailed textures. The lighting is dramatic, emphasizing the orc’s strength and menace. Background is minimal or softly blurred to keep focus on the character. Suitable for fantasy RPG game concept art.. In-Game asset. 2d. High contrast. No shadows
A stylized fantasy axe with a broad, curved blade and intricate engravings. The handle is wrapped in worn leather, and the metal has a slightly weathered look, giving it a battle-worn feel. The design is bold and exaggerated, suitable for an orc warrior, with a glowing rune etched into the blade. The style is high-fantasy with clean lines, vibrant highlights, and a dramatic shadow for depth. Perfect for 2D game assets or concept art.. In-Game asset. 2d. High contrast. No shadows